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For a series that has been around since the Eighties, Mega Man has
seen little changes to its overall blueprints. Depending on who
you talk to this either brings about sounds of glee and joy for
its nostalgic and tenacious gameplay, or yawns and disgust for its
seemingly formulaic churning out of the "same game with new bosses."
Mega Man ZX attempts to steer one of Capcom's flagship series into
new waters, with an emphasis on the 2D, non-linear style of gameplay
made famous by Nintendo's Super Metroid and Konami's Castlevania
PSOne, Game Boy Advance and Nintendo DS games. The waters made be
unfamiliar and the ship may appear pretty from the outside, but
inside this is the same old ship.
The
game begins with Giro, owner of the delivery service Giro Express,
on the job delivering a undisclosed weapon to the local Maverick
(a.k.a. out of control robots) defensive group known as the Guardians.
Accompanying Giro is one of his teenage assistants, either a boy
named Vent or a girl named Aire, depending on the user's choice,
both of whom lost their mothers during a Maverick attack on the
amusement park they were visiting ten years prior. As the two approach
the drop-off spot, they are ambushed by Mavericks looking to steal
their parcel. Forced into a do-or-die situation, Giro and his assistant
open the parcel to find two rare items known as Biometals, which
allow anyone who merges with it to become a 'Mega Man'. Activating
them, Giro becomes Model Z, based on the Mega Man X character Zero,
and his assistant becomes Model X, based on Mega Man X himself.
After
blasting themselves to safety, the pair join forces with the Guardians,
not only to help protect the locales but to keep the Biometals out
of the hands of whoever is manipulating the Mavericks. As the story
progresses it begins to lack the well-oiled procession of the beginning
segments, coming off dry and forced. The main human characters -
Giro, Vent/Aire and Prairie - are interesting enough, but the antagonists
are all age-old archetypes. Oh no, not another snide robot who thinks
he can easily beat me - yawn. [You remind me of O'Neill when faced
by the latest Goa'uld threat! Stargate Ed].
What
will not bring about any yawns is Mega Man ZX's presentation; taking
full advantage of the DS's 2D and stereo capabilities, Capcom has
gone above and beyond the call of duty to make their game stand
out. The first of these to make an appearance is the animé style
cut scenes that open the game. While they are far from crystal clear,
suffering from pixelization and lower than TV frame rates, each
one of these fully voiced over (though without an English dub) videos
and they bring the most important parts of the story to life in
a way that text bubbles simply cannot.
Once
the actual in-game graphics engine takes the stage you'll be surprised
at the vibrant glow of the entire game. By pairing watercolor paintings
and 2D sprites, the environments throughout the game are truly beautiful,
flaunting the depth of the DS's color palate. The characters (all
of which have some sort of robotic costume, if not actually are
robots) also make heavy use of the large palate, with shades of
every color to bring out all their mechanical details. Every enemy
has a different death animation, one for death via gunfire and one
for death via slicing weapon, which makes slicing and dicing through
levels extremely satisfying. Though the game is entirely in 2D,
that didn't stop Capcom from throwing in some 3D effects to further
spruce the game up; some of the enemies, and most of the bosses,
make use of 3D effects in their appearance or attacks. All of these
graphical achievements are met with only a very occasional bout
of slowdown.
Musically
Mega Man ZX is more than capable, most notably taking full advantage
of the stereo speakers on the DS to pump out the techno jams. Though
none of them stand out as anything you wouldn't expect from a Mega
Man game, the mix of upbeat fun and fast tempo, high tension tracks
continues the trend of enjoyable background music. The sound effects
are decent, but noticeably absent other than the sound of your character
attacking and the resulting explosions. One notable feature of the
Japanese version was the in-game voiceovers, but they were essentially
stripped from the English version, with only those in the videos
left intact. Depending on your feelings about whiny, Japanese voiceovers,
this is either a positive or negative decision on Capcom's part.
As
I've touched upon already, Mega Man ZX attempts to combine the level-based
progress of previous Mega Man games with the free-roaming play of
the aforementioned Super Metroid and Castlevania games, a seemingly
perfect fit for the side-scrolling, run-and-gun, get a better weapon
core Mega Man series. Unfortunately, the developers were unable
to fully commit to this new way of gaming, giving birth to an unsatisfying
hodgepodge of gameplay.
Gone
are the level select screens that would normally whisk you off to
fight the boss of your choice, replaced with a walk anywhere you
want to go to mentality. The only thing that holds you back is the
need for key cards to unlock certain doors. Sounds non-linear, right?
Well, you have to accept a mission before the necessary story segment
activates, letting you actually progress to the end of each level,
negating that non-linear feel. "But wait, we make you attempt to
find the area using an insequential letter system and confusing
map, then force you to backtrack all over... I mean walk there -
that's non-linear, right?" I hate to break the news, but the only
feeling this brings to the forefront is annoyance. If there is one
commandment that Konami's Castlevania games have ingrained into
gamers, it is this: thou shalt provide an easy-to-use map that shows
where the player hasn't been and thou shalt avoid backtracking unless
absolutely necessary. Okay, two commandments!
Instead
of saving between boss fights, there are now health-refilling save
points littered throughout the game. Their locations are hardly
ideal though, as they are not found in areas that hold a boss fight,
again unlike the two games mentioned above. After spending fifteen
minutes trudging through a level to reach a difficult boss, which
is every boss fight in this game, it only makes sense to offer a
save point. Extra lives, which should have been phased out with
level selecting, do not amend this situation; you never seem to
have anymore than two lives at any given time, as extra lives are
extremely hard to come by, let alone hold onto, which gives you
precious little chance to find a boss's weakness, if any, pick up
their pattern and finally defeat them. With Capcom - the master
of final bosses - designing these guys, you know very rarely will
you be able to defeat a boss the first couple tries.
Finally,
Mega Man ZX sees the introduction of neutral areas - the Guardians'
headquarters and an protected Innerpeace city. These two areas are
large, spanning multiple screens, each populated with characters
you can talk to. These areas try unbelievably hard to waste your
time - and succeed with flying colors. The Guardian HQ has multiple
floors full of hallways and doors, of which only one floor and four
doors actually have relevance. NPCs are sparse, bringing up the
question of why they even have a base this big in the first place.
The Innerpeace city stamps that question with a humongous question
mark, as the city takes the same characteristics and stretches them
to a thinning point over three screens. The entire city should have
been on one screen and the game gives you no reason, other than
to waste your time, to the contrary.
Obviously,
Mega Man has a few notable differences when compared to the Metroid
and Castlevania series, one being the high level of difficulty,
but Capcom's inability to fully commit to adapting their game to
this new style ends up undercutting the advantages of pursuing the
combination in the first place. This may or may not matter to longtime
fans, but those newer to the series, as well as those looking for
a new Mega Man experience, may leave this game feeling frustrated
and unsatisfied.
Non-linear
traits aside, the gameplay essentially remains the same - your Mega
Man runs, jumps and blasts the crap out of everything they see with
an arm buster and/or a melee weapon such as a plasma sword, a halberd
or throwing knives. Defeat a boss and you gain control of their
Biometal, which when combined with your own creates a new hybrid,
each with its own weapons, elemental attacks and special powers
that utilize the otherwise unused second screen. None of these powers
prove innovative or extremely useful, appearing to be tacked on
instead of well-developed ideas.
The
difficulty is also a problem, as there are some balance issues.
This is a series that prides itself with having only one difficulty
- controller-breaking hard. When you begin Mega Man ZX you can select
from two difficulties, easy and normal, with hard to be unlocked
after normal is finished. I always consider normal as the way the
developers want you to play the game, as if they intended their
game to be easier or harder then they would have made the necessary
changes. Normal mode in this game is far too easy until you reach
one of the deadly bosses, as the easy to navigate levels are underpopulated
with enemies. Hard mode needed to be normal mode with normal's bosses,
normal needed to be easy with easy's bosses and easy needed to find
its way onto the cutting room floor.
Lasting
appeal is pretty limited here, giving only hardcore games a real
reason to return. Choosing a different protagonist proves to be
nothing more than a novelty, as the gameplay and story differences
between the two are minor at best. There are info chips hidden throughout
the game to collect, each containing a picture and a small description
about every character and robot you'll meet. After finding and checking
out what these actually are, only the most obsessed fan will not
ask "why?" The usual item suspects have been hidden throughout the
game, such as upgrades, extra lives and sub tanks, but nothing considerably
fresh or game-altering. That is unless you own Mega Man Zero 3 and
Mega Man Zero 4 for the GBA; by inserting either of these games
into the cart slot at the bottom of the DS you can unlock their
bosses into the world of ZX. Defeating all of them from each game
unlocks a secret stone, which can be used to gain access to the
super Biometal, OX, one of the few truly fresh ideas found in this
game. It's a shame then that this system connectivity comes not
only too late in the GBA's lifespan to either be taken advantage
of here or by any other company, but it also comes too late in lifespan
of the games in question. Finding a used copy of either game is
becoming increasing difficult (especially if you want a complete
copy), let alone trying to find a new copy of either game by hitting
up Internet sites such as eBay. If you do happen to own both of
those games then be prepared for a treat; everyone else might be
a bit irked at their inability to gain access to the OX Biometal.
Mega
Man ZX is not a bad Mega Man game by any stretch; the wonderful
presentation and tried-and-true game play will easily appeal to
long time fans of the series who have yet to grow tired of what
Capcom has to offer them. Everyone else maybe have trouble pushing
through what is obviously a series in transition - the developers
of this game were not able to fully to the transition, somewhere
along the line deciding that maybe they didn't need to make a change
or maybe deciding to make changes too late in the development cycle.
Whatever the reason may be, it doesn't justify the indecision that
drags down what could have been a wonderful game.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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