After three enjoyable Mega Man Zero entries, Capcom just had to sneak in one more. Released extremely late into the Game Boy Advance's life - after the Nintendo DS had already been released, in fact - Mega Man Zero 4 is the final game in the series and mostly follows along with the previous three titles.
Once again picking up where the previous title left off, the game opens with Zero saving a group of humans from a new bunch of enemies, called the Variant. He quickly gets taken to their base, a traveling caravan, and soon enough encounters another group of eight villains which he must then defeat one by one - the Einherjar Eight Warriors - and their leader, Craft.
The caravan will act as your base in this game, replacing the Resistance base from the previous releases. It's quite a bit smaller and has less rooms, making it much less of a hassle to get around. Otherwise, though, it serves mostly the same purpose as the old base.
It's pretty familiar after this point - pick a stage, beat the boss, and repeat until the final set of stages unlocks. Just like before though, there are some small gameplay differences to mix things up a little. For starters, Zero once again starts with the Z-Saber and Buster Shot, but does not have a rod weapon as third option. This time it's the Z-Knuckle, which allows you to do a variety of things like punching enemies, hanging from certain objects, destroying certain blocks or even stealing enemy weapons for your own use.
Also new is a weather system, which allows you to pick what weather each stage you visit will have. Depending on the weather you choose the stage might be harder, but this will also allow you to acquire items or take routes not available with another option.
Many people thought the previous Zero games were quite difficult, so another newly included feature is an easy difficulty mode. This can be useful to get the hang of things, but you will most likely eventually want to try the regular difficulty instead, as the aforementioned weather system and most unlocks are not available or attainable in this mode, essentially locking you out of many of the game's features.
Customization played a large part in the previous games as well, so naturally it returns, but not without some alterations. Cyber Elves no longer need to be collected - instead, you will get a single Cyber Elf almost immediately. This one can be levelled up to learn additional skills, of which only a limited amount can be active at any time. The secret disks granting Zero powerups have also been removed, instead being replaced by parts dropped by enemies; these can be used to create items, though unfortunately most of the working combinations can only be randomly guessed and will not be revealed through any other means.
Finally, again like before, you're also able to unlock a variety of unique minigames if you beat the game under certain conditions. They're a little more straightforward this time, but that doesn't make them any easier!
Being one of the last high profile GBA games ever made, Mega Man Zero 4 is quite excellent on the technical side, with terrific sprite-work and a rocking soundtrack that really gets the most out of the system's sound chip.
Conclusion
At this point you should know what to expect from the Zero games - Zero 4 delivers more of the same excellent gameplay, though those who like their games tough might find it a bit of a shame that it's been made even easier after the already simplified Zero 3. Thankfully, the easy mode is completely optional, and there is still a secret hard mode if you want a truly harrowing experience, as well a plethora of unlocks that are quite difficult to acquire.
Comments 19
@erborlongan - What? She didn't become New-Zero. Have you played ZX? What?
And mind you, this would be cool.
I'm waiting till the eventual release of the Zero Collection on the VC.
@manu0 It's not an "eventual" release. It's not going to happen. Such a release would offer nothing new besides a cheaper way of getting games curretnly already available on VC...so why on earth would Capcom do that and waste money on an additional release on something that makes them earn less? Spend money to earn less? Capcom's not the smartest company, but they're not THAT stupid.
@KeeperBvK It'll come. I have zero doubt about that. At some point the sales of the Zero titles will be negligible. And that's the point when they will release the collection to get some more sales out of it.
This is a great game.
The only problem I have with it is the Guardians were killed off in a comment in the art book in a way that doesn't make sense just to get rid of them to explain why they aren't in this game which is ludicrous.
This is my second favorite one after Zero 2. Love it. And it has one of the best bosses in the series...Commander Craft is tough but really fun to fight. Try fighting him with no upgrades or subtanks!
Not quite as good as the first three, some of the difficulty in this can be more on the cheap side instead of challenging, but still a worthy game and conclusion to what is probably the best overall Mega Man series.
Inti Creates + Action platformers = always a good time
Bring on the ZX titles, I've always wanted to play them, especially the second one when I heard there was an 8-bit bonus level in it.
I play games so slow. Have to finish the first one still so I can buy more of this series
Either this or Zero 3 are probably my favorites in the series- I recommend all of these games. Skip the first and watch a let's play or something to get the important parts if you'd like, as the first isn't the greatest of Mega Man games. Though I'd recommend playing them through the Zero Collection- more control options and better music quality, plus extras! I'm surprised that the story wasn't mentioned in the review- I love the ending and the overall story of this series, it is absolutely fantastic!
I wouldn't say this game is easier as much as it's more forgiving. Easily the best in the Subseries, IMO.
I think MM Zero is my favorite Mega Man sub-series. The gameplay is more focused in MMZ than in others, and the quality is more consistent than that of Mega Man X in particular.
This game was a great way for Capcom to end what is quite possibly the strongest entry in the entire MegaMan franchise. I agree that there really would be no point to the collection being released on the eShop considering the games are all there at piecemeal; although they could have a sale with all the games be discounted at purchase. I dunno, just a thought.
So they just tossed aside the resistance against X in the final game of the sub-series? Did they ever finish that storyline?
Not as epic as 3. The ending felt like it just finished the series.
I don't know why people have trouble with this games, really, they are challenging at parts but overall they are easy unless you are shooting for S rank. This comes from a guy who can breeze through them but still has a hard time in many Mario levels.
@manu0 Why would you require a VC release if you can just play the game on the 3DS? It supports DS games.
@KeeperBvK To be fair, we do have two releases of Super Mario World available now. That case may be a little different, but it shows that they CAN double dip with a release if they want.
@-Crystalline- I hear this game is finally coming to the Wii-U's virtual console,I wonder why they didn't just release ZX instead,oh well perhaps in the nearby future.
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