
The Pinnacle of Mutant Blasting Action Is Here! — Blaster Master Zero 3's hybrid of sidescrolling and top-down action is back for its 3rd chapter, and more intense than ever before!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Traditional Chinese, Japanese, Korean, French, Spanish - Spain, Italian, German, Portuguese - Brazil
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
An excellent side-scrolling, 2-D platformer that has the most refined gameplay of the trilogy but story and level design take a hit in quality. Pros: - Pixel Art - Combat - Soundtrack - Level Design (Mostly) - Bosses - Enemy Variety (Mostly) Mixed: - VRV System - Epilogue (Nice callbacks to previous games + bosses but overly long and level design is a bit hard to understand) - Updated Collectible System (Shield pick-ups clog the map up with collectible icons + the VRV system makes the map more confusing than necessary) Cons: - Character Designs - Story For positives, this game clearly has the best gameplay for the 3 Blaster Master Zero games, full-stop. Jason is agile as ever with a dedicated dash, his toolkit refined down to distinct weapons which mostly all have application in different circumstances, and good sub weapon variety as usual. Bosses and enemy variety, while relying heavily on BMZ 2 and 1, are good as well. Level design, while I generally like, the VRV system added to this game makes it more confusing than needed. The VRV system in dungeons on foot was really not needed as yeah, you have the option to not use it but there’s no reason not to. When you do use it, you’re encouraged to skip most of the enemies and rush through the level so while I get what the devs were going for, I don’t feel like it’s that interesting of an addition to the game. However, it does look nice from a visual perspective. As for criticisms, while I already spoke about the VRV system, the story is seriously something drags in the game. In 1 and 2, while I wasn’t that big of a a fan of the story in those games, they’re usually only an issue near the end of the games. 3 tries to make it more of an emphasis and I feel that it brings the game down more since it hardly makes any logical sense. Also, your traveling companion in BMZ3 is more-often-than-not annoying, rather than someone I grow to respect as it would have been better to have no one in the backseat than that person, in my opinion. Lastly, the true ending is somewhat vague and while it tries to be unique in how to get it, I prefer how 2 handles it. Overall, despite questionable character designs, a story that tries to do too much with too little, and some new ideas that don’t add too much to the overall game, the fantastic gameplay, fun bosses, good soundtrack, and solid levels give a respectable send-off to the trilogy. 8.0/10.
satisfying dungeon combat and absolute cinema true ending
Like they often do, Inti Creates nearly always takes 3 steps forward with every sequel they make and this is no exception. The inclusion of the new Impact System for gaining energy drastically increased the speed and flow of Tank Combat, and the change of the Top-Down weapons system from losing access to weapons when taking damage to having a set of a few weapons that get more powerful with the weapon rank as well as the burst counter and VRV System make this hands down THE BEST the top down sections have ever been. This game is a blast(er master).
I think I will have a little break from gaming I feel happy
amazing game, amazing series, needs a fourth installment. inti please give us a 4th game.
Jeu qui met un point final à la trilogie et améliore son système de jeu (en le rendant plus complexe sans l'être trop quand même) Le jeu vous force à faire la vraie fin. Direction artistique digne des précédents, mais avec des animations améliorés. La traduction Française des textes est encore mieux que le premier et le deuxième opus.
For the most part as good as BMZ2 but that ending boss rush was easily one of the best in any game I have played.
I like the game, I've been enjoying it, I think it's better than Zero 2 in almost every way and I'll probably update the review. But oh my god I absolutely hate the VRV Zones. It makes navigation a million times worse because it's overlaid on top of the base map. Not only that but the map doesn't really indicate zones that have areas you can't bypass yet. Also no DLC is really sad. It's a shame that the DLC just got worse and worse with each iteration, I miss the guest characters :< Edit: So I beat the game, my opinion still stands: The VRV zones are cumbersome and lack of DLC or Ex Modes is very disappointing, and they definitely could've organized the map better. Still, at the same time, I absolutely loved the game, but there are a LOT of moments where the game is infinitely more frustrating if you don't have a guide. I don't normally like to spoil stuff about the game for me, but focus on a more Metroidvania-focused world as opposed to Zero 2 along with a lack of obstacle-indicators on the map means you basically have to keep everything memorized, which as I mentioned before is difficult because you can't see the Super Dimension unless you're in it, and same with the other way around. The game has some issues, but that's all of the BMZ games, and I suppose that adds to the charm of each one. Still, this is the only one I would absolutely recommend you have a guide on hand for, at the very least if you're frustrated: There's a lot of unintuitive shenanigans in this one. I'll say one thing to save a lot of frustration: Ignore the NPCs that tell you to not overly rely on the VRV system. Use it every chance you get. You'll thank me later.
好游戏啊,没有续作好痛苦啊。
Juego mal hecho como que me haces volver a las zonas del primero juego,con la basura que tengo que soportar de los niveles del propio juego y los espacios interdimensionales que arruinan mi vida,ya perdi mi trabajo,familia,mi perro me abandono,me embargaron la casa,me hackearon la cuenta por culpa de los espacios interdimensionales y este juego que arruino cada dia de mi vida,era feliz antes de conocer los espacios interdimensionales,sabia como sonreir antes de conocer los espacios interdimensionales pero ahora todo es gris,creo que me volvi daltonico por culpa de todos los colores epilepticos de los espacios interdimensionales,encima el traje se vuelve azul,que pesimo gusto de color tiene al igual que el pelo de kane que de verdad deberia de cambiarselo porque no le queda bien pero su esposa no se lo a dicho porque siente pena por el y aparte tiene mucho dinero y pos hay que aprovechar,pero como iba,que bueno que a jason se le fue la novia porque lo cuckearon por un espacio interdimensional ya que el no podia darle lo que queria,de seguro jason se quedo pobre de las cirugias a los magumbos de eve y por eso esta lo abandono ya que no tenia nada que ofrecer,mutante tenia que ser,leibniz tenia razon en que los hombres daban mejores cosas,aunque sospecho de sus gustos,parece como si conociera muy bien a las mujeres,no entiendo porque sera,de seguro salio del closet hace poco,de hecho debe ser por eso,aparte que el juego es un plagio de paradise dimension,muy mal inti copiandole la idea de un peruano 20 años antes de que el se le ocurriera,ahora si me permiten voy a ir a un balcon esperando de que no se habra un espacio interdimensional de la nada porque ahi si me van a dar ganas de cargar la pistola con 2 balas para asegurar de que muera de una vez,calla jean,como quiera,,espero tengan un buen dia y disfruten de la vida,no saben que en cualquier momento un espacio interdimensional aparecera de la nada y arruinara su existencia como la mia,ahora si me permiten los doctores del psiquiatrico estan por darme mi comida,nos vemos,me dijeron que me llevarian a un lugar llamado manicomio,debe ser mejor que los espacios interdimensionales,ahora me retiro
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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