Reviews from

in the past


Has that same "road trip" vibe as the first one although it feels more fun, despite the protagonists' urgent and depressing reasons for going on said road trip.
I found it much shorter and much less difficult than the previous entry, which is not a bad thing in this case. The tedium of Zero-One, for the most part, has been stripped away. Travelling between areas is much quicker, and the new energy-recovery functions of SOPHIA greatly facilitate simultaneous combat and movement. It also adds a bit more of a puzzle element to combat in enclosed spaces where you now have to actively manage your energy usage and recovery. There's less to collect to fully power up SOPHIA, but what arsenal you do gain feel more like fully-fledged upgrades as opposed to "weapons you use in a very specific situation to clear an obstacle." Due to the shorter game length I feel like I didn't get to play around with all of the upgrades as much though, particularly the on-foot ones.
Speaking of, I'm still not the biggest fan of the on-foot sections, but the addition of the counter system adds some intricacy and a much needed flexibility on behalf of the player. Even just the minor tweaks to the visuals really improve the sense of speed as well.
I could actually see myself revisiting this game for a quick run-through some time in the future, unlike Zero-One which had so much slog that I think two playthroughs is currently enough for my lifetime. I'm kind of disappointed that there's no hard/destroyer mode that really forces you make use of your entire arsenal in this one, I actually would've liked that challenge this time.
Zero-One had this pervasive feeling of "you against the world" loneliness to it, with Jason and Eve being the only characters who have dialogue during the entire story. I absolutely love the way the world has been expanded in Zero-Two, especially with the references to other Sunsoft titles. I always appreciate the "you are not alone in your fight" message in video games no matter how much it gets done.
I also really like the sequence before the true ending. While I won't elaborate for spoilers, it's a great final challenge and tests the sum of what you've learned from both games in the series.
I think I have my expectations set a bit too high for Zero-Three, but I'm excited to play it anyways.

I liked how they expanded from the first game, but I didn’t care much for the story. The real ending can be a little tedious and the final boss battle is kind of underwhelming.

Still this is better than the first one, i like inti creates

This feels like the first game with a lot more polish and care taken into it. Happy to be able to give this series a chance. Here's hoping the third game is even better.

Eve is poisoned, so there's less conversation with her. Boo.
Otherwise, I thought this was a good sequel that built upon the previous game nicely, gameplaywise.

melhora quase tudo do primeiro, tem um final absolutamente epico e constrói o mundo e sua exploração da forma que deveria ter feito desde o primeiro jogo


Best in the series for sure, and a stronger focus on tank sections was nice.

I want Fred and SOPHIA in Smash, dammit.

I really don't know why I bought this when it, of course, feels like more of the same, if not worse, as the previous title and I didn't like that one. The buggy still feels floaty and imprecise and the level design is even worse now. Where it was flat and uninspired or just irritating in the original, it is now apparently these boringly large rooms with an area the size of a small game within one enormous room. Or that was the first area, where I realized that I wouldn't be enjoying this game any more than I did the first one and gave up. The too-easy on-foot sections of the first game have been nerfed but now you have this anime-inspired timed move instead and it's still too easy and very boring. These games are just aggressively boring and I'm out.

When I Found Out There Were Sequels: Wait, they made a sequel? Wait... TWO SEQUELS!? I guess I'll check those out.

I had a lot of fun playing this for the most part. I really enjoyed the first game so getting this was an obvious choice, however I got stuck on a boss fairly early on so I stopped playing for a good while.

I decided to pick it up again the other day and the boss was toast in a few tries. This then opened up the game and I really started to enjoy it. However there was the odd difficulty spike here and there, that felt a bit too much at times, but I soldiered on and eventually got to the end boss (not before meeting tougher versions of bosses I'd previously killed). I think it's one of the more unique end bosses I've encountered and it had quite the learning curve. I must've taken some time to beat it.

Then I got a bad ending. Unless it's a cliffhanger for the new game? I'm assuming it's the former. And that I either need to pick up the remaining power ups throughout the game that I've missed or I need to defeat the final boss a lot quicker than what I did.

Despite the bad end, I had a good time playing it, it's a great action platformer with lots of variety and plenty of challenge. I look forward to playing the next one.

EDIT: I went back and picked up the remaining collectibles and power ups and beat the last boss again. Still got the same ending so fuck it, I'm done. Bring on number 3 (when it's significantly reduced in a sale).

I liked having to travel around between different planets. It added a lot of visual variety to the game that the first one lacked.

A definite successor to the first Blaster Master Zero, a fun retro style game that balances the old school difficulty with new features to keep it from getting too frustrating.

Bit of the case of The Sequels with this one: Much more fleshed out, distinct, and interesting than the first game on one end, more bloated and annoying on the other.

First off, I like that the game moves away from being on a single planet and has you flying around the universe and going on different planets, it works well as a big sequel expansion type of move. Does genuinely make the game feel quite a bit bigger in scope and allows for lots of little smaller levels and challenges to populate the game. And it also makes backtracking less annoying, when it was definitely a bit of a pain in the first game when you had to go back for all the upgrades. (You at least don't have to do that for the good ending here, though there's definitely a fair amount of fetch quests involved.)

Also, considering how much this game relies on SP for weapons and movement, it was a smart decision to introduce the "large falls refill SP" system, which helps keep things moving and allows the level designers to lay things out in such a way where they can be confident that the player will have SP.

That said, my main gripe with this game is that there is quite an increase in really annoying and frustrating bits. The game is generally more difficult than the first one by a good margin, which does make a bit more engaging, but sometimes that crosses over into the game just being a bit too fiddly and annoying. (Fuck that planet that's just jumping across ladders. Or that goddamn planet boss fight just before the endgame that I swear took me half an hour to whittle down its health.) Also I'm not 100% sure on why but I just found Straga to be genuinely exhausting to navigate, somehow moreso than the planet that had instant kills everywhere and required you to literally cross the entire universe just to get to the other side of it.

Also, there's a real disappointing lack of bonus side modes in this game compared to the previous one. No hard mode, no new game plus, no boss rush, no weird-ass multiplayer versus mode...I think a lot of that was added in updates to the original, so I guess that's why, but still, it'd be nice if some of that carried over.

Still, whatever gripes I have with this game, it's not for nothing that I actually had things to say about it this time. After the first game all I could really muster was "well, that was pretty fun." Which I guess shows this is at least a more distinguished game. Even the plot's pretty decent and has some fun, weird little characters. There's even a Vegeta-esq dickhead character. Always a plus.

Oh, uh, also, why is this game so much hornier than the last one now? Eve just grows a giant pair of tits out of nowhere, and there's a character who LITERALLY has melons coming out of her chest. Kinda bizarre considering the first game wasn't like this and there weren't any new artists brought on or anything like with Xenoblade 2. This isn't a criticism or anything, just a bit weird and funny.

This was fun but not as good as the first "zero" entry or the original NES game. It failed to give me all the required information to progress at times so I'd have to look it up online and it'd be something they could have easily explained with a info pop-up. Otherwise the controls were pretty tight except for on ladders... ladders suck. I had fun though.

I played this all the way through when it came out, and after replaying the first Zero game for the third time, I thought I'd try this one again for the second. Welp, I forgot most of it, because it's mostly forgettable and it can get incredibly frustrating quite often.

I love the idea of trying to replicate the thrill of an old NES game, but in reality, it's really hard to do right. The first Zero worked because it was just polish on what was already a competent game. Some things were streamlined as there were more buttons to use and greater processing power, but the maps, avatars, and creatures generally stayed the same. They moved at the same pace, they had the same behavior, and because it worked 35 years ago, it continues to work now.

But with Zero 2, they attempted to create new levels, new creatures, and new rules, but unfortunately didn't change the avatars enough to make the clashes work. Jason still moves like a turd, but some of the new creatures now move faster, or there will be an unfair number on the screen and they all can shoot, and they shoot often. So instead of having the space and ability to plan out how to react (because Jason can't run, you need that space), you have to mash the dodge button and hope you get enough parries off to clear enough of the screen away to get some breathing room.

The car just drives and jumps with that satisfying heft, but now you have to fight other cars, and they can shoot faster than you and hit harder than you. These battles turn into ones of attrition, as you repeat the same moves in a cycle, firing off shots conservatively, which isn't inherently bad, but this should last 3-5 cycles, not 20-30.

There's a neat story in here, where Jason and Eve meet other cars with drivers and robots, but it is reduced down to a handful. This one is a Japanese farmer swordsman, this one is a plant lady (with plant boobs), this one is a WWII soldier guy, and of course, none of them will listen to Jason until after a dumb fight.

It's exhausting and frustrating, and it really dampens the fun in the car exploration. I put this down in the second half of the split planet in favor of something else. I'm not sure if I'll ever pick it up again or if I'll pick up the third one or not.

It's not a wash, it's not terrible, it's mostly fun, but the parts that aren't fun are REALLY not fun. It's a bummer.

Blaster Master Zero 2 is a triumph of the original. This sequel can be enjoyed by new players while still keeping fans interested in the series. The pacing of the game is excellent, as is its difficulty management and introduction of new mechanics that make for an engaging experience with variety throughout. Nevertheless there are some issues with clarity or frustrating sections which might hamper enjoyment for certain people with this game. What sets Blaster Master Zero 2 apart from other titles though is how well it combines old ideas alongside new ones so that anyone can have fun playing it!

This game takes the previous one and makes it more dynamic in every way. Except for the story. I cannot express this enough I do not care about the romance between the two leads they are not interesting and they JUST MET. WHY IS HE DOTING ON HER LIKE THIS.

What a doooooowngrade. I can’t remember the last time I played a game where the sequel was a step down from its predecessor. For every step forward it made, it took three steps back.

Improving upon the original: the story is more important, there are characters (who don’t do much) that flesh out the cast, and difficulty has received a huge adjustment.

Helix Gun and homing missiles are no more, as guns and sub-weapons have been nerfed. Unfortunately, it seems “easiness” was replaced with an arsenal of gun types that are overall weak, many types of mines that I never used, and a new slew of sub-weapons.

Although aside from utility, each one essentially replaces the other. Why use the triple missiles when I can shoot a string of homing missiles? Why use a string of homing missiles when I can dash into bad guys and steal their energy?

Speaking of energy, the GAIA system: I kinda mildly dislike it. Sure, it’s fun to drop from a high perch and watch green particles flow into the tank, but there were a good number of times where my SP gauge went out before I could cross a gap so I just had to sit and wait. It gets worse with each SP gauge extension.

Backtracking and padding are the game’s two biggest sins. Despite utilizing several small world maps, there is NO fast travel system, meaning over an hour of your playthrough will be spent backtracking. Why fast travel wasn’t implemented is beyond me.

This game is padded about as well as a children’s pillow. So many planetoids act as filler levels to get a map to another planetoids. I don’t understand why they just cut out the filler nonsense.

Better than the first, though not by much. The story in these games are so bad, but it's by Inti, so that's a given. Love the art and the tank gameplay.

This might be my favorite out of the trilogy? I'm honestly not sure, but it's just as good as the first game and is definitely worth playing.

All the design subtlety of a LEGO Duplo set. "Ooooh lookout for the icky square - don't touch it you'll take damage!" Some telegraphing is fine but sheesh -- when you can play the entire screen in your head at first glance, what's the point in going through the motions?

The first Zero retained some of the mystery and opaqueness of the original Blaster Master to its benefit. That's entirely gone here.

Pointless dialogue, weird side-characters, unmemorable music, and unintuitive tools.


It’s always nice when you can tell a studio learned from the shortcomings of an earlier game in the series


Definitely the most all-around good game in the trilogy. Aside from some asinine level design decisions here and there, the game flows so much better than the first and just generally feels smoother to play. The top down sections are also way better too so props for that.

It took me just over 10 hours to complete Blaster Master Zero 2 including the true ending. I definitely enjoyed my time with it, even if this review pointed out all the negatives in Blaster Master Zero 2, I still absolutely loved it. It has become one of my new favorite Switch games and I’ll always recommend it to those looking for a game to play. Do I recommend Blaster Master Zero 2 to those who haven’t played the original or a Blaster Master game before? I very much do.