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Having grown up on Mario, I'm a more recently converted fan of the Blue Bomber franchise, though none the less enthusiastic for it. Current-gen Nintendo systems have seen plenty of Mega Man love from Capcom, and this most recent installment in the Mega Man Zero GBA series is no exception. In the tradition of its classic Mega Man predecessors, Mega Man Zero 4 carries the torch as another quality action platformer featuring more of the same, which in this case is a good thing. The game opens with a cut scene detailing the history of the wars that have brought us up to now. Our hero has defeated the leader of the would-be human utopia Neo Arcadia, and in the vacuum of power the twisted Dr. Weil has emerged to rule with an iron fist. A small band of rebels flee the city in an attempt to escape Weil's domination. They succeed in escaping the city but fail to escape his attention. Weil rounds up eight of the usual suspects to bring these rogue humans into line through an ominous project codenamed Ragnarok (for you non-Nordic out there, Ragnarok is the battle at the end of the world). Fitting. As I'm sure you've now guessed, it's up to you as our hero Zero to defeat Weil's eight boss minions and halt Ragnarok. visuals audio gameplay Making the game nicely accessible to players of all skill levels are the varied levels of difficulty which you can choose to play Zero 4. In Easy mode, the game can be completed in 2 to 3 hours, seemingly short until you take into account that your elf (Zero's companion) is completely leveled up from the start and lethal spikes and falls have been softened significantly. Such is not the case in Normal mode--add back the spikes and falls to lengthen the gameplay on a learning curve of trial and error. While frustrating, this element of gameplay does give satisfaction when surmounted and makes you a brutally accurate, hair-trigger player, especially in boss battles. These are also made more difficult by the need for your companion elf to level up, which can increase health, weapon accuracy and alter Zero's running and wall sliding speeds. In Normal mode you can alter the weather in certain stages to make it easier to play. In Easy mode the weather always just happens to be perfect for a strike at the enemy base. When the weather is unfavorable, you get to see what ease you enjoyed as levels function with standard difficulty. Some other gameplay items of note: enemies drop the Zero Knuckle weapon and parts that can be assembled into various items. In my game I was only able to make an improved piece of head armor, but one could conceivably go back to completed stages to collect needed parts to build more efficiently. The Zero Knuckle allows you to grab things, mostly other enemies weapons for Zero to use. While a novel concept, in practice it doesn't significantly impact gameplay. multiplayer overall
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