It's not just "stop Wily" or "stop Sigma", these games were built from the ground up with the story in mind. The story is one of the big things for these games. It's also worth mentioning that the casual scenario mode starts you with everything unlocked like ultimate mode, but you won't get achievements from it (will talk about that later). You can level them up with energy crystals which serve as a currency throughout the entire series, and connect nicely to the story.
#Megaman zero zx collection steam upgrade#
They're exclusive to the Zero and ZX games, in gameplay they're consumable powerups that give you a permanent upgrade (I think? I never actually used any). Actually, that's something I haven't mentioned - cyberelves. Ultimate mode starts you with everything already unlocked and all cyberelf abilities active. There's also an ultimate mode in each game that is unlocked through varying levels of tedium. You unlock a hard mode on first completion, and you can load a cleared save file to start a New Game+ mode where you keep some or all of your unlocks from the previous playthrough, depending on the game. There's a decent amount of replayability with bonus modes, too. On my initial playthrough I went out of my way to beat every level in Zero 3 with level S, and save assist makes it a lot more enjoyable to grind each stage - just another reason I would recommend it as the ideal way to play. If you hit A or even S, bosses gain special EX moves that you learn when beating them (Zero 2/3 only, it works a different in 4 and 1 doesn't have EX moves). You're scored on various factors at the end of each stage, and the average of those scores determines your level. The real challenge and fun from these games, to me, comes from the level system throughout Zero 1-4. There are a few other weapons too, such as a rod/spear (changes in each game) and throwable shield. There are different body parts in Zero 3/4, and 2 has a form system that does something similar - it gives you special bonuses in certain aspects allowing you to customise your playstyle, but doesn't make the game too easy in the process. This is an interesting way of sticking to the weakness system of the other games while keeping what makes Zero's character unique. Some bosses don't have a weakness while others do, and there's no elemental meter or anything like with special weapons - the elemental effects only apply on fully charged attacks. Doesn't make a lot of sense, but it works. You get three elemental chips that work like rock paper scissors - fire beats ice, ice beats thunder, and thunder beats fire. The Zero games are just Zero, no bells and whistles.
#Megaman zero zx collection steam series#
Overall though, definitely recommend playing if you enjoy Zero's gameplay in the X series and want more Z-Saber action. questionable level design in the first few games (a couple blind jumps). If you're new to this I'd highly recommend playing through all the games with save assist on, it makes the games a lot more bearable especially given some. Prior to this collection I'd played the first few levels of Zero 1 and that was it, but my god was I missing out.