Blaster Master Zero 2 (Review)

Source: Cashmoneys
Price: £8.99 (£1.79 for Soundtrack)
Where To Get It: Steam

Ah, Blaster Master. The original was a bit of a cult classic, in that it could be bastard hard, was somewhat difficult to get hold of, and so, built up a small following of very devoted fans. Including, it seems, IntiCreates, who created Blaster Master Zero, a fun little Metroidvania type dealio with the same general idea of “One boy, a frog, and his tank.” And, you know, the friends you make along the way, your friend who you want to save from a mutant parasite slowly taking her over… Usual stuff, really!

You’ll believe a Tank can fly…

And, while there is a lot to like about it… Dear god, some of it is finicky as hell. Like the game’s walljump, which does what I’d like for it to do in terms of my opinion toward it… But not in terms of what I’d actually want it to do. So, metaphorically, it can go jump on some spikes. In actuality, I’d really like for that to stop happening, whether it’s through tight windows, reading a jump as a hover, not jumping the whole way between walls when it really can, or… Well, any combination of the above. I eventually got over that hurdle, but while it was happening, I was less than impressed.

The game does have other potential turnoffs that have been part of the series since… Well, since its first incarnation, really. The tank’s jumps are pretty floaty, its movement has a little bit of inertia, and, while you can get used to it, I know some folks dislike it. Meanwhile, I’ve always liked the “get out of the tank” idea, even if your protagonist, in the tank part of the world, can easily injure himself… With his own jump. Indeed, falling off a shortish ladder can be a lethal error, so… Don’t do either of those things.

Special abilities in combat are the equivalent of parries, and god-damn are they fun when you pull them off. And you can pull them off relatively easily.

But each has their own strengths. The tank gains more abilities over time, and so does the pilot, Jason. Admittedly, each character’s abilities can only really be used in their respective worlds (for the most part), but each gets interesting fairly quickly, getting special weapons, mobility powerups… And, of course, each fighting different styles of bosses. For Jason, it’s Zelda style forced perspective battles with giant mutant spiders, other Mobile Armour pilots (Jason thought he was the last, but he is wrong), and, for the tank, things like a giant bee holding its hexagonal hive below it, both as a shield, and, of course, as a spawner of its ilk. They’re interesting fights, and it’s pretty easy to get the pattern down in only a short time. And, of course, if you screw it up, the save points are always there pre-bosses (They’re… Not terribly generous elsewhere, but just enough that you don’t feel like they’re too far apart. Just… Somewhat far apart.)

Aesthetically, it’s a lo-fi pixel dealio, with some lovely chip-tunes and SNES like sound effects, making it feel retro while… No, it is a modern game, and while some of its tricks are old school, the rest are modern indeed.

Okay, so some of you would want your companion to turn into a slimegirl. But, y’know, this isn’t that sort of game.

And I may have spent a couple of paragraphs griping, but, honestly, Blaster Master 02 really… Isn’t bad. It’s the second game in the modern series, itself an interesting take on the Metroidvania formula, it’s aesthetically pleasing and clear, and, apart from some mobility finickiness, I never really felt like I was bashing my head against a brick wall.

Aaaand I’ve got a brand new Mobile Armour, and I’ll give you the key…

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