Mega Man Zero 3
Review by ShadowMagus
"For series fans and newcomers alike"
I have, sitting next to my computer, my GBA running. It is running the credits for one of the most fun games to be released this year, MegaMan Zero 3. From the beginning to the end, the game takes you on a whirlwind adventure through the world of Mega Man 100 years after the occurences of the X games. Zero had slept for a century, and was awoken in the midst of a gigantic conflict. The leaders of Neo Arcadia, a huge human civilization, were systematically exterminating all existing Reploids because of energy shortages. A resistance group splintered off and found Zero, and awoke him. Through the first two games, you help the Resistance, led (for the most part) by the human scientist Ciel. But this review ain't about the first two games, is it?
This game picks up a few months after the end of MMZ2. Ciel has all but solved the energy problem, and it looks like peace will once again reign in Neo Arcadia . . . or will it? An ambitious "mad doctor", Dr. Weil, looks to disrupt all of this, and (of course) it is up to Zero and crew to stop him. So, without further adeu (or however the hell you spell it), let's break this game down.
GAMEPLAY - 10/10
Same controls as the other two games in the series. Should be nothing new to players, and it's easy to get used to if you're new. There are a couple preset options, and you can customize it however you see fit. As for level selection, it remains generally unchanged from MMZ2. That doesn't mean there haven't been new features added. One of the biggest players of MMZ2 will see is the Recoil Rod, a combination of the Triple Rod and the Chain Rod. No ceiling grabbing here, instead this rod acts like a pogo-stick (!). I will admit, I have played many, many games, and never once have I seen a weapon be utilized like this. Props to Capcom for originality. Another big feature is that of Secret Disks. Your Cyber elves in this game don't float around after you kill enemies, instead you must find these disks scattered throughout stages to unlock them. The disks also serve other purposes, such as an enemy and boss list, character list, and background story. One really, really big feature is the addition of Cyberspace to the game. You will find glowing blue doors during the course of the level, and these will transport you to an area known as "Cyberspace". The layout of the level doesn't change, but if you've connected to MMBN4, you will see enemies from that (those) game(s) in this area. Cyberspace has many unique features, so play the game and find out. Then rip out your hair. The last big overhaul in the game consists of chips. In the same manner as MMX3, you can collect chips throughout the level. These have many uses, such as an auto charge (thank God), a double jump, and more.
SOUND - 7/10
The sounds in this game, I'm sorry to say, sound like they've all been recycled from the previous two games. Nothing new here, really, and a lot of the time it got so annoying I turned down the volume and played some of my own tunes. Oh well, I guess that's what you get for working with the GBA's limited hardware.
GRAPHICS - 9/10
I have long thought that the MMZ series utilizes the GBA's graphic capabilities very, very well. While you won't see anything rivaling Golden Sun, the graphics work very well with the style of the game. The in-game graphics are smooth, I never really noticed any slowdown, and the still drawings used as cutscenes are beautiful. Aside from a few minor differences, the graphics haven't changed much since the last MMZ game.
REPLAYABILITY - 9/10
Ah, the all important replayability. The magical, if elusive, quality that all games (should) strive for. Thankfully, this game does quite well in the replayability sector. There are many different ways to go through the game, and a reward for just about every one of them. The only reason this section doesn't get a perfect score is the difficulty of getting absolutely EVERYTHING. You will pull your hair out by the roots by the end. Not that difficulty is a bad thing, and you get minigames for doing it ^_^.
OVERALL (not an average) - 8/10
TO BUY OR RENT - Buy, definitely. Whether you've perfected the previous two games or are looking for a fun way to pass the time, this is the game for you. Pick it up today.
Reviewer's Score: 8/10, Originally Posted: 10/25/04
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