Reviews from

in the past


Sands off much of the rough edges of the first, but doesn’t innovate massively either, mostly ending up as a more comfortable trek through old ideas.

For instance, I didn’t mention the issues with screen crunch with the original, with lots of blind drops into instant-death spike traps, but it’s mostly remedied here with much of the stage design leaning into the hazards that will damage you and eat away at your overall rank- but not kill you. While getting bombarded by offscreen enemies is still a pain, overall the threats here a much better fit for the dimensions of the GBA screen and the tremendous mobility of your character. Gimmicks like timing your jumps to avoid geysers of frozen air or speeding across a minefield are relatively simple, but they are a huge step up from the first game, which seemed almost willfully designed not to account for any of these limitations.

The idea of tying your score at the end of levels to gaining new moves is a cool one too, and while its another system that the series would toy around with further (in this iteration it’s an all-or-nothing: you have to come into a level with an “A” rank or above to unlock a new move) it’s a powerful incentive to replay and really learn levels. With so many scoring systems, there’s a fundamental question of “why even engage with it,” and this gives clear answer to that: because you’ll miss out on the full range of your kit if you decide not to (and also because you’ll get called mean names like [SLUGGISH EDGE])

That said, for the mechanical improvements it does make, 2 is way too familiar in its scenarios- retreading through much of the first game only without the same curveballs in its mission design, and further compounded by the fact that it’s hitting all the notes of a regular Megaman title. Realizing that the back half of the game was going to be spent fighting the Guardians from 1, and then going into the formality of its boss rushes and final gauntlet made the game feel deeply inessential- like a Black Label version of the first. (This all might be due to the fact that the first Zero was meant to be a self-contained game, while 2 and 3 were developed together, the sophomore effort seemingly saddled with the baggage of vindicating its own existence in the wake of the first and laying the foundation for more interesting titles ahead.)

The best moment here is probably its midpoint, with a pair of missions where you’ll first run through the wreckage of the failed assault on Neo Arcadia, a pretty easy but very atmospheric section that calls to mind some of the best upsets of 1, and then racing your way through an airborne armada to defuse a bomb before it hits the resistance base, rapidly working your way through a succession of boss fights and some of the better platforming sections. This sequence doesn't just work because of the strong execution, but because it feels like the game is finally throwing off its comfortable template for a moment and really committing to a standout set of levels that are totally their own.

Otherwise, it’s a decent obstacle course, but not an essential one.

///

References:

"When we first created Mega Man Zero, we were not planning to make sequels," says Aizu. "After Zero's release, the sales were strong enough that Capcom wanted us to create the sequel. When we began planning the sequel, we decided to make two games. So as we began developing Mega Man Zero 2, we also had the story for Mega Man Zero 3 in mind for the series." - From "Companions Through Life and Death: The Story of Inti Creates and Mega Man," Jeremy Parish, writing for USGamer

Honestly preferred the first game. Everything relating to plot was far less engaging this time and I didn't really feel any major differences in how it played compared to the original. Some stage layouts and bosses might honestly be a step down imo. Whatever the case, they're still close, still decent, etc. Maybe the differences in their average ratings led me to expect a bigger change.

“Ciel.
Trans me now.”
Congrats Zero 🏳️‍⚧️!

Only docking a half star because the forms are a cool feature but getting some of them is just asking to get your rank docked.

Great game. Easily a step up from the first entry as well as fixing a lot of my issues with the game. Only complaint is that there was like 1 level I got really annoyed with.


Um bom avanço da fórmula do primeiro jogo.

A gameplay continua com a mesma satisfação de sempre, e adiciona duas novas armas, o chicote, que serve pra se pendurar e puxar coisas, e o escudo, que serve pra defender tiros e ser útil em mais nada. Uma mecânica nova foi o EX skill, adicionando aqueles ataques diferentes do zero na saga X, apesar de ser legal, o problema delas é de só serem pegas caso estiver com rank A em uma fase, perdendo todo potencial de deixar a gameplay mais legal, já que vai ter muita gente que vai jogar e nem vai descobrir a existência delas. Outro argumento é delas servirem como recompensa por jogar bem, e incentivando aos jogadores à jogarem bem, mas acho isso idiotice já que o jogo não explica como pegar elas, e a pessoa provavelmente só vai sentir vontade de pegar na segunda jogatina. Outra questão é as armaduras, que aumentam os status de zero, elas aparecem de acordo da forma em que você joga o jogo, como matar 50 inimigos com a pistola, refletir 30 tiros, e esses tipo de conquista. Denovo, não são recompensas e sim uma forma de desperdiçar recursos que tornam o jogo mais satisfatório, não tem como descobrir isso casualmente, e teria que ver na Internet de como obter eles.

Aqui as fases deixaram de ser objetivos e virou uma fase de matar chefe, assim como os outros megaman. As fases tiveram uma evolução no level design, mas algumas ainda se manteve estranhas como o primeiro jogo, principalmente as finais que é intupida de espinhos, a única coisa que resolve isso nelas, é de ter várias vidas pelas fases, então eu aceito o abuso psicológico. A fase que é realmente paia, foi a dos avião, que tem um monte de pulo merda e eles não param de atirar, bem paia. Os chefes também teve uma melhoria, agora eles tem mais padrões e ataques difíceis de desviar, claro que teve uns 2 que dava pra matar parado, mas já foi de um avanço significativo.

A ost de megaman zero ficou banger nesse jogo, focando mais no rock pesado (não sei gênero de rock, me desculpa não binários), prefiro ela assim do que músicas assustadoras.

A história mesmo não tendo a mesma qualidade do primeiro, por conta dos temas legais, no mmz 2 ela ficou mais tensa, antes você não sentia que a cópia de X tava realmente causando malefícios para o mundo, a gente só tava dando um fim no império dele. Aqui graças a mente fraca do elpizo, ele quer libertar uma criatura que foi responsável pela maior guerra na lore de megaman, então há essa adrenalina de tentar parar ele, ver o que vai acontecer nas próximas missões. A história ficou muito mais imersivo do que no primeiro jogo.

Se não gostou do primeiro, ao ponto de dar rage quit, megaman zero 2 não vai te decepcionar... eu acho, sei lá, as vezes gosto de sofrer em jogos.

Em matéria de história, esse jogo é superior ao primeiro e o que eu mais gostei é que ele deixa de lado o sistema de missões do primeiro MZ e volta com o sistema de seleção de fases, característico de Megaman.

Com isso, o problema das áreas se repetirem, que existia no primeiro jogo, foi resolvido. Também diminuíram o farm, tornando mais rápidos de upar as armas e os Elfs. Nesses quesito, o segundo jogo evoluiu comparado ao primeiro.

Agora, não dá pra falar a mesma coisa da dificuldade. Eu achei esse bem mais difícil que o primeiro, e grande parte disso é o problema de level design de algumas fases, que existem quedas mortais por conta da câmera não mostrar os espinhos que te aguardam no fundo, ou também o posicionamento dos inimigos que te ferra em muitos locais.

Além disso, há algumas armadilhas do cenário que você precisa ser um mestre no jogo pra escapar do dano ou de até a morte.

A gameplay continua basicamente igual ao primeiro, com a diferença que agora o Zero conta com um gancho pra puxar objetos, itens e até se segurar no teto para de balançar e acessar algumas áreas. Na teoria parece ótimo, mas pense numa coisa travada que muitas vezes mais atrapalha do que ajuda.

Você consegue habilidades dos chefes aqui também, mas só se você derrotar o chefe em rank A ou S, que você precisa ser um mestre no jogo para conseguir esses ranques nas fases, e também não usar nenhum Cyber Elf, nem mesmo os que aumentam a vida ou os atributos do Zero.

Outras coisa nova são as formas, que você consegue cumprindo alguns requisitos durante as fases. Essas formas dão vantagens para o Zero quando equipadas. O problema que você precisa cumprir esses requisitos nas fases em que os chefes ainda não foram derrotados, e isso muitas vezes envolve farm, o que vai fazer seu rank cair, por causa do tempo que você vai levar pra concluir a área. Ou seja, é praticamente impossível ter todas as formas e todos os ataques de chefes ao mesmo tempo.

Megaman Zero 2 é superior ao seu antecessor em vários quesitos, mas repete alguns erros e consegue piorar alguns que já existiam no primeiro e ainda ter novos. Ainda assim, é um bom jogo pela história e também, vamos ser sinceros, o Zero é um personagem extremamente carismático!

Mechanically speaking this is an upgrade both in gameplay and story compared to Zero 1. They even made grinding weapon experience a lot less tedious thankfully. However when it came to enemy placement and level design I feel they got worse from the first game. So many instances of enemies on a wall or ledge to hinder you from going forward and getting blind sided way too often. Lots of bosses just doing a butt load of damage more than what's expected of the Zero games. It was just a frustrating experience and it didn't feel hard, it just felt tedious to play through

Basically the first game with most of the same issues, enemies and bosses, but with a worse story and lame new weapons. This really does not feel like a new game, it lacks a lot of variety and got exhausting really quickly. The level design was slightly better, but the game really did not stand out. I am still excited to play the rest though.

Substancialmente melhor que o primeiro Megaman Zero em tudo, o acréscimo das forms, os sub tanks agora serem itens escondidos motivando a exploração, as fases, level design, bosses, história e etc... Compõem um jogo que aprende com alguns erros cometidos antes e tenta concertar a maioria enquanto traz coisas novas. Claro que nem tudo é flores e ainda rola uma injustiça aqui e acolá mas no geral a qualidade é o que prevalece nesse título ao invés de ficar numa balança contra os erros igual era no primeiro jogo.

This game rules.
Huge improvement over the first game, making weapon ranks bearable, level design and bosses are overall better, relacing the spear for the chain rod was a great choice, and making it NOT MISSABLE even better.
Some room for improvement, but that'll be tackled by the sequel, but this one's for the ages, amazing game overall.

Zero 1 was an idea, Zero 2 is where ideas were put into action, where boys became men.

By all accounts this should be an improvement over the first but this shit pissed me off the entire time.

Feels more like a complete game than the first game but it had some really hard platforming i did not vibe with. Great bosses though. I used the checkpoint assist I can not believe there are people out there who beat this game without it as children, they are god's strongest soldiers.

A história é bem fraca, e o fator replay se torna meio cansativo por causas da cutscenes, mas no geral é um excelente jogo pra passar o tempo.

I have gone on record saying that I firmly believe that Zero 1 is better than 2. I first tried playing the DS version of Zero 2 on the Mega Man Zero Collection, and this time I tried the Switch version, which has the save state checkpoints, because some of my issues with Zero II came with its rather obnoxious difficulty. Unfortunately however, my opinion on Zero II hasn't changed much from the last time I played it. I find Zero 2 to be a downgrade in several ways, first being the level design. I have very mixed opinions on Zero 2’s level design. On one hand, Zero 2 eliminates most of the cheap stuff about Zero 1’s level design, but it's bogged down by some really finicky gimmicks. Zero 1’s level design didn't have many gimmicks from what I remember, but Zero 2 really dives into this concept a whole lot more, to mediocre results. The level concepts are mostly fine, but in execution they're more tedious than fun. For example, the factory has you hitting bombs to explode areas of a wall, but more often than not, the bombs don't travel where you want them to go, which gets annoying pretty fast. Occasionally, the level design does actually take good advantage of the gimmicks, however. For example, in the Arctic stage, the ice is used in the intro to build up momentum so you can get a Cyber Elf, which is a nice test of skills. But examples of this are few and far between, unfortunately. The level design also occasionally uses the Chain Rod, a hook shot that just feels so god awful to use. It transfers your momentum awfully, and it just feels forced whenever used. You also have to use it in a lot of do-or-die scenarios, and combined with the poor momentum translation, it gets annoying really fast. This is kind of a nitpick and doesn't make sense with Zero 2’s levels, but something I really liked about Zero 1 is the interconnected world. Not only did this encourage exploration outside of levels so you could memorize the layout before heading into the mission, but it gave Zero 1 a great sense of worldbuilding. It made all the stages feel like they mattered, but this is all but gone in Zero 2. Once again, since you teleport to stages in Zero 2, it wouldn't make sense, but then again, Mega Man X did this, even though each area wasn't interconnected. Once again, a nitpick, but still. My mixed opinions of the stage design also translates into the bosses, unfortunately. They're not awful, but some of these fights get super fucking annoying. Jesus christ, actually ASS FUCK the Phoenix boss, and I hope it never rises from the ashes of hell ever again.

Occasionally, Zero 2 can be an improvement over its predecessor. For one, the level up system from Zero 1 is much, much faster, cutting down on the grinding in the game. A much needed improvement overall. I also like the forms and EX Skills, as well as the fact that the Sword now ignores i-frames, which kind of made it harder to go back to Zero 1 TBH. But in my humble opinion, Zero 2 is a bit of a step back from Zero 1. It's not awful, but once I beat it the first time, it felt like a lot could've been done better.

I don't know how anyone can make a departure look cool, but Zero finds a way. Mega Man Zero 2; a slight improvement over its predecessor, but still fumbles in certain areas. Weapon grinding has been reduced, the bosses are fun to fight against, the music is far more memorable than the first, and the levels are decently well designed... in the first half because the second half has its fair share of moments. Screen crunch is still prevalent throughout Zero 2, as enemies sometimes pop up out of nowhere, giving you little time to react like with the robot fishes at the beginning of Poler Kamrous' stage and those damn spike balls that can be found in multiple areas.

Zero has access to multiple forms in this game allowing him to perform certain abilities while playing through missions. These are unlocked by doing various things like defeating 50 enemies in a mission to obtain the X Form for example, that increases the damage of the Buster Shot and can fire more bullets at a time. These forms vary in power, defense, and speed; encouraging replayability in New Game+ playthroughs as each has distinct strengths and weaknesses. I can sort of say the same thing with the EX Skills, but these require getting an A or S Rank when clearing levels for the first time. At least the ranking system has a purpose rather than just bragging rights, but I don't think it's something you should worry about in your first playthrough. If you're curious, try getting at least a few skills to help you out like I have, but the basic sword slashing and elemental weaknesses are more than enough.

In exchange for the Triple Rod, we have the Chain Rod. Great as a weapon, but not great as a grappling hook. It feels unintuitive as the hitbox for this thing is utterly bizarre, leading to occasional moments where the rod should've clung onto ceilings, but didn't register for some ungodly reason. It's even worse when the game requires you to use it to reach across spikes and bottomless pits like in the final level, so I had to execute this cautiously. If this had some fine-tuning, I'm sure the Chain Rod would've been a worthy replacement, but it was more of a mixed bag than anything. The same thing applies to Elpizo; the main antagonist of Zero 2. He has decent motivations, but found him to be utterly predictable given his antagonistic nature and cocky demeanor toward Zero in the beginning; so I didn't feel anything toward the end when we encounter him. His fight is cool though, and I do love his voice lines, so that's some praise I could give.

There's not much more for me to say about Mega Man Zero 2. It ameliorates some things that were present in the first game, but at the same time, created its own set of problems that could've been fixed with minor adjustments, but I still enjoyed it for what it is.

Final Codename: Wounded Warrior

Finished playing Mega Man Zero 2.
The first mega man zero is a pretty good game imo but if you've played that game then you know it has a decent amount of flaws which means that it had some room for improvement.Thankfully mmz2 is a clear improvement from the 1st game.
The combat is improved because at the start the game already gives you 2 new weapons which are the shield boomerang and the chain rod.
The shield boomerang is you guessed it a shield that you can use as a boomerang by charging it.
The chain rod can be used to draw in items, enemies and to hook onto ceilings.The shield boomerang is meh it can be useful against some enemies but it isn't that useful against bosses and i didn't find myself to be using it most of the time because the 3 other weapons are more useful and fun to use.
The buster shot is a pretty good weapon but not as fun as the chain rod and the z saber.
The chain rod is a great weapon its fun to use and its useful against both bosses and enemies.
Finally the z saber remains my fav weapon i found it to be the most fun to use and it is very useful but not op.
A new character that gets introduced is Elpizo he is the new commander of the resistance base but when his plan to attack neo arcadia goes to shit he turns into the antagonist.He is a really solid antag. and prolly the best part of the story imo. The boss lineup is great and unlike in the 1st game none of them have a bs healthpool.
1.Elpizo 1st phase
2.Fighting fefnir
3.Harpuia
4.Phoenix magnion
5.Fairy leviathan
6.Hyleg ourobockle
7.Harpuia 2nd form
8.Fairy leviathan 2nd form
9.Fighting fefnir 2nd form
10.Kuwagust
11.Kuwagust and herculious
12.Elpizo 2nd phase
13.Rainbow devil
14.Mega scorpia
15.Golem
16.Burble Hekelot
17.Poler kamrous
18.Panter flauclaws
A ranking of all the bosses and a lot of these are interchangeable. The graphics are basically the same as the 1st game which isn't a bad thing because i liked the graphics. The story is a huge improvement in mmz2 because Elpizo >:)
Zero 1 soundtrack was kinda forgettable but not bad mega man zero 2's soundtrack tho oh my lawd it KICKS ASS.
The pacing and controls were solid in both games but a problem that they both share is that near at the end of the game there's a part where you fight some bosses again which sucks. The final boss while not bad it was extremely dissapointing because of its lame moveset, easy difficulty and how the 1st phase was superior. The airship stage yeah it fricking stinks. Ciel was a lot less interesting in this game like is it just me who finds her very forgettable? Most levels in zero 2 were enjoyable and well designed and the character designs are awesome especially Zero and Elpizo. Overall Mega man zero 2 is a great game and a huge improvement from the first game because of the superior story, combat, bosses, levels and it was also less bullshit. 9/10

Bom? ruim? Eu esperava mais...

O jogo é sim bom, apresenta diversas melhorias se comparado ao primeiro, mas também defeitos.
A dificuldade é alta, algo esperado de Mega Man, porém de uma forma suja, os desafios se focam muito em perder a vida diretamente, principalmente em espinhos, algo que deixa o jogo muito frustrante e injusto, uma queda MUITO GRANDE de level design, a Rod não é nenhum pouco precisa e muitas vezes é fácil de morrer por conta dela, o escudo é algo que não senti necessidade de usar em nenhum momento, muitos levels tem ao menos uma parte que enganam o jogador, sendo impossível não tomar dano ou morrer. Aliás, ainda tem farming de arma.
Agora as qualidades, o jogo tem um Hud mais bem feito, as bordas de dialogo também, o jogo tem um avanço gráfico em comparação ao primeiro, ele voltou com a escolha de bosses(mas ainda mantendo as missões), as EX Skills e as formas de Zero que são um sistema bem divertido e dão mais diversidade pra jogabilidade, sem dizer que.. na metade do jogo, ele passa a ter fases mais criativas, menos momentos frustrantes, é mais dinâmico e no geral, ELE FICA BOM!!!

Mega Man Zero 2 não começa bem, obvio que ainda tem suas qualidades, mas no geral é um jogo frustrante e uma grande queda de diversão em comparação ao primeiro, porém depois da metade e na reta final ele volta com tudo, se tornando um jogo no nível de seu antecessor e trazendo diversas qualidades que seriam usadas e aprimoradas no Zero 3.
No geral, apesar de seus defeitos, é um jogo interessante.

Despite my relatively low ranking, I find Mega Man Zero 2 to be a vast step-up from its predecessor. While the first game was highly limited in its ability to produce the difficult to grasp concept of “fun,” the sequel actually attempts to be an enjoyable game–and even partially succeeds. Mega Man Zero 2 has, despite some bizarre design decisions, much more coherent and structured level design alongside a marginally better upgrade system.

However, that upgrade system is limited by the fact that the game only allows you to obtain better weapons and upgraded forms by getting high scores and fulfilling arbitrary achievement requirements on your first try through levels. While I can see the appeal in a challenge based game where replayability is clearly a focus, it is brought down by an exceedingly wordy story that has no love for the time of the player. While I played the (graciously added) save-assist version of Zero 2 via the Legacy Collection, I still found myself infuriated at how long dialogue would play before fights.

I am excited to play Zero 3 next, as that might be the ultimate culmination of a series that’s main inspiration seems to be Mega Man X6 for some reason.

Sets aside a lot of what was unique about the first game in favor of a more conventional world, progression structure and sense of setting. Levels themselves are often more mechanically distinctive and visually complex, but the game as a whole lacks a strong sense of identity and plays like something of a kaizo take on the X series. The story's largely carried by the presence of repeated, dead-serious use of the phrase "baby elf".

Borges, describing Kafka, says that great authors make their own antecedents, and the way the recurring bosses in this game are written with more of a psychosexual fixation on Zero confirms for me that the series is a premonition of Revengeance.

A better game when compared to the first Zero but overall still not a fan. Has lots of things I like but things like the weapon grinding,shit level design, and counterintuitive elf system just make the whole experience very frustrating to get through. Here's hoping Zero 3 fixes things because so far the Zero series is the weakest of Mega Man.

6/10

Zero 2's a huge step up from its predecessor, quality-wise. It adds a ton to the gameplay while polishing down the elements that didn't work so well. It's definitely the weakest Zero story, but the story's still leagues better than like half of X so go figure.

It will always be insane to me that a Mega Man game initially released on the same day I was born. Happy birthday twin.

AGORA SIM É HYPE, agora o custo de cyber elfos são bem balanceados oq reduziu insanamente o grinding, a história dnv e o vilão principal tem um arco bacaninha, o cliffhanger é daora e a gameplay ta uma delicia.

Banger sequel. Giving the player forms helps further diversify playstyles. Reducing Cyber Elf feed costs helps it feel properly utilized. The only issues I had were the Crystal Cave with all of those blind-spot spikes, and the game's "Late-Game Final Fantasy Syndrome" where you can get REALLY OP by the end.


A much better version of the first, but still held back in some ways. RPG mechanics are still in this one but not nearly as much of a grind and the level structure this time is more akin to that of a normal Mega Man game. What a shocker that it gets way better when you ditch the shitty mission structure of the first.

Goooooood. 2000x times better than the first game

It doesn't have Z1's huge lives issue anymore and that goes a long way but man...this level design is horrendous. Half the time it's like they forgot what screen size they're working with. This game has SO many blind jumps. The train level is atrocious and absolutely unfun. It's just a straight line filled with enemies that just appear too fast to reasonably react to littered throughout. That being said, movement and combat are still fun. Overall it's not a big enough improvement to validate a higher score than the first game.