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Mega Man Zero 2

  • 2003
  • Game Boy Advance
  • Inti Creates
  • 32-bit handheld
  • 6th generation

History

Elpizo breaks from the Resistance with a splinter faction in Mega Man Zero 2. Inti Creates developed the Game Boy Advance sequel and Capcom published it in 2003, sending Zero after that rebellion. Forms earned by the way he fights rewrite his moves, and cyber-elves can still be raised and then spent.

One form may stretch a saber string, another changes the dash or leans on an element, so a boss you barely survived becomes a different duel after the body shifts. Feeding an elf can open a shortcut or lift a stat, and some of those uses destroy the elf for good. EX skills taken from defeated bosses add special attacks on top of the form he is wearing.

Ciel's Resistance remains the side he protects while Elpizo hunts a more extreme end to the war. The first game in the line already covered Zero's awakening and the fall of Copy X. This chapter starts from the rift inside the Resistance and hangs the new forms and the elf costs on that chase.

Inti Creates keeps the dash, the saber, and the harsh grading, then layers the form system over them. Capcom's sequel is not a second tour of the opening war. Elpizo's ambition, and the moves learned while stopping him, are why this cartridge exists.

Related in this catalog

Same series is the tight name match. Same franchise is the wider family. Same platform is other games on the systems named above.

Same series

Same franchise

Same platform

RAWG record

RAWG rating4.00 / 5
Ratings18
RAWG date2003-05-02
ESRB on RAWGEveryone
GenresAction, Platformer
DevelopersInti Creates
PublishersCapcom
Platforms on RAWGgame-boy-advance

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Official option

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