Post by Cutsman on Jan 13, 2006 18:29:36 GMT 2
IGN Review of Megaman Zero:
We're introduced to the situation in Mega Man Zero in a cutscene that shows a battle raging...characters seek refuge in an abandoned energy mine and discover Zero, a Hunter that's been left there lifeless for a hundred years. Ciel, the leader of the exiled reploids sought out for termination, activates Zero in hopes that he will help their cause. Now, with Zero on their side, they have a fighting chance against the evil government out to wipe out the reploids. And with you in control of Zero...who knows.
"Abandoned energy mine"? I think not. We all know that was an abandoned research facility.
IGN Review of Megaman Zero 2:
Mega Man Zero 2 is set a year after the ending of the original Mega Man Zero, in a world where reploids are unjustly attacked by an organization called 'Neo Arcadia.' Early in the game, Zero falls prey to a trap set by Neo Arcadia's ruthless and newly self-appointed commander. Though she appears on the surface to be fighting for the good of the world, she tricks Zero into helping her with her ultimate plan and use him to wreak chaos between reploids and humans.
*laughs* Does anyone else find this funny? I guess they've finally figured out the gender of Commander Elpizo. But... he doesn't work for Neo Arcadia in the game, and he wasn't self-appointed either. Ciel appointed him as Commander of the Resistance in Zero's absence... and since when is Neo Arcadia an "organization"?
Read on...
IGN Review of Megaman Zero 3:
Despite being yet another recycled Game Boy Advance title, Mega Man Zero 3 hasn't gotten stale and old in his third iteration. It comes awful close, but the new levels and enemies, updated gameplay, and better difficulty tweaks keep the series up there in the "recommended" status. It's fun, challenging, and even with the nearly three year old GBA engine, the game looks great. If you haven't played the other two it might be tough to figure out what the heck's going on, but it shouldn't stop you from picking up the version with the best balance.
Please! Stop bagging on the best series ever created!
IGN Review of Megaman Zero 4:
The game has changed only slightly, with far less emphasis on the very Pokemon-like CyberElf element. Oh, they're still here, but they've been shoved more into a secondary position in the game design to put a little more focus on the standard run-and-jump-and-shoot action. Designers have added a new sub-ability along with Zero's sword slash -- players can switch to a very Mega Man-like ability of stealing enemy's powers with Zero Knuckle. This Knuckle grabs a bad guy's main way of attacking, turning it into an ability for Zero to use. Honestly, it doesn't work all that great in practice, and more often than not you may find yourself switching back to the ol' faithful Zero Slash move. ... It's almost like I'm repeating myself, but it has to be said: don't expect a whole lot new in Mega Man Zero 4. This is more a continuation of what's already been established in Mega Man Zero, Zero 2, and Zero 3. But even with that noted, it also has to be mentioned that even with the déjà vu all over again the game still works, especially if you haven't picked up any of the previous three games.
"Changed only slightly"? Do these people even play thes games? ... and what's up with the comparison between Cyber Elves and Pokemon? Please... they're not that similar.
What's this they're saying? The Zero Knuckle doesn't work all that well? Now I know they haven't played the game. Why, the Mega Axe happens to be my favorite weapon, after the Flame Sword.
Furthermore... "Don't expect a lot new"? "Deja vu"? what the hell were they thinking?! There was so much new in that game it wasn't even funny. It wasn't even close to deja vu. They are so wrong when it comes to this series. Why, they even called Zero's main weapon "the Z Cyber" in the MMZ4 review, and for the MMZ3 review they called it
I'm seriously beginning to dislike IGN..
We're introduced to the situation in Mega Man Zero in a cutscene that shows a battle raging...characters seek refuge in an abandoned energy mine and discover Zero, a Hunter that's been left there lifeless for a hundred years. Ciel, the leader of the exiled reploids sought out for termination, activates Zero in hopes that he will help their cause. Now, with Zero on their side, they have a fighting chance against the evil government out to wipe out the reploids. And with you in control of Zero...who knows.
"Abandoned energy mine"? I think not. We all know that was an abandoned research facility.
IGN Review of Megaman Zero 2:
Mega Man Zero 2 is set a year after the ending of the original Mega Man Zero, in a world where reploids are unjustly attacked by an organization called 'Neo Arcadia.' Early in the game, Zero falls prey to a trap set by Neo Arcadia's ruthless and newly self-appointed commander. Though she appears on the surface to be fighting for the good of the world, she tricks Zero into helping her with her ultimate plan and use him to wreak chaos between reploids and humans.
*laughs* Does anyone else find this funny? I guess they've finally figured out the gender of Commander Elpizo. But... he doesn't work for Neo Arcadia in the game, and he wasn't self-appointed either. Ciel appointed him as Commander of the Resistance in Zero's absence... and since when is Neo Arcadia an "organization"?
Read on...
IGN Review of Megaman Zero 3:
Despite being yet another recycled Game Boy Advance title, Mega Man Zero 3 hasn't gotten stale and old in his third iteration. It comes awful close, but the new levels and enemies, updated gameplay, and better difficulty tweaks keep the series up there in the "recommended" status. It's fun, challenging, and even with the nearly three year old GBA engine, the game looks great. If you haven't played the other two it might be tough to figure out what the heck's going on, but it shouldn't stop you from picking up the version with the best balance.
Please! Stop bagging on the best series ever created!
IGN Review of Megaman Zero 4:
The game has changed only slightly, with far less emphasis on the very Pokemon-like CyberElf element. Oh, they're still here, but they've been shoved more into a secondary position in the game design to put a little more focus on the standard run-and-jump-and-shoot action. Designers have added a new sub-ability along with Zero's sword slash -- players can switch to a very Mega Man-like ability of stealing enemy's powers with Zero Knuckle. This Knuckle grabs a bad guy's main way of attacking, turning it into an ability for Zero to use. Honestly, it doesn't work all that great in practice, and more often than not you may find yourself switching back to the ol' faithful Zero Slash move. ... It's almost like I'm repeating myself, but it has to be said: don't expect a whole lot new in Mega Man Zero 4. This is more a continuation of what's already been established in Mega Man Zero, Zero 2, and Zero 3. But even with that noted, it also has to be mentioned that even with the déjà vu all over again the game still works, especially if you haven't picked up any of the previous three games.
"Changed only slightly"? Do these people even play thes games? ... and what's up with the comparison between Cyber Elves and Pokemon? Please... they're not that similar.
What's this they're saying? The Zero Knuckle doesn't work all that well? Now I know they haven't played the game. Why, the Mega Axe happens to be my favorite weapon, after the Flame Sword.
Furthermore... "Don't expect a lot new"? "Deja vu"? what the hell were they thinking?! There was so much new in that game it wasn't even funny. It wasn't even close to deja vu. They are so wrong when it comes to this series. Why, they even called Zero's main weapon "the Z Cyber" in the MMZ4 review, and for the MMZ3 review they called it
the Zet Zaber
I'm seriously beginning to dislike IGN..