Mega Man Zero 2 - GBA

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Viewed: 2D Side-on, Scrolling Genre:
Platform
Arcade origin:No
Developer: Capcom Soft. Co.: Capcom
Publishers: Capcom (GB/GB/US)
Released: 2003 (US)
31 Oct 2003 (GB)
Unknown (GB)
Ratings: PEGI 7+, ESRB Everyone
Connectivity: Link Cable

Summary

Capcom likes to get the most out of a game series. Amongst its favourite ruses is to stick the word Zero at the end of a title and, hey presto! A brand-new sub series!

Capcom niggling aside, Megaman used to be a massive franchise, enjoying a rampant time on the NES in Japan and the US in the late 80’s, even featuring in Nintendo’s cartoon series.

Then he kind of went off the boil, only truly revived with onset of the Game Boy Advance, for which it was deemed he would be the perfect Capcom mascot. Good news indeed.

Megaman Zero 2 is the latest in the series to grace, exclusively we might add, Nintendo’s super-power handheld, and is arguably the best to date. Blending classic 2D gameplay with modern gaming sensibilities, this is part of the wondrous renaissance in 2D gaming, largely powered by Nintendo’s portable.

As ever, Megaman is a fairly hardcore action-platform romp though more notoriously tricky, though rewarding enemy-laden levels, following a plot as formulaic as it is rewarding.

This time round, Zero falls into a trap set for him by the omnipresent Neo Arcadia organisation. Having been tricked Zero sets out to re-establish a working level of justice for the downtrodden reploids that inhabit the world alongside the humans.

A sheave of new abilities, or ‘Forms’ are included as one might expect, with Zero now able, though an occasionally alarming colour-change system, again rewarded for rapic, clean level clearance.

Power ups are rewarded, as with the original, through the use of CyberElves. CyberEleves are released by defunct enemies, and reward fire, ice, and other such elemental abilities to aid you on your quest.

More classic GBA 2D action from Capcom.