
Mega Man Zero/ZX Legacy Collection brings together six classic titles in one game: Mega Man Zero 1, 2, 3 and 4, as well as Mega Man ZX and ZX Advent. The collection also features Z-Chaser, an exclusive new mode created just for this set of games.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese*, Simplified Chinese, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
没有中文是最大的短板了,想炒冷饭就好好的炒,选择菜单有中文,然后游戏里面一个中文都没有,怎么玩,买的就是情怀,奔着边打边看剧情去的,你这么一弄,真的恶心人了,都不如直接弄个盗版的直接玩算了
卡普空我操你妈逼一百多的游戏连个中文都没有,而且身为一个掌机游戏就给之前合集的平滑化搬过来就不管了,游戏本身难度偏高开简单模式还不给大部分成就,要续作没续作要体验没体验,如果不是洛克人这个ip我压根不会买它卡普空操你妈逼
I have played all of the Classic, X, and Z series Megaman games at this point, many of them multiple times (though god forbid I ever play X7 again). To say the least, I am quite well versed in the Megaman platformer series by now. My appreciation for these games goes far, and I particularly enjoy the Zero series for what it brings to the table. The Zero games are a particularly impressive series of games to me. The characters are interesting and the stories are highly emotional. It goes without saying that the artwork in these games are outright delightful. The fantastic choice of color brings life to the highly mechanical world of Megaman Zero. I find this to hold a thematic purpose, as the natural and artificial have truly begun to meld together in the stories of these games. Combat is delightful. Just like every other Megaman game, it encourages you to consistently move forward. Even in more puzzling scenarios, it is best to push forward through the levels at a consistent rate. Hesitation can be punished, but it is not so harsh that it stops being fun. Enemies never feel like they have too much health, and bosses are challenging but rewarding upon defeat. The variety of weapons are fun and engaging to use as well, making it entertaining to find new ways to use what weapons you have. The legacy collection also offers reload points (not quite save states) where you basically go back to the last checkpoint. If you are a more casual player, this makes the game far more reasonable to get through. The story is good, after all. I myself have issues with moving my hands. Sometimes they just stop moving or hurt so bad that I have to stop playing for a while. These save spots help me be able to play through the game even with my disability, and it makes me happy to know that I can still play games despite my issues. Out of everything, the most moving part of these games is the soundtrack. Zero 2's "Departure" is a fantastic piece, and the melody of it is forever carved into my mind. I could go on about specific tracks, but just know that the instrumentation and composition of these tracks is among the best in gaming. If I were to give one word of advice: Please be gentle with the graphics and level design of these games. They were originally developed for handheld systems such as the GBA and DS, which makes it look a little strange on a larger screen. I played this collection on my relatively low-res TV, and i found it to be nice to be able to see all the graphics on a bigger screen. But the games were ultimately never meant to be on such a large screen, so if anything looks odd it is probably because of how much detail you can see due to large screen size. I suggest checking out the different filter effects available for the games to adjust the graphics to your liking.
当时也是盛夏,捧着比我手大不少的掌机,也玩过和烈日一般赤红的机器人。 不过当时年纪尚小,加上语言不通,并没有玩的深入,后来也就渐渐淡忘了。 直到Zero的音乐响起,又将那个小小的我唤醒。 (轻柔的前奏后骤然响起的电子重击,令我心潮澎湃。) 这次一口气将Z1-Z4全部打完了,内心也是久久不能平静。 (虽然依旧是仅菜单中文加暴力移植,卡普空你该死啊!) 玩法方面: Z系列的玩法是较高难度的横版高速战斗,在极速的跑图中享受将过路敌人一刀两断的快感。 (我仅用手柄游玩,菜单上面改建自定义将跳改成a,枪改成X,下面选方案b) (这样改比较符合大部分我的常规键位,大家可以参考一下。) 从z1玩到z3我的体验是直线上升的,你能感受到制作组在不断完善玩家的跑图体验和流程感,将一些差劲的设计慢慢删除掉。 比如z1很多需要跳跃的平台在视野外,之后再没出现。 Z2手感奇差的钩锁也没有在后续出现过。 Z3新加了跳过已读剧情的功能,让重复打怪体验大大提升。 能感受到制作组将卖点也是玩家最喜欢的点做好做精,让整个跑图充满了挑战与爽感,也难怪曾有如此多的玩家钟情于此。 Z系列将收集品和精灵都藏在地图的边角处,大多数第一次跑都会漏非常多(比如我),很容易顶着几乎初始的血上限和缺少极多能力的情况下通关。(也得益于卡普空不肯做汉化,依旧看不懂很多词——) Z的地图交互非常出色,比如你可以用冰弹冰冻岩浆块,用火烧掉树藤,用雷给一些装置充电,打boss也有其弱点属性,所以选择对属性和打boss顺序会大大降低boss战难度。(速通大佬们的顺序应该是最好的,不过不追求速度慢慢背板也挺有意思,现版本加了boss门口的存档点不需要次次跑图了。) 依旧有许多大佬作者速通挑战和二创,z系列非常值得一玩。 不过比起z3的巅峰,z4就显得有点格格不入,我在z3与欧米茄zero血战后,连续游玩z4体验上有不小的下降。 作为该系列最后一部,制作组是想要创新的,新加入了天气,合成,和偷取武器的系统。 天气系统每个关卡有有利天气和不利天气,但只有不利天气通关可以获得ex技能,大部分玩家应该都会选择不利过关,而在z4的关卡比起之前更自由,如果你和我一样第一次选择了不利的沙漠图,那跑图体验简直是惊人的糟糕。 合成系统就是让怪物会产生掉落物,每种怪物杀死后有概率掉落专属的物品,我们可以将至多4种在基地进行合成,合成后作为能力和强化装备在芯片上,但是没有合成品加纯随机的合成模式,让我通关时仅仅成功合成一个芯片,虽然可玩性和刷刷刷也都算不错的设计,但会让一周目少非常多体验,至少z3通关时我拥有了大部分能力。 偷取武器和高速战斗过关战斗有点背道而驰,因为手短加上偷取的伤害低(用空手杀死怪物可以偷取),我并没有太多使用这个。 虽说总体从精进转向了更杂而广,但依旧是一部可圈可点的好作品,美术和配音数量更是比前几部优秀了太多。 剧情—— Zero的剧情脉络非常简单,热血浪漫又残酷悲伤的英雄史诗。 我想了好一会儿,觉得剧情总结并不重要,也不需要我去剧透什么。 每当想起 两位zero在记忆醒来的地方对决, 曾经的敌人用身躯挡下所有冲击, 赤红英雄成为守护星球的流星, 那树下哀歌的少女—— 我总能再次想起这段回忆。 购买小建议:steam版本仅有菜单中文,游戏内是没有中文的,且暂时没有补丁,卡婊在这非常没有诚意。 剧情英文版阅读难度适中有基础就可以看懂大部分,不过专有名词这些很磨人。 看评论区说键鼠不能改键,我是手柄玩的,没有测试过,手柄体验良好。 玩之前记得打开存档点,需要做成就记得关闭辅助mod。 总评:玩完之后怅然了很久,天边划过的流星,随着婆娑树影下哭泣的少女,在歌声中结束了英雄的结局—— 谢谢你,zero。
Great games, terrible port. If you have a ds, play them on that.
I played these games over a long period of time back in the day and for it not to be controller use on first run is absolutely insane, I even made sure everything was turned on on steam's behalf including using multiple controllers to see if it was mines. absolutely not capcom, what the hell is even that! How you turn one game that uses controller, into keyboard only. What the hell.
补票 硬核又好玩的游戏,而且zero的设计在那个时代真的很帅 但我不推荐任何玩家购买这款游戏,除了我这样的补票党,想玩直接去找汉化整合版,这里是卡畜为了圈钱直接暴力移植的
要不是为了补票,这种既没有日文原配音,又没有中文翻译的冷饭我是绝对不买的。 I would never buy this kind of lazy port that has neither the original Japanese dub nor Chinese translation, if not for the sake of supporting the work.(machine translation
Es una aventura de plataformeo con altos niveles de dopamina y un soundtrack que es mejor que tener pareja, y sobre todo, el modo z chaser, un modo exclusivo de este producto, es sexo puro, los devs son unos desquiciados que le saben demasiado, tryhards, los amo
A disgusting abomination of a Mega Man series. THIS IS NOT MEGA MAN! First, the stages. They are small, repetitive uninteresting designs compared to the X series for example. Also with some ridiculous and overly punishing platform segments. The upgrade system is a disgrace, a "cyber-elf" mechanic that needs to be fed to be used as an upgrade, requiring you to literally farm for hours if you want basic upgrades like more life or sub tanks. And the worst part? These upgrades are 100% missable, meaning if you miss some of them you cannot get them later, you just have to start another game. And the worst part of these game: the rank system. A stupid and overly punishing system based on your performance that increases your rank for doing things the game doens't explain to you and instantly drops for every hit you take and every time you die, meanwhile all the stages are based on cheap hit kill traps and holes with also enemies that will always hit you a couple of times before you learn how to avoid their attacks. If this was all there`s to it I wouldn't bother at all to be honest, but here comes the insane worst part: you know the classic Mega Man series power ups you get from defeating bosses? Yes, HERE THE CLASSIC MEGA MAN POWER UPS ARE LOCKED BEHIND THIS RIDICULOUS RANK SYSTEM. So if you defeat a boss without being in a very high rank you loose the power up and basically can`t even try the stage again, THEY`RE GONNE FOEREVER, you need to start a new game. I don't know who the ♥♥♥♥ though all of this would be a good idea, but these games disgust me as a fan of the good old classic Mega Man series. If only I knew how aberrational the Zero series were so I wouldn't had waste my money. So if you like the old Mega Man and the Mega Man X series, stay away from the monumental piece of ♥♥♥♥.
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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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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