Mega Man ZX Advent
Mega Man ZX Advent is a 2007 action-adventure platformer video game developed by Inti Creates and published by Capcom exclusively for the Nintendo DS.[1] It is the sequel to Mega Man ZX and the final installment in the ZX sub-series, continuing the fusion of human and Reploid elements from prior Mega Man titles.[2] Set centuries after the Elf Wars in a world where humans and Reploids live in uneasy peace under the authoritarian Legion government, the game centers on a "Tech Rush" to excavate ancient ruins containing dangerous technologies and Mavericks.[3] The story follows two playable protagonists with intertwining narratives: Grey, a young male Reploid who awakens from cryogenic stasis in a hidden laboratory with amnesia, rescued by Hunters, and Ashe, a female human Hunter affiliated with the Hunter’s Guild.[3] After each encounters and fuses with the sentient Biometal Model A— an ancient artifact enabling the "Megamerge" transformation into powerful Mega Man forms—they battle rival Mega Men, corporate raiders, and the malevolent Model W to avert a catastrophic war.[4] In terms of gameplay, players choose to follow either Grey's or Ashe's campaign at the outset, experiencing parallel stories that converge in key events, with each character offering distinct abilities and dialogue.[5] Core mechanics emphasize fast-paced side-scrolling exploration, combat, and boss battles across expansive stages, where defeating enemies and bosses allows absorption of their data to unlock new forms and abilities modeled after classic Mega Man weapons.[4] The game leverages the Nintendo DS's dual screens for map navigation and interactive elements, includes multiplayer modes for co-op and versus play, and features unlockable mini-games and a large overworld map with side quests.[4] Upon release, it received generally favorable reviews for its engaging combat and visuals, earning a Metacritic score of 78, though some criticized its difficulty and backtracking.[1] The title was later re-released in the Mega Man Zero/ZX Legacy Collection for modern platforms in 2020.[6]Plot
Setting
Mega Man ZX Advent is set approximately four years after the events of Mega Man ZX, in a post-apocalyptic world scarred by centuries-old wars between humans and Reploids, where the two now coexist under the authoritarian Federation Government known as Legion.[3] This society blends advanced cybernetic enhancements with the remnants of ancient ruins scattered across the globe, which harbor dangerous Mavericks—rogue machines that periodically incite raids and threaten stability.[3] The Legion enforces strict control over technology and Reploid lifespans through cybernetic upgrades managed by the Sage Trinity, promoting a fragile peace amid ongoing resource extraction from these hazardous sites.[3] Central to the world's technology are Biometals, sentient metallic artifacts unearthed from the ruins that encapsulate the essences and data of legendary heroes from previous eras.[3] These Biometals enable a process called Megamerging, in which compatible individuals known as Biomatches synchronize with them to transform into armored warriors dubbed Mega Men, granting enhanced combat abilities and access to historical powers.[3] Biometal Model A, in particular, possesses a unique consciousness and copying capability, allowing it to replicate forms from defeated foes.[3] Key societal factions include the Mega Man Hunters, a guild-based network divided into Headquarters for strategy and Platoons for fieldwork, comprising independent operatives who venture into ruins to recover lost artifacts and Biometals for societal benefit—or personal gain.[3] These groups navigate tensions with Raiders, unregulated scavengers who prioritize profit over regulation.[3] The Legion government oversees overall stability through the Sage Trinity. The game's environments revolve around eight primary areas, each representing diverse post-war landscapes tied to the overarching "Game of Destiny"—a fateful struggle over Biometal control that unfolds across sites like the industrial Train routes, the ruined Highway networks, and the subterranean Oil Field mining operations.[3] Biometal Model W emerges as the central antagonistic force driving this conflict, its influence amplifying Maverick activity and drawing Mega Men into confrontation.[3]Characters
The protagonists of Mega Man ZX Advent are Grey and Ashe, each leading a distinct campaign that explores parallel narratives before converging in the game's climax. Grey is a young Reploid boy discovered in cryogenic hibernation and rescued by Hunter Dan of the Hunter's Guild, whom he subsequently joins as an apprentice mechanic.[3] His story emphasizes themes of identity and origin, as he grapples with amnesia while utilizing Biometal Model A to Megamerge and combat threats. Ashe, in contrast, is a human member of the Hunter's Guild known for pursuing bounties, initially tasked by the Legion organization to retrieve Biometal Model A from a group of Raiders.[3] Her campaign highlights independence and resourcefulness, with the two protagonists' paths intertwining as they uncover shared destinies tied to ancient technologies and global conflicts. Both characters share access to Biometal Model A, a sentient fragment enabling enhanced transformations, though Grey's Reploid nature lends a more defensive, calculated fighting style suited to his mechanical background, while Ashe's human agility supports an aggressive, direct approach in battles.[3] Supporting characters include key figures from the Hunter's Guild and Legion. Hunter Dan provides initial guidance to Grey. Aile, the heroine from the prior Mega Man ZX, appears as a veteran operative offering aid based on the player's chosen path, bridging events from the previous game with her expertise in Biometal combat. Master Albert serves as the head of the Legion's Sage Trinity, a brilliant scientist credited with advancing cybernetic enhancements that extend Reploid lifespans and maintain societal order.[3] His assistant, Thetis, is the Biomatch for Biometal Model L, portrayed as a composed individual with a deep-seated resentment toward humanity's environmental negligence, motivating her protective role in underwater domains.[3] The other Sages, Mikhail and Thomas, offer technological and strategic support. The primary antagonists revolve around Master Albert's hidden machinations as the overarching mastermind orchestrating events to reshape the world, revealing his duplicitous nature beyond his supportive facade. Enforcing his will are the enigmatic siblings Prometheus and Pandora, who wield fragments of the destructive Model W core to provoke conflicts among Mega Men and destabilize regions. Prometheus acts as a relentless tactician, compelling adversaries into combat to advance their agenda, while Pandora employs illusory and deceptive tactics, earning her a fearsome reputation as a witch-like figure among Hunters.[3] Their motivations stem from loyalty to Model W's corrupting influence, positioning them as direct enforcers against the protagonists' efforts to preserve balance. Rival Mega Men include Aeolus (Model H), Atlas (Model F), Thetis (Model L), and Siarnaq (Model P), who participate in the Game of Destiny under Albert's influence.Pseudoroids
Pseudoroids are the biomechanical boss enemies central to Mega Man ZX Advent, serving as powerful Reploids infused with fragments of the antagonistic Biometal Model W, which grants them enhanced abilities and ties them thematically to the game's lore of corruption and destiny.[3] These eight antagonists feature designs inspired by animal or mythical motifs, reflecting a blend of organic and mechanical elements that emphasize their role as guardians corrupted by Model W's influence.[7] Each Pseudoroid possesses an elemental attribute (or none), a specific weakness exploitable in combat, and a unique set of abilities suited to their theme, such as rapid strikes or environmental manipulation.[7] Upon defeat, players absorb their core data, enabling transformation into the Pseudoroid's form for combat use, including specialized weapons like charged shots that replicate the enemy's elemental power— for instance, Buckfire's form provides a fire-based Charge Shot called Flame Fang.[3] Their designs and powers underscore the narrative's exploration of biometal corruption, positioning them as non-sentient pawns in Model W's scheme.[8] The following table summarizes the eight main Pseudoroids, their motifs, attributes, weaknesses, and key absorbed form abilities, drawn from official game documentation and verified strategies.[3][7]| Name | Motif | Element | Weakness | Absorbed Form Key Ability |
|---|---|---|---|---|
| Buckfire the Gaxelleroid | Gazelle | Fire | Ice | Flame Fang (fire dash and shot) |
| Chronoforce the Xiphosuroid | Horseshoe Crab | Ice | Fire | Frost Tower (ice spike generation) |
| Rospark the Floroid | Flower/Plant | Thunder | Ice | Spark Rose (electric vine whip) |
| Vulturon the Condoroid | Condor/Bird | None | Thunder | Wing Breaker (sound wave projection) |
| Hurricares the Aeropoid | Whale/Airship | Wind | Thunder | Typhoon (wind blast and flight boost) |
| Hedgeshock the Erinaceroid | Hedgehog | Thunder | Wind | Hedgehog Dash (thunder spin attack) |
| Tretista the Arachnoroid | Spider/Insect | None | Fire | Web Trap (poison web snare) |
| Argoyle & Ugoyle the Shisaroids | Shisa (mythical lions) | None | Wind | Tail Strike (defensive counter) |