Wednesday, February 18, 2009

MegaMan Zero, what we had...

Reflecting on one of the standing alone series spin-offs, MegaMan Zero. The series was short lived, yet it was compelling from start to finish. Short and sweet, which was perfectly executed. The plot was well done (even though it started off rugged), but it tied together rather well, and it's climax and conclusion was absolute. And at first glance, looked like Inafune-San's original plan for Zero being main (since it has been stated that Zero was originally going to be lead of the X series during development).



Although, what was released was very good, and attractive for mostly Classic/X fans from the fanbase, it had content originally planned that just never made it into the finished product. And one case where the content was triggered by either another MegaMan link-up unlockable, or a system addition for the unlockables.



Zero 1 was good in and of itself. The character introductions were great, the intensity between them was well done. Even Phantom's suicide to suit his beliefs was good.And the inclusion of a copy villain. The enemy of Zero, being that of a copy of X. Originally intended to be X himself (this would have been cool, since then Zero's promise from X4 would have been fulfilled).

Come Zero 2, with original plans of incorporating Phantom, within his Hyper Form, following suit with the other Guardians. That was axed from the final product, but it remained well done. Elpizo was cliche, but Dark Elf and the ending was very catchy. And the death of X's body. The most shocking part of the game.

Zero 3, however was the most 'unlockable' game within the mini-series. With connectivity with Megaman BattleNetwork to incorporate BN's viruses within CyberSpace as alternative enemies. And the E-Reader card system enhancer for non-plot relevant additions. Like 2 Cyber Elf's around the Resistance Base, and most common characters whom offer their 2-cents and give you E-Crystals. This one was the more developed title within the 4, in that it had more additions than any other. Plus the unexplained deaths of 3 of the 'Big 4', and disappearance of the Mother Elf. And encounter of truth regarding the final Boss. Being that of Zero's original Body. Including the main enemy showing himself to be Dr. Weil, being of that a Human (in a sense). And the return of an previous enemy. Copy X. With 2 weapons not implemented.

And Zero 4, the climax. With the new leader of the Counsel, Craft, and return of Weil. Taking over the area the game takes place. This time focusing on refugees and settling the battle score. Though not being the most defined, it is the most climactic Zero title. Zero 3 had its moments, and just the same most the moments are at the end of the title. Yet this time 2 things are different. 1: Zero takes on the 'Human' enemy, breaking the first rule of Robotics (stated in X1). and 2: Zero's departure through reentering the atmosphere. Setting the stage for the ZX series to assume place.



The first 4 titles from the new developer, Inti-Creates, were outstanding. And if, IF some form of compilation is in order, it would only add to the over all product they created. Including the extras mentioned (only as unlockable side explorations), it would definitely call fans to return. Especially with some of the non-direct fanbase assuming Zero remained alive.



So to sum up some of what wasn't localized within the final product:

Pre Z: Entire Elf Wars.

Z1: Phantom living. X Being Main Enemy. Ceil's Drama Tracks from Zero ROST.

___Z:Interlude: Something could go here to further Zero's finding himself.

Z2: Pre-story year explanation, Hyper Phantom stage, and Encounter, and Dark Elf Zero recognition.

Z3: MMBN Viruses, E-Reader extras, inconclusive fates of Big 4 (3), fate of Dark Elf, original design of the Recoil Rod, and precursor Zero Knuckle. X Drama Tracks from Zero - Telos ROST.

Z4: Weil's Incident, references to X, Big 4, Omega and Dark Elf, Drama Tracks from Zero - Physis ROST.

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