Part two to Zero's awesome hack and slash and dash! This is the new resistance!

User Rating: 10 | RockMan Zero 2 GBA
Capcom's release of the second game to the Megaman Zero series has brought another fun and challenging aspect to it's gaming system. Zero has returned for another adventure with his ultimate weapon in hand to strike down the forces of evil, the Z-saber.

On Zero's second adventure, he tracks down where Ciel and the other resistance members had gone to for refuge, for their previous base had been overrun by the enemy. Fighting countless of enemies, Zero has become tired and his body begins to wear down. When Zero reaches the base, the members of the resistance are all happy to see their hero is alive and quickly rush him into the maintainence bay. Cerveau is still in charge for all the engineering as well as Ciel is still directing her members of the resistance. But in the second installment of Megaman Zero, there is a new leader of the resistance. His name is Elpizo and he leads all his fellow reploids strategically, but one bad thing about this new leader is that he isn't willing to allow Ciel to finish her research for Neo Arcadia. As you should remember, she is trying to find a way to create a large energy source to offer to Neo Arcadia so they would stop attacking the reploids. Elpizo does not believe that Neo Arcadia would stop attacking even if they are given that energy source, and continues on his plans of attacking.

When Zero recovered, Elpizo ends up sending Zero on various missions, here comes the gameplay of the second game. Zero recieves all his previous weapons from the first game, the Z-saber, Z-buster, and the shield boomerang. And this time around, Zero is now equipped with a new weapon developed by Cerveau, the hook shot weapon. It allows Zero to hang to ceilings, cling to edges, pull objects to him, and attack enemies as well. Zero's abilities are still able to charge up to the max and each have a poweful charge attack. The elemental chips are still in use here and provide Zero's skills learned from bosses with elemental powers this time around. Take that in mind, if you defeat bosses with at least an A or S rank, Zero will be able to learn a new skill from each boss that belongs to each weapon. The weapon that has the most capabilities is the Z-saber, making it much more destructive than any other weapon ten times more.

The cyber elf system has returned as well, and the ranking system still bases off exactly the same way it did in the previous one, nothing too new around this area. But the difficulty is as hard as ever as well, only if you have reaction speed you'll do fine in this second one.

A new system has been put into Megaman Zero 2 and that's the ability to change Zero's armor into a variety of colored armor with many different skills and abilties as well as limitations. To recieve these armors, you have to do certain actions while out on missions. These actions vary from what you do, either it's dash and slashing constantly or defeat a number of enemies with just the buster. Once you unlock that form, you will be able to use it anytime and Zero will be granted boosts and lose some skills depending on the form. Most of the forms won't come in as handy, but once you find the form that you are most comfortable with and it's skill limitations, you'll start to do fine.

As you now know the basics of the second installment to Megaman Zero 2, you should be ready to take on Zero's next adventure with some information at hand. Good luck to you, and make sure you keep Zero cool. Thank you for reading my review.