
I got this game because it features Zero (as he appears in the GBA Rockman Zero games). I love it for that, but otherwise it’s an OK entry in the “platform fighter” subgenre.

I got this game because it features Zero (as he appears in the GBA Rockman Zero games). I love it for that, but otherwise it’s an OK entry in the “platform fighter” subgenre.

My pick for Game Club was this instalment in the Classic Mega Man series. It feels oddly split in its design and is of course quite difficult, but has redeeming qualities that made it the most appealing of any Classic series game, and this was borne out in my experience.

I wanted more handheld Zero so here’s the equivalent to the Classic GB games. X had his own handheld spinoffs, with mainly reused content from the first three X games. There’s some oddities to the structure but they were adapted well to the lower-fidelity format.
I’ve been scanning a lot of manuals (aka instruction books/booklets) recently. I noticed that my favourite manuals site, Replacementdocs, was missing some that I could contribute. Unfortunately their approvals process is slow and anything that isn’t specifically requested could take months to be published on the site, if ever. I wanted to put the manuals I’d scanned out there because I don’t want others to have the experience of getting a second hand game without a manual and having no recourse. They’re also useful for research on a game series you like or simply digital collecting.
So I’m uploading and linking all the manuals I scanned here (some of them are published on Replacementdocs, but many aren’t yet). It’s a weird selection but this is what I have on my shelf, people. Of course, I have a lot of others but for the most part their manuals are already online. Please note that a few of these included a second language, such as French or Spanish, but I omitted them from the scan; sorry non-English speakers. Here we go then; game, platform, region:
Replacementdocs hosted:
LEGO Star Wars: The Complete Saga (Wii, AU)
Mediafire hosted (just click this bit for the folder list):
PC Games:
Avatar: The Legend of Aang (AU)
Tonic Trouble (NA)
Wii games:
A Boy and His Blob (UK)
Academy of Champions Football (UK)
Avatar: Into the Inferno (AU)
Avatar: The Legend of Aang (AU)
Beat the Beat: Rhythm Paradise (AU)
Castlevania Judgment (UK)
Goldeneye 007 (AU)
Lego Harry Potter Year 1-4 (AU)
Lego Harry Potter Year 5-7 (AU)
Lego Pirates of the Caribbean (AU)
Lord of the Rings: Aragorn’s Quest (AU)
Pikmin 2 New Play Control! (AU)
Sin & Punishment: Successor of the Skies (UK)
The Last Airbender (AU)
DS Games:
Avatar: Into the Inferno (AU)
Avatar: The Legend of Aang (AU)
Castlevania: Order of Ecclesia (UK)
Chibi-Robo! Park Patrol (NA)
Lunar Knights (EU)
Megaman Zero Collection (NA)
N+ (NA)
Okamiden (NA)
Professor Layton and the Last Specter (AU)
Scribblenauts (AU)
The Last Airbender (UK)
PS3 Games:
Band Hero (AU)
Katamari Forever (NA)
Lego The Lord of the Rings (UK)
Rayman Origins (AU)
Rock Band 1 (AU)
Rock Band 2 (NA)
Rock Band 3 (AU)
The Beatles Rock Band (AU)
The Lord of the Rings: War in the North (AU)
This took ages, so somebody better download and enjoy these things!
Now, I’ll also recommend a few sites that I use whenever I’m looking for a manual. Obviously, Replacementdocs is the first place to look. Nintendo of America quite usefully hosts manuals for some Wii U/3DS/Wii/DS games, and even a few GCN/GBA ones. Freegamemanuals used to be a quite comprehensive if slightly dodgy resource, but has unfortunately shut down; maybe it’ll be back one day? The “Games Database” is, well a database of games, with some manual scans included; just do a search and see if they have it. NintendoAge is similar, and sometimes has pictures of the manual. Vimm’s Lair and the DP Library are slightly more specialised/limited, but worth a try especially for older systems. For even more specificity in systems covered, Handheld Museum is good for self-contained LCD-type games and Planet Virtual Boy is just fantastic, if only for, well, the Virtual Boy. You can also try the Video Game Museum or the Video Game Archeologist or failing all of that, just Google it. Special mention to the Ni no Kuni manual, which I started scanning until I noticed the manual itself told me that there was a high-res colour version online; cheers, Namco!

I didn’t ever review Okami, I played it before starting the blog. But trust me, I loved it. This is back before we were married, my then-girlfriend bought it for herself because it looked so good, and she was in the position of many people of suddenly owning a Wii and not being sure what to do with it. She made me play it though because she found it too hard, which is fair enough. She loved to watch me play, all the way through, and it’s by no means a short game.
When we found out about the sequel on DS, of course we were interested. Especially because it was apparently a little easier. She was so excited to find a game that she was both interested in and was up to her abilities. In fact she did play through it, and despite putting it down for a few stretches (the boss battles in particular), eventually finished it for herself. I was very happy for her but of course looking over her shoulder every now and then wasn’t the ideal way to experience the game.
So finally after a long time, I also played it. Now apparently you can only have one save file, but that’s ok because I started from her New Game Plus and got the weapon that breaks the game. Cool beans. Even without that, you can consider it a cut-down, simpler version of Okami. Which is a great thing.
Clover went under, and came back as Platinum away from their awful Capcom overlords. But to their credit, Capcom actually made a sequel, farming it out to a little company called “Mobile and Game Studio”. Doesn’t exactly stand out, but look here, among all their cheap mobile games, it’s Okamiden: Chisaki Taiyo (aka Little Sun). In my opinion, this unheard-of studio did a fantastic job converting the Okami experience to the DS.
The art is just like how you remember, as is the music (although that gets repetitive). They even recreated many of the areas of Okami, albeit smaller and broken up by loading zones. They change them up though and their new content and environments fit right in. I wish there weren’t so many “points of no return”, which prohibit backtracking. But the price you pay for that is the new system of buddy characters. Throughout the game Chibiterasu (Amaterasu’s son, and the most adorable gaming protagonist bar none) meets five children that he befriends, who serve the Issun role of interpreting for you, dialogue and so forth. But having five distinct kids helps vary the personality of that companion role. Not to mention the help they give you in battle.
There are also new dungeon-type areas, which, to go along with the Zelda comparison that’s often stated of Okami, are presented similarly to the top-down 2D Zeldas. Using your partner is usually a big part of these zones. I appreciated the change-up of the gameplay here, and they are appropriate for the DS’s capabilities.
Another thing the DS is ideal for is the brush techniques, many of which return plus some new ones (plus the brush gods all have little babies now too! So cute!). Whether the recognition is better or whether it’s just much more accurate drawing directly on the touchscreen, I almost always pulled them off when I wanted to. Very gratifying compared to the sometimes spotty Wii drawing, although without the benefit of the coloured smoke before drawing which that version’s control scheme allowed.
In terms of the story, it follows on from Okami with events nine months later, although you also go back in time to set things up or alongside events of that game, as well as going back 100 years to the “backstory” portion, something Okami did as well. It gets a little confusing, but the story feels suitably meaningful and you meet many familiar faces and new ones too. Sometimes it feels like things or people are only there to reference Okami instead of serving the game in any important way, but taking both of them as a whole is probably a good way to look at them so the way it complements its mother(?) game only strengthens them as a unit, I suppose.
I should have said that the core gameplay is pretty similar to Okami too; traversing 3D environments, instanced battles, plot-focused, exploration and collecting. Of course, many mechanics have been removed or streamlined for this DS iteration. It doesn’t feel compromised though, the way it’s designed everything feels just fine. And the humour and charm is perfectly intact.
The additions are also very welcome, as I’ve said. There’s a new village you keep returning to that you can improve and grow by inviting people to live there. There are enemies that appear on the “overworld” so to speak, outside of the scroll battles. There are different materials to collect to upgrade your weapons, and elemental attack items. And the partners are great.
Basically, I had a lot of fun. It’s also fairly long for a DS game I suppose, it took me 24 hours. Although the broken-ass weapon helped some battles to go quicker (the battles are one of the things that gets tedious after a while). So I’d recommend playing it after someone had finished it once? There are some items to collect that remain collected on subsequent playthroughs though. It’s that annoying balance where you get rewards after completion, but it’s long enough and so plot-driven that you don’t want to replay it too much.
Either way, if you love Okami this game will certainly please you. Unless you can’t get past the low resolution or the gameplay simplifications. In my case, I swallowed those easily and found the perfect follow-up to one of the best games on the Wii (and PS2 and the HD one and whatever). Don’t write it off, it’s really quite wonderful. Once again I express my surprise that this unknown studio that makes so many “casual” games has lived up to Clover’s work. Play it! Even if only to see Chibi’s reaction to the silly nicknames his partners give him. It’s worth it.
A note first about the name here. I can’t be arsed with the pretentious use and pronunciation of the “cross” symbol. It has no place outside vector maths, and I am generqally annoyed by its widespread use recently. However, I find amusement by pronouncing it as “X”, ie. “ex”. Namco ex Capcom, Street Fighter ex Tekken, Project ex Zone. I refuse to say this the way those marketing suits want me to. So now we have Rockman ex-over, supposedly a great celebration of 25 years of Rockman history. Pffffttplhplhplhphhhhffffrttthhtttthhhhhhhhh. Not to give away my feelings too early or anything.
Similarly to Animal Crossing, I’ve been playing this game daily for the last month. It’s somewhat addictive and I like to fire it up for a little bit, use up my energy points or whatever then quit. Progress has really slowed recently though and I missed the 8-bit event it seems, so I’m nearing my limit I think. Can’t beat the World 5 Shooting Star bosses either, there was a huge “difficulty” jump there.
I say that in scare quotes because there is nothing whatsoever related to skill, reactions, etc. in this game. There’s barely even what could be called gameplay. Stages are extremely basic flat autorunning affairs with random baddies at two levels: ground, and a flat plane above you, for you to jump n’ shoot at. You pick up cards and auto collect money. The only strategy really is sometimes if you’re not careful you have to choose between picking up a card or jumping to shoot a flying enemy.
Boss fights are a completely different gameplay style, violently shifting to a turn-based RPG battle system, and using the stat points that you’ve been collecting all those cards to enhance. I found all the bosses of the first four worlds’s stages very easy, except maybe the final world bosses, and then as I said the curve shoots up to impossible, as if the game is saying “go grind for a few weeks, loser”. Except it doesn’t say that, or maybe it does because I haven’t bothered to translate all the Japanese it comes out with.
Did I mention this game is not available anywhere except the Japanese App Store? I found it was quite easy to make an account there and get the game, although having that account with an app installed from a different region store causes some minor App Store problems every now and then. The game itself is very unforgiving to non-Japanophones, although (as with my long-ago playthrough of Zoids Saga 1) I figured most of the functions out fairly easily.
There’s also social features, with friending, chat, and team battles. People just friend you automatically, as you are often shown random players and given an option to send a request. So getting partners to team battles is never a problem, but I’ve never had a chat request (not that I would understand them anyway—my formal written Japanese is vestigial but present, but colloquialisms would defeat me).
This game was advertised as a “social RPG”, a genre that is much bigger in Japan than in the West. I think this fulfills the promise of that kind of game, as far as I understand them. It has all the hallmarks I would expect, along with copious in-app purchasing, limited play, premium items, and “community” features. Not as cynical as some, but not as well executed as others.
The game is kind of a mess to play. It feels like it was thrown together in a few days. So many buttons, menus, dialogs, loading screens. Things aren’t explained that well and viewing your cards is janky as heck. The two play modes have no pause button. There is lag, especially between menu screens. It asks you to optimise your cards (a process that leaves them most assuredly non-optimal) every time you view the equip screen, and before every boss fight—ie. way, way too often. (Although I may be missing an elemental bonus effect that it accounts for, but I doubt it.) It’s playable despite the horrible interface stuff, but I don’t know how much longer I can stand it for the very little content I get for that.
And so we come to that. As a “social RPG”, it’s passable. As a tribute to 25 years of Rockman, it fails horribly. It, uh. I can’t even. There’s just. Ack. Ok, I read an interview, and the guys who made it sounded so passionate and authentic. How is there such a big disconnect between their attitude and this pathetic scrap? What characters are used have new, fairly nice sprites, but they are used so badly. There are 7 sub-series to Rockman, and some are woefully underutilised in the cards. Others (X) are overused in the worlds and bosses. I don’t think I’ve even seen a Zero series character yet. The new armours are cool, but literally the only characters that appear aside from the bosses are Over-1 and Kalinka (at least she has a new portrait!).
I dunno, this game is just a massive wasted opportunity to me. The mechanics are just executed so badly, and Rockman series representation is so, so limited. A brief cutscene of that Legends airship is not really good enough! Stages only have two bad guys and a Met, for the whole world! And did I mention the loading screens! This is not an adequate Rockman celebration game. It’s not an adequate Rockman game. There’s been a lot of weird Rockman spinoffs, but a lot seem to have more effort involved than this.
Rockman Online looked way more exciting than this, although had it been released I probably wouldn’t have been able to play it. That game looked like a crossover done better. It didn’t claim to represent all 7 series, but it did 2 (Classic and X) very well, with new character designs, nice environments, loads of characters appearances, and proper gameplay.
Anyway, as I said, the game is mildly addictive and it is somewhat gratifying to see something of a wide range of minor characters in the cards, and the occasional more important one showing up. It also familiarised me with some characters and enemies from the Battle Network series (or at least their name and picture, which is all you get with the cards), so it has that. And I must say, the gameplay is unique among Rockman titles. There are small consolations and additions to Rockman canon here, but on the whole it’s pretty disappointing. The customisable equipment/card system surprised me at first with its depth, but ultimately there’s not much point to it.
So I’d say my reaction to this game has been mixed. I’ll keep it around and maybe try to beat those hard bosses, but it’ll take a while. They seem to update with content every now and then too, but some of it is time-limited, very frustrating. I must say, Capcom better have some tricks up its sleeve for Rockman’s “anniversary year” because the fanbase is pretty angry already, and Xover hasn’t done anything to help matters in the West. In fact, fan reaction was so negative that Capcom America promised not to localise it for now. (Insert they’re happy [i]not[/i] to make a game when the fans demand it comment here.) Me, I don’t mind so much, I’m not so short-sighted about these kinds of things, but I’d hate to see this get worse. Although if anything, the way the suits upstairs in Japan are treating the franchise, if anything it’s making the fanbase stronger in its support. Unfortunately they are allied in hostility towards Capcom, so that could get ugly.
Personally, anniversaries don’t mean too much to me (love you honey), but if it means the game companies take the excuse to make more games, then I’m all for it. And any game game in a beloved franchise is important to me in its own way. So in a way, I’m glad Xover exists. I just wish it was better, and I hope it doesn’t preclude further crossovers. Anyway time to end. For those who mind, sorry about writing another Rockman post. To my fellow Rockfans, Rock On! (so lame, I am so lame.) Ok, let me try again: pray for a true peace in space! No wait, wait that’s Metroid. WHAT AM I WRITING FOR!?!?!? Heh, much better.
I just read an interesting post on the Reploid Research Lavatory about the Four Guardians of the Megaman Zero series. Kobun #20 translated three different interviews with the game’s creators about the fates of the four and why they didn’t appear in Zero 4. Red it here: http://kobun20.interordi.com/2013/02/10/fate-of-the-four-guardians
Now I knew about the first two already. The first, from 2005, says that it’s up in the air and although they were great characters and loved by the dev team, it wouldn’t make sense to fight them in the fourth game with such a big threat looming and they couldn’t fit them in in any other capacity. They speculated (without confirming) that the Guardians (sans Phantom of course, although he could have done Elfy things with them) were elsewhere fighting for the sake of humans against other enemies or Weil’s schemes. They do desire justice and to honour the memory of X, so that makes sense. They also mentioned the possibility of exploring their adventures in some other form. That never happened.
The second dashed those hopes by stating plainly that they had all died in the final battle with Omega in Zero 3. Shielding Zero from the explosion when Omega was defeated (shown) apparently caused them fatal injuries (not shown). The game’s ending suggests nothing of the sort, and the way it was expressed seemed like a cop-out. They mention then the piece of art in the Rockman Zero 4 Physis Soundtrack, depicting all 4 in robes, watching the game’s ending with X. Whether this is non-canon or their Cyber-Elf forms made perfect by X is up to you, I suppose.
So we have three sources here: two developer statements, and the artwork (which I am taking as canon because it’s too cool not to). I believe they can all be reconciled, and the third interview, coming from the recently released R20+5 art book, retcons both statements into one in a different way than I thought of. It states that the Guardians were considered dead according to Neo Arcadia’s records because they dropped off the map and went missing. They were presumed dead, and it is further stated that their continued fighting to help humans is not impossible.
Now, my theory: the Guardians (Harpuia, Leviathan, and Fefnir) did shield Zero from X’s explosion. In the Zero 3 soundtrack (Telos) there is an an audio drama track with Cyber-X and Cyber-Phantom visiting an injured Fefnir and Leviathan during the events of the game. I envisage a similar scene occurring to all three in hospital again after the final battle, but with X and Phantom telling them of other problems that need their attention elsewhere. This accounts for their absence in Zero 4, as previously speculated.
However, I also believe they died fighting Omega, as stated in the second interview, but not in the same battle at the end of Zero 3. Slightly different to the explanation offered there, but it is also partially fulfilled by the third interview, so I feel more comfortable with it now. You see, it makes more sense to the subsequent ZX series if all the heroes who were made into Biometals are at the same place. So I propose that Cyber-X alerted them to the fact that Omega had lived on in the dimensionally warped region of his defeat (Weil’s old laboratory, where Zero was originally found by Ciel). Of course, at this point they have had the opportunity to have some other adventures in the meantime. The Four Guardians go there and battle Omega again, trying to keep him down and out. They previously stated that they still feel the need to fight Zero, and this gives them that chance too. Presumably Omega has manifested some new physical presence.
During this new battle, the Four Guardians and X succeed in stopping Omega rising again, but at the cost of their lives. They all lived on as Cyber-Elves, even Omega, and similar to how X’s body remained to seal the Dark Elf, the Guardians and X remained to seal Omega. Later, Weil attempts to crash his satellite Ragnarok into Area Zero. Zero manages to crash it somewhere else—we see in ZX that the Ragnarok Core (the basis for Model W, and thus all Biometal) is right near where Omega’s corrupted data form can be fought. This is because Zero crashed Ragnarok right onto the same lab. The influence of the Ragnarok core affected the Cyber-Elves in the area, and when Ciel explored the crash site (with Serpent and others), they were able to recover the Elves of the Guardians, X, and Zero by converting them into pure Biometals. Taking them away, they were able to do good in the world again. However, this left the Ragnarok Core (what would later become Biometal Model W) alone with the Omega Elf, who was then able to partially recover and form a Biometal of its own, spontaneously and with the help of the Core.
The Ragnarok Core being near Omega is canon, but my theory of the Guardians being there explains how Ciel was able to make the Biometals as a result of that trip. In ZX, Vent or Aile (or both) find Omega mostly recreated, and take the Biometal for themselves when they defeat him. And during the game the Core is removed, so that accounts for everyone. The death of the Guardians at that time, well after the end of Zero 3 but before the end of Zero 4, explains why their Elves were watching the fall of Ragnarok, but allows them to fight for the humans in the meantime. It also explains them dying in a fight against Omega, and ties into ZX.
I hope I explained that the way my mind understands it. Now the only thing left unexplained is why Model A in ZX Advent is so much like Axl, and who actually created it (I don’t believe Master Albert did). Until further X games say otherwise, let’s say Weil was able to get ahold of Axl’s body and stored it in his lab (presuming he died in the Elf Wars, and his own Elf stayed with his body). It was then subjected to the same processes that led to the creation of the other Biometals, so with Zero and X’s help Ciel must have made Model A as well (since they both knew Axl in life). It’s fine for Albert then to take that Biometal and corrupt it, but the similarity is too close to be ignored. Unless he means that Model W, speaking as Albert, indirectly caused the creation of all Biometals because they were made by studying the Ragnarok Core and through its influence on the Cyber-Elves, including Model A.
Oh, speaking of which, I have to say another thing about Weil. I found out since my other Rockman posts that according to Inafune, Wily was alive in X5 and helping Sigma. Huh-what?!? So now I’m thinking that Weil really is just Wily with an altered appearance and his own custom cybernetic enhancements to allow long life. He stayed secret for ages, and makes his comeback in the Elf Wars. It explains why there are two guys so evil and with a similar name. Ah, Wily. Stay classy.
There’s been a lot of stuff about comics recently, but don’t worry! I’ve been playing games too. Specifically Paper Mario Sticker Star, a Christmas present, and I also picked Metroid Prime 2 back up after a long break. Almost finished both of those now, but first I have to talk about some games I got through earlier.
I played the Zero series games in a weird order. I think my first was Zero 2, then Zero 1. Those were in Japanese, then I got Zero 4 in English. When shopping for DS games I chose ZX Advent (the sequel) over ZX because of the purported improvements, especially to the map system and voice acting. Then I eventually got a copy of ZX, along with Zero Collection, and had my first play of Zero 3. And now finally I’ve got around to playing ZX.
Overall, before I go any further, my impression of this game is better than its sequel, Advent (ZXA). There are a number of reasons for this. Its characters were more memorable, playing as Model ZX (who plays just like the Zero I’m used to) from the third mission instead of the third last was great, and it had a more manageable number of transformations. On the other hand, the mission handling was clumsier here, they improved the rewards and economy in the sequel, and the Model transformations seemed better utilised there. But enough comparisons.
The ZX series seems a bit maligned, at least from traditional Megaman fans. I don’t see any good reason for this, as it retains the smooth but challenging gameplay of Zero, and seems a natural extension of it as well (although the new characters I see may put some people off, with many of them being whiny kids). There’s also tons of fanservice if you’re looking. Plus I think it maintains a high standard of quality, unlike certain installments of the Classic and X series. I guess if you didn’t like Zero as much, ZX and ZXA are even more out there. But me, I love Zero.
So it’s only natural that I loved this game, too. I played through it twice in a row, and I wouldn’t normally do that. You choose between playing Vent and Aile, so I did both. There are very few differences between them: minor story points and dialogue changes, and slightly different attributes, but so slight hardly anyone even notices. They even have the same backstory and relationship to the major NPC, Giro. One might think they are interchangeable. The animated trailer however shows both of them double Megamerging and using ZX’s powers, so it’s possible that alternate playthroughs are in a way half the story, with the “true” events involving both, which is hard to portray in a game with a single player I guess. (The dual protagonists is something the sequel executed much better, also).
So I can’t really escape comparisons, I don’t think I have a way of judging this game outside my frame of reference. I also think it’s worth judging games compared to similar ones, after all I didn’t play it in a vacuum. Ah, this is getting too meta.
I think I’m a bit out of practice with these reviews. Ok, well, the storytelling is fine, but the animated cutscenes are a little jarring with their heavy compression artifacts and Japanese-only audio. That’s not too much of an issue, as the whole Zero series had Japanese boss barks, but keep in mind I played ZXA first which had a whole English speech track over most cutscenes, animated and otherwise. The characters in the game were quite memorable, most of the major ones had ties to the Zero series, which I appreciated, and the NPCs all had unique appearances and personalities (a problem with ZXA was too generic appearances in NPCs).
The levels were well designed, I think- I’m not an expert on that kind of thing. Enemies often required a bit of strategy to beat, although some parts were just annoying, like the radars that reversed the controls. A commonly cited criticism of this game is that once you get Model H, there’s little reason to use any other form. True to an extent, although I like Model ZX enough to switch between the two often. Model OX (Omega Zero) was awesome too, but you only get it after you beat the game unfortunately.
There were lots of collectibles and so on, but there wasn’t much to spend the E-Crystal currency on. I liked how all the areas were connected, it felt like a cohesive whole (although the environments were quite different, it was just nice to be able to move through it all smoothly). The map is quite useless, though. I had a walkthrough’s map open on my iPhone the whole time I was playing.
The plot is interestingly linked to the Zero series, and now I see where all the plot threads of ZXA came from too, so it ties together well to the other games in the “greater Zero series”, which includes ZX and ZXA. (They’re totally the same. Art style, gameplay, developer, pickups, font, everything).
The bosses were all interesting and different. They unlock extra attacks for the forms, but I didn’t use the special abilities of any Model form hardly at all. I only used them to get around levels, and faced bosses almost exclusively as ZX. This may be due to my own familiarity with the strictly Zero fighting style.
I mentioned the world map, but it would have been a lot easier to get around if there were more tranceivers. Anyone who’s played the game will know what I mean, but I guess it makes you more familiar with the layouts and all. The tranceivers also dispensed missions, which brings up that you can only bloody do one at a time! This means that cutting grass or stopping a rogue robot from killing civilians have the same priority, and if you go somewhere to do something but forget to activate the mission, you’ve wasted the trip there and the return. And you can’t do multiple things on one trip out, plus if you are asked for something, the request is in the tranceiver, but it can only hold two optional requests at a time as well! The whole mission thing is a mess and they thankfully fixed it up in the sequel.
I think I’m running out of things though, so in all I had lots of fun here. That old feeling of hining your skills against specific bosses by replaying them a few times, and doing two runs in a row- it was good. I should say that the Zero and ZX games are quite hard, they’re not for everybody. But when you’re a gamer like me, you relish the feeling of mastering this art. I don’t feel that way about a lot of genres but 2D platformers and jumpy shooties have enough precision, as long as the game is well constructed and quick.
So this game is absolutely essential- for me, who loved the Zero games. You might like it too, who knows. I don’t really know which to recommend more, this or its sequel, though. But I’m glad I was able to play them both, with their strengths and weaknesses and their linked plots. It’s sad to see this series fall out of favour recently as Capcom is bringing Megaman back to basics or whatever it is they’re planning, I’d love another installment. It’s just, so nostalgic for me but also new, with fresh twists. And it advances the overall robot continuity so far, but the roots are still there. Ah. Good stuff. So I guess for me this game is signifcant as it fits into the greater whole of the Zero/ZX series, but it probably stands just fine on its own. (I wouldn’t know, like I said, I’m so ingrained in my little world :p). Anyway that’ll do. Tata for now.
Well I just finished the easy scenario mode of the Zero Collection. This won’t be a full review, there is too much game and too much love to go over it all.
When I found this game, I was ecstatic. I have mentioned that the Zero series is my favourite Megaman iteration, because of its depth, pacing, plot treatment, and smooth-ass gameplay (when you get good), but most importantly, because I played loads of it during my developmental years. In this case, during high school me and a friend had Japanese copies of the first two and pretty much knew them back to front. We had our own names for the characters that turned out to be different to the localised ones, names I think are superior (we called Harpuia and Elpizo: Hyperia and Elpis, for example). Later, I bought the 4th installment in English, which was a very different experience. But now I’ve played them all in a row and got the complete overview.
Well, I say complete. Easy Scenario mode drops you in Ultimate mode automatically, which normally requires you to totally clock the game and rewards you with ultimate power-ups, after you’ve struggled through the hard way. This means you can breeze through it, and I did. The game ranks you at the end of missions, and I usually scored very high, except in damage. I got damaged a lot. I had loads of health, I could take it. Need to work on that in normal mode. It’s not really the Zero experience to breeze through like that. People shouldn’t buy this game and just play that mode. The games are about dying a lot, learning patterns, honing your reflexes. When you play it as much as I did, you get good at that.
So which games emphasise this feeling? I think maybe 2 is the hardest, 4 is the easiest. But all are rewarding in this way. To really judge that, I probably need to play again in normal mode. But I can say other things comparing them all.
The games form a cohesive, complete story. Not all of them are strictly necessary, though. Each game could be the end of the series, some more open-ended than others. They do build on each other, though, so playing any of them requires the ones before in terms of plot (and sometimes gameplay). The way they are connected is really gratifying, as we see characters return and in some cases grow. The threats reveal larger threats behind them, which develops over the course of several games.
This developing threat comes to a head in 3, where early on you confront a terrifying robot from the games’ backstory, Omega. (Later you find its true identity, which makes it more significant.) It is then joined by the Dark Elf, the antagonist of 2; Copy X, the antagonist of 1; and Dr. Weil, who becomes the antagonist of 4. This combination of strong enemies makes me think of Zelda 4 Swords Adventures, wherein you fight Vaati, Ganon AND Dark Link. Imagine if Mario fought Bowser, then Donkey Kong comes out, Wart jumps up behind you and Wario starts laughing at you. It’s awesome.
Which brings me to 4. When you defeat three of these threats during Zero 3, the 4th installment only has Weil, which makes its scale seem a little smaller. Its design aesthetic is also very different, as it had a different lead designer than the other three. All in all it feels different, a little tacked on. It makes sense when you find out that a bit like the X series which was supposed to finish with X5 (and thus continue to the Zero series), the original plan was for a trilogy. I’m not complaining that they added another, and it certainly rounds out the story in a conclusive way, but it is somewhat different.
The Four Guardians are major characters in the first three, but are conspicuous in their absence in 4. Official word was they were elsewhere during these events, but later statements retconned this, saying they died during the climax of 3. This ties to the artwork featured in one of the soundtracks (although labelled “fanart” officially, it was produced by the developers of the game) which depicts *SPOILER the Guardians as Cyber-Elves with X, watching the fall of Ragnarok.* Anyway, whatever happened, they are great characters and lend some continuity to the series as they return for revenge, and eventually sort of join your side. They are also very important to the two ZX games.
The other characters are also unique, especially unique in the fact that this game HAS characters, unlike some other Megaman series games (although I haven’t played the later ones with cutscenes). A cast of varied Resistance members, even some humans in 4. The important ones though are X, Ciel, and to a lesser extent Cerveau the engineer. They don’t interact all that much, but they have personality, especially when you read into it.
This brings me to the issue of supplemental materials. I love the style of the official artwork of these games, it’s very beautiful and in addition to the manual and many examples on MMKB wiki, there are unlockable galleries in the game. A cool feature, and it even includes the gameplay-modifying e-Reader cards for 3 that never made it to Australia. The Japanese advertisements for this game were wonderfully animated in anime style, even if it’s only 15 second spots. And developer Inti Creates very lovingly constructed multiple soundtracks for the series, with great art, remastered and arranged tracks, and even spoken drama audio tracks that flesh out the story. However, the manga produced for this series is utter tripe. A dull, watered-down story, ugly art, butchered and maimed characters, dumb Mary-Sue little boy protagonist (an unfortunate trend in shonen manga). It’s pretty bad. Granted, I haven’t read the 3rd volume, which seems like it takes itself less seriously.
Anyway, the best part about these games is the games, and I loved playing them again, and 3 for the first time. I look forward to playing them in normal mode (Ultimate mode already has the collectibles, so you literally just rush through). Before that, I might play ZX first as I acquired it at the same time. Haven’t decided yet.
I might finish up here, this wasn’t a complete review or anything, as I didn’t exactly have a full game experience in easy mode. But it reminded me why I love Megaman, and it’s because of Zero. It actually made me want to play more X series, at least the ones with playable Zero. Anyway I recommend the Zero collection for those who like the X series if you haven’t given it a go, it’s available for those in the US on Capcom’s online store (if you’re inlcined to give Capcom money, which many people aren’t at the moment for good reason). It’s a hard series though so keep in mind that you need the skillz that pay the billz. (The z is for Zero.)
The first game I’d like to talk about here in detail is Megaman X. Ugh, OK, before that I’d like to get 2 things out of the way. First, the internet and I can never decide whether he has a space in his name. Rockman is always Rockman, but if want to search for Megaman games on an online shop or something I always have to try both spellings. It’s nobody’s fault really, but it’s annoying. At least you can say that all the games in the uberfranchise have that word in them (except Misadventures of Tron Bonne, but I’m not gonna play that. And Rockboard doesn’t contain Rockman but never mind that one) Anyway during this I am going to omit the space because it’s easier that way.
The other is that I have really grown to hate the name “Blue Bomber”. It just sounds stupid. It’s a real lame nickname that only barely describes the guy, and I just wince every time I read it. Maybe I’ll get over this eventually. Anyway, this point is kinda irrelevant to the subject at hand, which is X1.
So for the first time, I got some Wii points recently. I had gone through the store and checked it all out, and decided the first thing to try would be X1. In my Super Nintendo days, I liked games like Yoshi’s Island and DKC2. Megaman was not really on my radar. I definitely remember playing some X game on a friend’s console at some point, because I remember the multiple levels of charging. But my first real introduction to a love for the series was with Zero for the Gameboy Advance. Me and my friend bought the first two on a trip to Japan and played them to death. It didn’t matter that we didn’t understand the story, the characters and cutscenes were enough for us to piece something together and the replayability is very high. My first and greatest love in Megaman canon is the Zero series. And really, I haven’t actually played many other games in the series—so what kind of MM fan am I?
A few years ago I got back into gaming in a big way, after having a dry patch through part of high school and uni. Part of this involved researching series I used to be interested in, and getting back into them. Unfortunately, some of the games that are essential playing to some series are hard to come by. But there is plenty for fans to see, especially if they’re catching up. I read many wikis, found tie-in comics, watched some YouTube videos. I also scouted some fansites, and picked up a bunch of RSS feeds. The most dedicated sites are a joy to read, because they are passionate about their series. Two great examples of this, in their own ways, are the DKVine and the Metroid Database. The best fansites also have a podcast, and I found the TMMN Megacast an enjoyable listen on my commutes. Adam, Jesse, Tabby and Andy are highly entertaining hosts with a deep knowledge of Megaman and even I, with no actual game experience, had a great time listening. I think someone can be a fan with no game experience, but I also happen to love gaming. I am slowly working through many games, and as I think Megaman is a very strong series, I picked up a few of his games. I breezed through Megaman 2 (iOS port) on easy mode, and loved the extension of the Zero series that was ZX Advent (DS). The first ZX is next on my list. Which brings me to X (finally).
The Megacast reviewed X1 at one point, saying it was the best X series game, that it was all downhill from there. I also had at this point basically mastered the Zero series, so my expectations for this game were high. Too high, as it turns out. What I experienced was a strange beast, so obviously an extension of the Classic series, but not extending far enough. I could also see the bones of what it could further evolve into (Zero). Apparently somewhere along the way the series got bogged down and bloated, but this game was a little barebones. I had fun with it, but it didn’t come close to matching Zero in my eyes (or my fingers’ muscle memory.)
The first thing I noticed was how different the controls were to GBA Zero. I don’t know why, but I expected it to be closer to that. In fact it’s essentially a Classic game with the Classic formula, with some changes and additions. Even the Maverick intro theme is the exact Robot Master intro theme! Anyway, as I played through the game that same idea kept coming back: This is a halfway point. Too firmly rooted in the Classic series framework, but with interesting advancements. More complex controls and powers. More interesting characters and dialogue scenes. I didn’t enjoy it as much as those who grew up with it seemed to though, because I had seen where this direction was heading: the Zero series, which just seemed better in every way.
Still, I very much appreciated the complexity of the game as compared to what I had experienced of Classic, Megaman 2 (also regarded as the best entry in its series). From what I understand, some elements of this complexity were backported in a way into 7, M&B, and 8, but here I only have the “best games” of the series to compare. And there is no comparison. Perhaps it was the fiddliness of the iPhone controls or the inherent dislike I have for NES fidelity, having grown up a generation later, but X surpasses Classic by miles. If only because it is closer to my Zero ideal. Let me go into a bit of detail.
X1 doesn’t do a great job telling a story. The opening cinematic is very evocative but not expository. Not necessarily a bad thing, but after going from the title screen directly to the intro stage, I was a little lost. At the end of the intro stage, suddenly things start happening. Vile shows up, he demolishes you, Zero comes out of nowhere like a badass and says some stuff. But all the dialogues are a bit out of context. At this point I realise that games from this generation, I should probably read the manual. This helps, but it’s a little threadbare. I’m not sure if this is a localisation thing, but the whole premise was not well established. Par for the course for Megaman in general I think, though so whatever. It’s about gameplay, right?
The gameplay is pretty good, especially after you get the dash boots. It felt so wrong after Zero, not having dashing. I don’t expect the little peeny Classic guy to dash, but X should dash! Luckily I knew to do Chill Penguin’s stage first, and after I got that first capsule things really picked up. Of course, the physics are a little weird, and I really miss the Z-Saber, but hey most of ZX Advent you don’t have a sword so I told myself it was fine. And after a few Mavericks down, I enjoyed the weapon changing mechanic. It took way too long to get charging for them, though, and you end up with a lot you don’t use. I feel like most Classic and X games are probably like this.
The Mavericks were cool, but as a Megaman fan, I feel they are extremely under-characterised. I know a lot of devs only care about gameplay, but c'mon, give them a line before I fight them! I guess I can always read the manga or something. And for that matter, what is Sigma really about? How does he present himself to his henchbots? Are they just infected by an incurable virus or is there an attractive ideology to this guy? I expect this to be developed in later games, but apparently the gameplay starts to suffer down the track as well. Maybe I’ll get to them one day, but this game didn’t exactly convince me playing the whole series was essential, except that I would one day get to control Zero. :D
The different power-ups hidden in the stages was a great idea, well implemented, and I felt good for finding these rewards. I feel like they helped too (well, except for the block breaking helmet). I was frustrated that use of a sub-tank completely drains it, no matter how much energy it restores, though. Ah well. Oh and the hadouken was awesome.
The final boss? Climbing that shaft each time you die was annoying, but at least it let you farm those worm guys for health. The dog was interesting, fun to dodge and shoot. Sigma’s first form was OK, not enough moves and when you learn how to game him fairly easy (just like Harpuia in Zero 1&2). His second form was just plain bad. Only like 2 attacks even damage him, and it’s hard to hit. His attacks aren’t very interesting either, they just do loads of damage. It doesn’t feel dangerous, not within the game. The strength of his attacks made it feel exciting to fight him, but I feel like that’s a little artificial. He just sits there and moves his hands. And any boss where you stand on his hands always seems a little silly. “Hey, I’m just gonna stand on here. Hold still while I shoot your face”.
OK this is getting very long, I do apologise. Congratulations if you read down to here, I’m still learning how to write well really so thanks for reading. Wrap up time.
All in all I think X1 is a good game, I don’t regret the purchase. But I really just view it as backstory to my favourite Megaman series, Zero. As far as that goes, it’s good to see the origins of something you love and I enjoyed it while I played. But I got the hadouken, I saw the 2 or 3 stage variations, I saw the Bubble Bat in Armored Armadillo’s stage. Now that it’s done, I don’t feel I ever need to revisit it again. But I do recommend it for those who are willing to do a bit of outside research to flesh out the world a little more than the game did.
Oh and my wife’s comment: “Looks hard and not fun. Too much of the same! And dying.” Maybe that says something about my skills, eh? Until next time.
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