Mega Man ZX
About
A dynamic Biometal system plays the central role giving the ability to transform into different Model types. Utilizing new Models presents a variety of gameplay experiences, allowing players access to different power and the ability to expand the game field, opening new and hidden areas to explore.
Features
• Brand new Mega Man Action Series - Introducing New
Characters, Transforming Powers, Expanding Maps, and More!
• Two
Playable Characters - Play as either a Male or Female Character,
Each with Different Physical Attributes and Scenes that Impact the Game.
•
Radical Transformations - Utilizing Different Physical Forms and
Biometal, Players Acquire Formidable Abilities and Attacks.
•
Expanding Environment - Unlock Additional Areas of the Map by Using
Different Model X Powers.
• Overdrive Invoke System -
Utilizing the Biometal Gauge, Power Up for a Limited Time to Unleash
Devastating Attacks.
• Missions and Quests - Progress
Through the Story by Completing Main Missions while Optional Quests
Scattered Throughout the Map offer Valuable Information and items.
System requirements for Nintendo DS
Where to buy
Top contributors
Mega Man ZX reviews and comments
A lot of discussion of this game is that it's a Metroidvania and I don't see it. The overworld continues the same interconnectedness of MMZ1, but bigger. Makes sense: sequels usually are bigger and better. But they just do nothing with it. You get all kinds of upgrades in this game in the form of biometals - basically just taking on the form of different characters from MMZ1: X, Zero, and then the four Guardians - but nothing changes when you get new forms. Your saber from Zero doesn't open new areas, your extra air dash and hovering from Harpuia doesn't open new areas, your ability to swim as Leviathan doesn't open new areas, your ability to break certain walls as Fefnir doesn't open new areas, and hanging from ceilings as Phantom doesn't open new areas. Yeah, they give you new ways to traverse levels, which is cool in honestly kind of a Sonic the Hedgehog way, but that they don't recontextualize the world like the classic Metroidvania structure is really dropping the ball. Add on the terrible area names and absolute cry for help that is that map as well as the very transparently fetch quest nature of the side quests and it really drives home how the overworld is just there for padding rather than game design.