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Mega Man ZX

2006-11-04

Grade:  7.0

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Mega Man ZX screenshots:

Mega Man ZX screenshot 
Khamehameha!!!

Mega Man ZX screenshot 
I hate snakes

Mega Man ZX screenshot 
That is Japanese for Oh crap

Mega Man ZX screenshot 
De plane! De plane!

Mega Man ZX screenshot 
Catch!

Mega Man ZX screenshot 
Score!


Mega Man ZX screenshot 
Flame on!

Mega Man ZX screenshot 
That is the biggest damn stinkbug I have ever seen!

Mega Man ZX screenshot 
So, you like motorcycles

Mega Man ZX screenshot 
Strike a pose

Mega Man ZX screenshot 
Spoiler!

Mega Man ZX screenshot 
I also hate giraffes

Mega Man ZX screenshot 
Raindrops keep fallin on my head

Mega Man ZX screenshot 
Gotta love those under water sword fights

Mega Man ZX screenshot 
The ol thunderpunch

Mega Man ZX screenshot 
Uh-oh

Mega Man ZX screenshot 
This could be a little dicey

Mega Man ZX screenshot 
My eyes are bigger than my fist


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Mega Man sure knows his alphabet.

   Well kids, it's once again one of those rare times of the year in which there is weather of some kind, and we all know what that means. Yes, it's time for another Mega Man game, and it appears he's decided to spin-off into yet another series. I've got to tell you, though, even for this self-proclaimed (and legally declared and registered) Mega Man fanatic, it's starting to feel a little old.

A boy and his suit of living metal.

   Depending upon whether you pick the boy, Vent, or the girl, Aille at the start of the game [although one wonders why the choice has even been offered, since the two play exactly the same - oh yeah - it's because EVERYONE is doing it - ed.] , the story opens with him or her in the process of making a delivery of a mysterious package. Yes, all of you who have longed to play as a delivery boy/girl in a video game, this is your dream come true. As one would expect, the delivery goes awry when a group of mavericks (the evil, crazy robots of the Mega Man universe) attack the hero and his/her boss. When all looks hopeless, though, the strange package is suddenly revealed to be a shard of bio-metal, which, as its name implies, is a sort of living metal. Fusing with the metal, our hero gains amazing new powers and is able to kick the snot out of the attackers, giving them a surprise for their mothers in the solar plexus. After the victory parades and make-out sessions, though, it is revealed that trouble is still a'brewin'. Good thing, too, since that first battle takes maybe ten minutes, tops, and for $35 plus tax I expect a little more than ten minutes of gameplay. It seems that an evil businessman, Serpent [could you really be in any sort of a non-evil profession with a bloody name like that anyway?! - ed.], hiding behind a clever façade of philanthropy and humanitarianism, has been manipulating the mavericks into securing the various shards of bio-metal for him so that he can awaken the full power of the W bio-metal, the most powerful and most evil of them all. You see, the bio-metal shards are remnants of heroes from a long ago war, i.e. X, Zero, and assorted other robots from the Mega Man X games, and yadda, yadda, yadda.

What's that noise? Gosh, could it be the sound of me not giving a damn?!

   I gotta tell ya, the narrative in the Mega Man games has been getting progressively more confusing and convoluted as time has gone by, and I think they finally lost me on this one. The problem arises from the fact that every single game and every single spin-off series has built off of the plot of what's come before. So if you've missed one game (and since there are, like, a billion Mega Man games, chances are that you have) you're going to be kind of confused as to how things connect up. To make matters worse, most of the connecting links have been really subtle and revealed either in endings or in little asides, so having played the games is still no guarantee you'll know what's up. Not only that, but the back-story is also tweaked slightly in each consecutive game, so none of them link up perfectly either. It sort of has the same effect as a drunken guy who is telling a really complicated joke [well, by drunken guy standards, anyway - ed.], and keeps going back and changing how many people came into the bar and whether they were Polish, Mexican, or clergymen. I certainly couldn't keep track of who was supposed to be a robot, a human, some sort of cyborg, or a Mennonite.

   But, in the grand scheme of things, none of that really matters. I'm not even totally convinced the makers of the game knew who was who or what was what. The end of the game spends so much time extolling the time-honored virtues of always doing your best, staying true to your friends, brushing your teeth, and not beating-off more than twice a day that I'm lead to believe 70% of the supplemental plot details are entirely extraneous.

Having a gun on your hand must making golfing tricky.

   Gameplay wise, ZX has the most in common with Mega Man Zero's mission-style structure. As the game progresses, your hero is given a number of different story-progressing missions that he can pick from at his leisure. You can also take on a number of side missions, but they amount to little more than fetch quests [oh how fetching! - ed.]. What this boils down to is essentially the same stage-picking mechanism that has been Mega Man's trademark since the first game, except instead of seeing the ugly mug of the boss you're going to whack, you just get a text description of the area you're going to explore. Each of the story missions takes place in a typical Mega Man stock-level (i.e. volcano, frozen sea, power plant, etc.) that we've seen a thousand times before. And, to be frank, what we see is pretty under-whelming.

   Mega Man X4 demonstrated that giving old staples a snazzy new coat of paint can reinvigorate them, but ZX seems content to use graphics that, if not identical to those used in the GBA Mega Man Zero games, are very, very similar. Games like New Super Mario Bros. and Castlevania: Dawn of Sorrow demonstrated pretty early on how slick 2-D platformers could look on the DS, and ZX just doesn't measure up. There are a couple of short anime cutscenes that, admittedly, look gorgeous, but they are all too brief and, y'know, not playable. Sure, the graphics are far from offensive, but considering how bland most of the settings are, they really needed to be nicer. Oh well. At least the music was really good.

Kickin' it ol' skool!

   Thankfully for the somewhat dull presentation, the classic Mega Man gameplay still holds up incredibly well. Though the environments are dull, dashing, jumping, and blasting through them is still just as satisfying as stuffing a whiny fat kid's pants full of icy cold snow [for a fresh new twist, try it with some ice cubes on your neighbor's pre-schooler! - ed.]. Each level is an excellent balance of fighting and platforming which may seem difficult at first, but quickly rewards practice and persistence. One thing that did kind of dampen the ass kicking, however, was the all-too-frequent reuse of enemies. There were very few level-specific foes, and most of the fairly small set of never-do-wells get tossed into the mix a little too frequently. They also have a nasty tendency to re-spawn the instant you turn your back on them. A nice touch that serves to soften the blow slightly is that your enemies have different death animations depending upon how they were put down. If they got slashed with a sword, they split in half in typical anime fashion. But if they got shot with a buster blast, they blow apart into a shower of parts and pocket change.

   The bosses are all typical Mega Man fair, being edgy-looking robots designed after various animals. While most of them don't stand out much from the crowd [you know, those crowds of animal robots that always hang out in New Jersey malls - ed.], the two giant water bosses were both pretty nice to look at and seemed to diverge from the standard mold. The evil beasties do offer up an enjoyable challenge too, forcing the player to watch for patterns and be quick on his or her feet.

Body modification that doesn't involve a surgeon or an extra-large tube of the best ass-lubricant money can buy.

   The powers you gain from defeating said bosses are handled a little bit differently than they have been in past Mega Man games. Once you've killed a boss you no longer simply get a new projectile to fire from you arm (which is good, because the only things not already used as projectiles in a Mega Man game were Sherlock Holmes hats and used tampons). Instead, you get a new suit of bio-metal, which manifests itself similarly to the armor you could collect in the Mega Man X games. The suits do come along with new weapons, but they also provide a number of new skills such as the abilities to hang from the ceiling, swim, air dash, or shatter weak blocks with a buster blast.

   Apart from making you more effective in combat, these new abilities also allow the player to explore more of the game's world. Unlike past Mega Man games where each level was only accessible from the menu, the world of Mega Man ZX is interconnected, with a central town area functioning as a kind of hub for venturing out into the field. Before fans of Castlevania and Metroid get all excited, I should add that each level is still pretty much its own self-contained area. With one or two exceptions, each area usually has a door at the beginning and a door at the end, so if you want to visit part of a level, you're usually going all the way through. And, to make things somewhat more annoying, most of the levels build off of each other, so to get to later levels you'll often have to go all the way through the earlier ones [why don't you give someone a medal for THAT brilliant design decision, Capcom! - ed.]. There are a couple of teleport points, but not nearly enough to truly streamline travel. The in-game map, too, doesn't provide much help for explorers. Unlike the highly detailed maps in Castlevania or Metroid games, the map in Mega Man ZX is more of a grid with interconnected hexes depicting which areas are connected, but not how. For those of us who are completionists, this makes hunting for power-ups and performing the rather dull fetch quests you'll get from townsfolk hair-pullingly frustrating, as there are absolutely no clues as to how to reach certain areas.

Eh, I'd play it. But then I am a certified Mega Man junkster.

   Despite its mountain of shortcomings, Mega Man ZX is still a palatable game. It may not have particularly original gameplay, but it still provides the same satisfying thrill gamers have been getting from blasting or slashing enemy robots apart from the days of the very first Mega Man game. It will certainly be a treat for fanatical Mega Man devotees (Hey! I've only got one Mega Man pillow case... that I've made... today...) and may even serve as a decent enough introduction to the series for untrained novices, as it isn't a particularly difficult game, especially by Mega Man standards. However, casual fans of the series will likely be bored by the things they've seen any number of times before, especially considering the host of other excellent platformers the DS already has and the number of promising ones on the horizon. My current belief is that greatness will only return to the ailing Mega Man franchise when Capcom finally decides to make Mega Man 9. At least, that's what my magic 8-ball keeps telling me. He is kind of a cocky bastard, though.


       ... Mike Zeller

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. Summary: Another stereotypical Mega Man game, now for the DS.

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Systems: Nintendo DS

Genre: Action/Platformer

Setting: A dystopian future that thinks it's a utopian future.

Mood: Bleak, but not too bleak.

Story: As Vent or Aille, a delivery boy and girl who have gained super powers from the remains of the heroes from a long ago war, you must battle against crazed robots and the minions of the evil business tycoon, Serpent, as you quest to return peace to the world. Yawn.

Graphics: Decent enough, but somewhat disappointing considering the DS is capable of a hell of a lot more.

Music/Sound: As rockin' and enjoyable as we've come to expect Mega Man music to be, although I was really, really sick of the town music by the end.

Voice Acting: The little bit there is all in Japanese, so hell if I know.

Script/Dialog: It's Mega Man stuff, so it ain't Shakespeare, but it gets the job done.

Similar Games: Every other Mega Man on God's green Earth and God's yellow Moon.

Gameplay: You run, you jump, you shoot things. Just like in Mega Man 1-8, Mega Man and Bass, Mega Man X 1-8, Mega Man Zero 1-4, and all those extraneous Gameboy Mega Man games.

Strengths: The same solid Mega Man formula that has managed to hold up tons of otherwise boringly designed games.

Weaknesses: Everything about it just feels too recycled, especially for the first game in a new spin-off series.

Depth: There are a handful of side-missions and a fair number of power-ups to hunt down, but nothing you're going to drown in.

Length: About 15 hours if you go hunting for everything.

Pace: Fast, although taking time to do side missions or hunt for power-ups will really slow things down.

Difficulty: Easy to moderate.

Control: Mega Man games always have spot-on controls, and this one is no exception.

Learning Curve: A few minutes.

Replayability: You unlock a couple of bonuses if you beat the game with both characters, but other than that, there's no real incentive to keep going back for more.

Will keep you up until (a.k.a Fun Factor): The TV that you have on in the background starts to get really crappy.

Notable Features: Frankly, not a whole lot.

Fav. Character: Vile. He's not actually in this game, but he was so cool in Mega Man X that it carried over.

Instant Classic: Nah.

Publisher: Capcom

Developer: Inti

Release Date: 2006-09-12

Players: 1

Multiplayer: No way Jose.

ESRB: Everyone.

Target Audience: Gamers who like jumping and blasting things.

Recommended For: Hard-core Mega Man fans or those who are brand new to the series. It's the folks in that middle area that will likely be the most disinterested.

Not Recommended for: Other than the above-mentioned middle ground, those who are just plain sick of 2-D platformers. This isn't the one that will win you back.



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