Released in 2004, Mega Man Zero 3 is the pinnacle of the Zero series. Several changes are present to the traditional gameplay of the Zero series, making this feel similar to veterans, but with enough new stuff to perhaps attract some new fans. This is my favorite entry in the series. Will it be yours?
Zero 3 opens 2 months after the events of Zero 2. The Dark Elf has escaped and her reemergence is a constant threat. Zero is on patrol with Ciel and forces of the Resistance when they discover a crashed spaceship with energy emissions similar to that of the Dark Elf. Zero leads an investigation and the game begins.
At this point in the series, it is getting hard to praise what are essentially the same graphics in each game. Sure there are new stages, enemies, and bosses, but all fall into pretty much the same design paradigm. Moving on.
Music is the same as well, with no new themes that really stand out with past Mega Man series greats. The theme of Omega is probably the game's best piece, especially the one featured later on.
Gameplay is the reason why Zero 3 is my favorite in the series. The restrictive Cyberelf system has been overhauled into the best version in the series. Zero now can equip two Satellite Cyber Elves for constant benefit, and whose use does not subtract from the mission ranking. Standard elves work the same, now being called Fusion Elves. I favor this change as it makes the game's additional challenges a bit more forgiving, and fun.
The Triple Rod from the first game has undergone another change to the Recoil Rod. In this game, the rod is a tonfa-like weapon that can be aimed in all directions and charged up for a powerful knockback attack. Charging the rod and holding down allows for a special pogo stick-like jump. This jump is helpful for reaching higher areas.
Cyberspace is another new addition to the series. Basically it is a version of the stages in the game accessed by random doors. Within Cyberspace, there are fewer enemies and they all drop health powerups only in this green tinted realm. The main purpose of Cyberspace is to make the stages easier, as Cyberelves are auto-activated, regardless of growth. Being there still lowers your stage rank. Thusly, you'll have to avoid Cyberspace if you want to obtain those EX skills from bosses.
Zero 2's form system is back in the form of customization chips, one for Zero's head, body, and feet. Just like the form system, there are many different effects and the proper combinations can change Zero's body color. Lastly, secret disks can be obtained by defeating enemies and in locations throughout the stage. Their main purpose is to make Cyberelf hunting a bit more varied and some fun for collectors and those curious about enemies. It also feels like a tribute to Mega Man X3, the only other game that features a chip system for double dashing, energy regeneration and suchlike.
Zero 3 continues to diminish the high challenge of the Zero series, with little additions like the Satellite elves, designed mostly to soften the difficulty. Series fans are still in for a solid challenge, depending on how many subtanks they find. Many of the boss fights still require great evasive skills, especially with low life. When I first played this game, I found myself skipping to random levels because I died against the bosses so much. I guess I thought one boss' pattern had to be easier to learn than others...
This game has good replay value through the series' standard new game plus system. EX skills carry over, making them worth getting and fun for variety in future games. Additional difficulties return. The new totally half-baked addition is the presence of several mini games, in which you control Zero and other surprising choices. I unlocked all of these simply because I was intrigued by playing as some of the other characters. Unfortunately, these mini games are pretty dull; mostly just involving shooting X number of enemies or something similar. If you really want to use those extra characters, check out Mega Man ZX.
In summation, Mega Man Zero 3 is my favorite of the series, not only due to the preservation of gameplay but the changes made to this entry to make it stand on its own. The story is what put the game over the top with some surprising twists and genuinely cool moments, especially for the gamers who have been playing Mega Man across its many series. If you want to see the best parts of the Zero tetralogy, Zero 3 is the game you must play!

- Ugly Bob
article id: 661 | poster: uglybob