Around the end of 2001, it felt like classic Mega Man was coming to a close. The original line of games had gone dormant for years, and it would be a while before they were revived with Mega Man 9. Mega Man X had been intended to end with X5, released the year prior, and X6 had also just come out with a similar feeling of finality. It would be a few years until the X line continued, though due to declining quality, it did not last very long. The Mega Man Battle Network era had begun, but one other Mega Man spin-off was about to arrive that kept the classic spirit alive.
At a press event in January 2002, Capcom announced the first Mega Man Zero game. This fast-paced action platformer for the Game Boy Advance focused on Mega Man X co-star Zero, and it spawned a short series of its own. The Zero subseries was made as commissioned work by Inti Creates, a company of former Capcom employees that has done its best to keep 2D Mega Man alive in the modern era. Zero was the beginning of this, as well as the game that allowed the company to truly take off. Initially released in Japan on April 26th, 2002, Mega Man Zero is a tough but rewarding game that still holds up two decades later, demonstrating what a successor to the Mega Man X games could look like.
Mega Man Zero Preserves and Enhances the Core of Mega Man X
Mega Man Zero is a direct continuation of the Mega Man X series, both in gameplay and story. Roughly one century after the last canonical Mega Man X game, Zero is awoken by the human scientist Ciel. He quickly joins a resistance to fight the oppressive regime controlling Neo Arcadia, seemingly helmed by X himself. While the Mega Man Zero games have simple writing, the recurring cast of heroes and villains they built up over their run has stuck with fans. Tying the grim setting, excellent music, and timeless sprite art together is the gameplay, which serves as an idealized version of MMX Zero's playstyle. As well as the Z-Saber and Buster Shot, Zero can obtain the unique Triple Rod and Shield Boomerang, actively gaining skills for each and using two at once. Using everything that the game provides can make MMZ come off as an effective 2D conversion of the first Devil May Cry.
The traditional Mega Man X dashing is back in full force, and a new dash slash means Zero never has to stop. The game in general takes a novel approach to the Mega Man formula, with a partially nonlinear set of levels branching off from a main hub. Levels are now more focused on completing missions than just reaching the end to fight a boss, and each one strives to bring something new to the table. Copied weapons have been replaced by weapon experience gained through using each of Zero's four weapons, and three elemental chips can be used to modify charged strikes. Coupling all that with Cyber Elves that provide all sorts of effects and many NPCs makes the game feel almost like an action-RPG.
Mega Man Zero Can Come Off As Overly Harsh
These differences did a lot to make Mega Man Zero stand out next to the flagging X games, but not all of their experiments were a success. The fact that most areas were visited twice, even if they had altered layouts, did not sit well with some fans. The part that really irritated players, however, was how difficult and punishing Mega Man Zero was. The game was intended to be the hardest Mega Man game to date, and while Inti Creates did an admirable job of including level-ups and Cyber Elves so that anyone can reach the credits, certain systems made failure feel devastating. The average of all mission rankings (ascending from F to S rank) being pinned beside Zero’s health is only the beginning.
Mega Man Zero is a short title meant to be played more than once, with mastery coming over time. However, that need for subsequent runs is enforced. Players only start with a handful of extra lives, and depleting all of them will fail any non-critical mission they are attempting. Missions cannot be replayed once completed or failed, and certain upgrades are rewarded for completing specific missions. This was such a brutal system that the Zero/ZX Legacy Collection included a toggle to mitigate it. Using Cyber Elves can even the odds, but the best may only be used after spending a lot of currency to upgrade them, and all but one secret Elf is permanently sacrificed once used. Elves upgraded to have lasting effects confer stacking rank penalties, and dipping below A rank means players will never see special boss attacks. That's tame compared to missing out on Zero's attacks in later games, but it's still disheartening.
The Legacy of Mega Man Zero Lives On
Despite those flaws, Mega Man Zero is a great 2D action game and an interesting attempt at a more open-ended Mega Man X, something ZX and ZX Advent would refine further into an almost Metroid-like experience. The game was received well at the time, and its fame has been quietly growing as players master running through levels and stylishly dispatching bosses. The cap on retrying levels was functionally removed by a new Save Assist mode in the Mega Man Zero/ZX Legacy Collection, making it more accessible for newcomers and easier to practice for veterans. As this collection holds all the Zero games and their ZX sequels, it is the best way to experience the franchise.
Mega Man Zero's legacy is still felt today. Inti Creates has moved on to making the Azure Striker Gunvolt games that take clear inspiration from their earlier Zero titles. The Zero games themselves introduced new systems even as they gradually returned to the typical Mega Man level structure. There are plenty of good ideas and fast-paced platforming action that a new X game can borrow from. If Mega Man X9 expanded Mega Man Zero’s ideas into a true metroidvania, it could be hailed as the next step in Mega Man design. Hopefully, if X9 does come to pass, Capcom will look to both old X games and their intended successor for inspiration.
Mega Man Zero/ZX Legacy Collection is available on PC, PS4, Switch, and Xbox One.