I know that this post doesn't have a big target audience here, but I just wanted to practice writing (writing tips appreciated). Also i'm to lazy to get an account for a relevant forum.
I pre-ordered the Mega Man Zero/ZX legacy collection (which for the un-initiated is a platformer series about an edgy red dude with a ponytail who's a robot). I decided to start out with the first game, Mega Man Zero. Before getting this game, I heard about the infamously difficult and convoluted lives system (you start with 3 continues, when you run out, you permanently fail the mission and come back with no continues), so I decided to forgo it completely by turning on save assist mode, which adds checkpoints that save your game and gives you infinite lives.
Once I booted up the game, I was treated to a spectacular intro sequence. The opening cutscene was great, and it brought back one of my favorite pieces of music from Mega Man X. Once you're given control, you play through a solid intro stage that does a great job of teaching the very basics. However, the intro stage boss was kind of meh. You are giving the primary weapon you will use during the game in the middle of the fight with no explanation whatsoever. The controls for the weapon are convoluted, and hard to figure out in the heat of the moment. Which brings me to the controls.
Zero controls like a dream, and has great movement, however, the controls are an odd holdover from the GBA. The GBA was the system this game originally came out on, and it was a handheld with only 2 face buttons, A and B, lined up in the opposite of how they are on the switch, the system I was playing on. The first thing I did was change the controls to a simpler and more comfortable layout (I would recommend: B - jump, Y - shoot, and attack type C).
While I'm talking core gameplay, an interesting but poorly implemented feature is leveling. When you use a weapon enough times, you gain a level in the use of that weapon, like an RPG. Every time you level up you get a cool new ability. Thing is, the features you get are just standard things in most other Mega Man games, which makes it kind of lame. Also, when you get a new weapon, it's underpowered because you haven't leveled it up yet. Another questionable choice is the ranking system, which doesn't doe anything really, except add pressure (and name calling) to the experience.
After getting lost in the hub world because I didn't know the elevators could go down, I started my first mission, which was a well designed level, but it had a painful boss fight (Aztec Falcon). I had save assist on, so I had unlimited do overs, but I can only pity those that fought him in the original game. His attacks were fast and brutal, but eventually I found some dumb cheese. Ask anybody that's played MMZ, and they'll tell you that he's stupid hard.
After beating Aztec Falcon, I moved on to the obligatory train level in any platformer. Honestly, it was a ton of fun, aside from a boss w/ one hit kills that I can't Imagine being anything but cheap without save assist on.
And that's all I have to say about Mega Man Zero. A really fun game with a couple of flaws that are mostly products of their time. Because I've only been playing for a few days, I can't give conclusive verdict, but I can say that at least the few stages I've played have been a lot of fun. There were a couple things I didn't want to get into: Cyber Elves (Neat? Poorly implemented natural difficulty moderator) and Elemental Chips (Cool).
Edit: more thoughts on the boss design
The bosses in mega man zero seem to fall into one of two archetypes: the warrior and the controller.
The warrior is the type of boss that can take damage when hit in almost any body part. It tends to charge and pummel you with melee attacks, usually with a part of their body or a weapon. They might also use ranged attacks originating from them like bow shots or fireballs.
The controller isn’t the real threat, the stage is. It’s hard to list the kinds of attacks the controller uses. A few examples are the boss of the train mission, anubis, and the intro stage boss. Note: they tend to have a small weak point on their body
The boss of the train mission’s most deadly attack is when the spikes come out of the roof, and the floor comes up to crush you on them. This isn’t the boss itself doing anything, it just sits there idle. Anubis (from the find the shuttle mission) will summon zombies and spiked pillars to kill you, and the intro golem drops the roof on you. These bosses might have one or two normal attacks too.
I know that this post doesn't have a big target audience here, but I just wanted to practice writing (writing tips appreciated). Also i'm to lazy to get an account for a relevant forum.
I pre-ordered the Mega Man Zero/ZX legacy collection (which for the un-initiated is a platformer series about an edgy red dude with a ponytail who's a robot). I decided to start out with the first game, Mega Man Zero. Before getting this game, I heard about the infamously difficult and convoluted lives system (you start with 3 continues, when you run out, you permanently fail the mission and come back with no continues), so I decided to forgo it completely by turning on save assist mode, which adds checkpoints that save your game and gives you infinite lives.
Once I booted up the game, I was treated to a spectacular intro sequence. The opening cutscene was great, and it brought back one of my favorite pieces of music from Mega Man X. Once you're given control, you play through a solid intro stage that does a great job of teaching the very basics. However, the intro stage boss was kind of meh. You are giving the primary weapon you will use during the game in the middle of the fight with no explanation whatsoever. The controls for the weapon are convoluted, and hard to figure out in the heat of the moment. Which brings me to the controls.
Zero controls like a dream, and has great movement, however, the controls are an odd holdover from the GBA. The GBA was the system this game originally came out on, and it was a handheld with only 2 face buttons, A and B, lined up in the opposite of how they are on the switch, the system I was playing on. The first thing I did was change the controls to a simpler and more comfortable layout (I would recommend: B - jump, Y - shoot, and attack type C).
While I'm talking core gameplay, an interesting but poorly implemented feature is leveling. When you use a weapon enough times, you gain a level in the use of that weapon, like an RPG. Every time you level up you get a cool new ability. Thing is, the features you get are just standard things in most other Mega Man games, which makes it kind of lame. Also, when you get a new weapon, it's underpowered because you haven't leveled it up yet. Another questionable choice is the ranking system, which doesn't doe anything really, except add pressure (and name calling) to the experience.
After getting lost in the hub world because I didn't know the elevators could go down, I started my first mission, which was a well designed level, but it had a painful boss fight (Aztec Falcon). I had save assist on, so I had unlimited do overs, but I can only pity those that fought him in the original game. His attacks were fast and brutal, but eventually I found some dumb cheese. Ask anybody that's played MMZ, and they'll tell you that he's stupid hard.
After beating Aztec Falcon, I moved on to the obligatory train level in any platformer. Honestly, it was a ton of fun, aside from a boss w/ one hit kills that I can't Imagine being anything but cheap without save assist on.
And that's all I have to say about Mega Man Zero. A really fun game with a couple of flaws that are mostly products of their time. Because I've only been playing for a few days, I can't give conclusive verdict, but I can say that at least the few stages I've played have been a lot of fun. There were a couple things I didn't want to get into: Cyber Elves (Neat? Poorly implemented natural difficulty moderator) and Elemental Chips (Cool).
Oh trust me, Aztec Falcon is only the beginning (quite literally). Wait till you see the final boss.
I know that this post doesn't have a big target audience here, but I just wanted to practice writing (writing tips appreciated). Also i'm to lazy to get an account for a relevant forum.
I pre-ordered the Mega Man Zero/ZX legacy collection (which for the un-initiated is a platformer series about an edgy red dude with a ponytail who's a robot). I decided to start out with the first game, Mega Man Zero. Before getting this game, I heard about the infamously difficult and convoluted lives system (you start with 3 continues, when you run out, you permanently fail the mission and come back with no continues), so I decided to forgo it completely by turning on save assist mode, which adds checkpoints that save your game and gives you infinite lives.
Once I booted up the game, I was treated to a spectacular intro sequence. The opening cutscene was great, and it brought back one of my favorite pieces of music from Mega Man X. Once you're given control, you play through a solid intro stage that does a great job of teaching the very basics. However, the intro stage boss was kind of meh. You are giving the primary weapon you will use during the game in the middle of the fight with no explanation whatsoever. The controls for the weapon are convoluted, and hard to figure out in the heat of the moment. Which brings me to the controls.
Zero controls like a dream, and has great movement, however, the controls are an odd holdover from the GBA. The GBA was the system this game originally came out on, and it was a handheld with only 2 face buttons, A and B, lined up in the opposite of how they are on the switch, the system I was playing on. The first thing I did was change the controls to a simpler and more comfortable layout (I would recommend: B - jump, Y - shoot, and attack type C).
While I'm talking core gameplay, an interesting but poorly implemented feature is leveling. When you use a weapon enough times, you gain a level in the use of that weapon, like an RPG. Every time you level up you get a cool new ability. Thing is, the features you get are just standard things in most other Mega Man games, which makes it kind of lame. Also, when you get a new weapon, it's underpowered because you haven't leveled it up yet. Another questionable choice is the ranking system, which doesn't doe anything really, except add pressure (and name calling) to the experience.
After getting lost in the hub world because I didn't know the elevators could go down, I started my first mission, which was a well designed level, but it had a painful boss fight (Aztec Falcon). I had save assist on, so I had unlimited do overs, but I can only pity those that fought him in the original game. His attacks were fast and brutal, but eventually I found some dumb cheese. Ask anybody that's played MMZ, and they'll tell you that he's stupid hard.
After beating Aztec Falcon, I moved on to the obligatory train level in any platformer. Honestly, it was a ton of fun, aside from a boss w/ one hit kills that I can't Imagine being anything but cheap without save assist on.
And that's all I have to say about Mega Man Zero. A really fun game with a couple of flaws that are mostly products of their time. Because I've only been playing for a few days, I can't give conclusive verdict, but I can say that at least the few stages I've played have been a lot of fun. There were a couple things I didn't want to get into: Cyber Elves (Neat? Poorly implemented natural difficulty moderator) and Elemental Chips (Cool).
Edit: more thoughts on the boss design
The bosses in mega man zero seem to fall into one of two archetypes: the warrior and the controller.
The warrior is the type of boss that can take damage when hit in almost any body part. It tends to charge and pummel you with melee attacks, usually with a part of their body or a weapon. They might also use ranged attacks originating from them like bow shots or fireballs.
The controller isn’t the real threat, the stage is. It’s hard to list the kinds of attacks the controller uses. A few examples are the boss of the train mission, anubis, and the intro stage boss. Note: they tend to have a small weak point on their body
The boss of the train mission’s most deadly attack is when the spikes come out of the roof, and the floor comes up to crush you on them. This isn’t the boss itself doing anything, it just sits there idle. Anubis (from the find the shuttle mission) will summon zombies and spiked pillars to kill you, and the intro golem drops the roof on you. These bosses might have one or two normal attacks too.
that’s all, just thought it was cool.
I did NOT eat those hikers.
Oh trust me, Aztec Falcon is only the beginning (quite literally). Wait till you see the final boss.