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Mega Man ZX Review
Game: Mega Man ZX System: Nintendo DS
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GamersMark Ratings Screenshots
Overall   7.5/10
Gameplay   7.5
Presentation   8.0
Value   6.0
Graphics   8.0
Sound   7.0


All Media (14)

By Anthony Swinnich on August 15th, 2007

Capcom reinvents Mega Man every couple of years, usually with the advent of a new (and lately portable) gaming system. Mega Man ZX represents the latest evolution of the classic series, and while it stays close to the patterns laid out by its predecessors, enough is added to the formula to show promise for future entries, even if some of the additions themselves could use refining.

Elements of almost every entry in the side-scrolling series are prevalent here, so fans of the earlier titles will feel right at home. At the start of the game, you’re equipped with a mega buster and an energy sword. As you traverse the levels you’ll eventually run into boss characters that relinquish their powers to you upon their defeat. As in all Mega Man games, the bosses have both a pattern to memorize and a weakness to exploit, that is, if you have the proper weapon to damage them. True to series form, it is possible to defeat them without any special weapons (or "biometals" as they’re called in this game), but it is considerably more difficult to do so. The bosses in this game engage your character in dialogue, helping move the story along in addition to the cut-scenes.

The biggest change made to the Mega Man formula in ZX, however, is how you explore the levels. The game has more of a Metroid or Castlevania vibe, with more wide-open levels that are interconnected, rather than solitary levels picked from a selection screen. While this is something that should be expanded upon in future installments, it almost kills this game in its current form. All of the levels are marked with a letter, and are divided into sections, so Area A has four sections, designated as A-1, A-2, and so on. Exiting one area and moving into another is as simple as walking through a door, but there are two types of doors you can walk through: ones on the side of the level, which is what fans are used to, and those found in the background.

Now, logically, you’d think that from Area A you can reach Area B, and you would be correct. But Area A also has the door for Area M in it. The map system displays that you can reach M from A, but there are problems with the minimalist map setup. There’s no clear way to know which sub-level you’re in without pausing and checking the map screen, so you could be in A-3 when you need to be in A-4. Even when you’re in the proper sub-level, you’ll be racking your brain to remember where the door is (and whether it’s a background door or a side door) since there are no detailed diagrams to show you. Also, if you have to go to a level you’ve never been before, that area won’t be on the map at all. This happens because you missed whatever door would lead you to it, or because you didn’t have access to it until you activate the mission. There’s a mission late in the game where a ladder that is previously inaccessible lowers so that you can reach it, but the game never bothers to mention this. All they needed was a simple cut-scene showing the ladder — it doesn’t even have to move. Sadly this isn’t the case, and they leave it up to luck that you’ll find it.

If you can accept that the exploration is a pain because the map system is broken, you’ll find a treat of a title here. The level design itself is actually the most solid it’s been in any Mega Man title in recent memory, and the stages are plentiful and diverse. Some stages are set in burning cities, while others are set in factories and others in a robotic forest. Also worth noting is the absence of cheap enemies and bottomless pit placement, cutting down on the number of dishearteningly unavoidable deaths. There are plenty of secrets hidden throughout the game (energy tanks included), so exploring thoroughly is something most gamers would want to do, if only to make the game a little easier. And while most gamers will probably pick one of the seven biometal forms to play as most of the game, each one has their own intricacies and advantages for certain situations.

Capcom has been spinning the Mega Man series in different directions for years, and many different gameplay elements come together here to create what is equal parts natural progression and innovation. Unfortunately, several small but important details keep this game from being truly outstanding, and they keep ZX one step away from taking the Mega Man series to new heights. If Capcom can fix these issues, in the already announced sequel Mega Man ZX Advent, they’ll have a truly killer series on their hands.

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