Mega Man Zero 4 was released in 2005 and was to be the last of the series. I must say that Capcom showed remarkable restraint in their handling of the artistic integrity of the Zero series. They really could have kept it going until the 7th or 8th game, and I would have had no problem buying them all. Perhaps Inti Creates and Capcom decided that due to Zero being their most story driven (ok, ONLY story driven) series, that it would have to conclude before things drifted too far from the original. I didn't play this game right when it was released, so I knew it was the last of Zero's tale. But knowing that could not prepare me for the surprises ahead.
Zero 4 takes place several months after the events of Zero 3. Dr. Weil has taken control of Neo Arcadia and all humans living there have become second-class citizens. This has led to a mass exodus of humans to the last free area on the planet, Area Zero (which longtime MM fans will recognize from the events of Mega Man X5). Dr. Weil's plans for global domination again draw Zero and the forces of the resistance into conflict. Weil's plans are quickly revealed to be much more than a simple "take over the world" scheme. But you'll have to check out the game to see.
When it comes to graphics in Zero 4, it seems that Capcom recognized the repetition that the Zero series was falling into. While the look of the game is essentially the same, the new weather system and some inspired Maverick designs do a lot to elevate the sameish presentation. It's about time that we get a Unicorn boss; he may fight the same, but I like his design.
The weather system is a hearkening back to the original Mega Man X, in which defeating bosses in certain order affected latter stages. For example, if you beat Chill Penguin then went to Flame Mammoth's stage, the ground would be frozen. This very neat idea was required to get many of the hidden items and sadly was never used again in Mega Man. In Zero 4, you select the weather from the select screen. One choice is like an easy mode, the other hard. While the choice might be obvious to some, the weather selection is the only way to only some of the game's secrets. It's not as inspired as X's system, but I'm glad that the devs tried something new.
Music is pretty standard in Zero 4, with some standout entries that require listening of the Remastered Tracks CD releases to fully appreciate. I favor the pieces "Cyber Space" and "Ragnarok". Cyber Space recalls the more whimsical pieces of the series' past like Aqua Man from Mega Man 8. I can't quite place exactly where in the game it is used, but it is a pleasant sounding tune.
The weather aspect of the gameplay has been mentioned in the graphics section, but deserves a repeat mention due to how it can affect the gameplay. One setting can lead to snow covering some spikes whereas in the other choice, you better watch your jumps.
Keeping with the Zero tradition of introducing a new 3rd weapon in every game, Part IV gives us the Zero Knuckle. This Knuckle allows Zero to grab pipes, destroy obstacles, and obtain special weapons if he uses it to destroy enemies. That's my favorite part, as some of the enemy weapons (like the triple missile shot) are just cool to use! Most of these weapons have limited use, but they are a fun diversion.
The Cyber Elf system has been overhauled yet again. In this game, there is only a single Cyber Elf that has characteristics of past Elf systems. For each level it gains by way of Energy Crystals, you can set it one level for each Animal, Hacker, and Nurse ability and there will be no ranking penalty. The interesting thing is that if you don't care about rank, you can set the Elf beyond its current levels to make the game pretty darn easy. Guess what I did...
Enhancement chips return and function the same, some being used for self-recovery or double-jumping. Secret disks no longer give Zero enhancement and must be obtained through recipes. These recipes are mostly found thru trial and error combinations from using dropped enemy parts. I didn't really bother with this system the first time I played the game, but if you need subtanks, you need to find out the best recipes. Up to you.
The challenge of Zero 4 is all over the place. Some of the Mavericks can be really tough if tangled out of order or without enough life. As always, it is best to watch their few attacks and look for patterns. The last boss is the hardest of the Zero series by far, so make sure you are prepared after you fight the 8 reiterations (natch).
Replay value is high due to the multiple difficulties and the added new game plus feature. The new secondary enemy weapon system is good for some variety as well. The unlockable mini games are better than the ones in Zero 3 and can be worth unlocking for a quick diversion. Or you can just watch the clips of them on Youtube.
In summation, Mega Man Zero 4 is a fine swan song for this GBA master series. It doesn't quite reach the level of Mega Man Zero 3, but it has the standard gameplay that MM fans have always loved as well as some neat additions. For me, playing a Mega Man game often seems as natural as breathing, so it doesn't take much to convince me to check it out. I am telling you, especially fans of Mega Man, that Zero 4 is a great series entry and will be enjoyed by many a gamer!

- Ugly Bob
article id: 662 | poster: uglybob