#I wanted to add Roddy so bad but I legit would have to make this a fucking archive post if I added anymore
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daughterofyourdarklord · 2 years ago
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But what if Delphini was at Hogwarts the same time as the trio???
Year 1: 
“Please.” 
She jokes, nudging at her cousin who’s sitting tall besides her in the train compartment. “Harry Potter being in our year at Hogwarts is nothing more than a gift.” She means it too, forcing away that pit of fear that settles in her stomach whenever she thinks about the chosen one. About everything he’s already taken from her family, from her.
Draco goes on joking with their soon-to-be fellow Slytherins. The express is buzzing with energy, though most of the First Year’s look more nervous than excited. 
She runs into Neville Longbottom on their waltz to the Great Hall. He bends directly in front of her, picking up some slimy toad off the stone floor with bare hands. Disgusting. He’s on his knees when he looks up and meets her eye, terror seeping into his gaze. She smiles at him devilishly, pausing for a moment before pushing him aside in an effort to get to what she is certain will soon be her throne room. 
“Delphini Lestrange.”
It’s a horrible cover-up of a last name, an obvious lie to any witch or wizard who knows better. McGonagal calls it nonetheless. There is a weight on her shoulders as she walks forward, the same one that’s settled their since the moment she was born. 
No one is surprised when the hat deems her a Slytherin.
Delphini feels Dumbledore’s stare on her the entire walk over to the sea of green and silver, but it’s Snape’s eyes that she meets when she sits down. 
The tension between Slytherin and Gryffindor is palpable. Worse than it has been in years, or so the older students claim. Delphini knows why, and Draco does too. 
She’s still glaring at the Granger girl when Quirrell asks her to stay after class in a sputter. 
“Of course, Professor.” She answers sweetly, watching from the corner of her eye as jealousy blooms across the mudbloods face. Ever the teacher’s pet. He seals the doors behind them, locking them with a flick of his wrist and casting a silencing charm while he’s at it. 
This time, he does not stutter when he speaks to her. 
Year 2: 
She dreams of a snake all alone, somewhere dark. Crying out for family, for companionship, for someone to listen. Anyone.
Only no one is there.
She wakes up in her dormitory with tears in her eyes. 
There’s been whispers about the Heir of Slytheirn. Talk that he’s returned, that he’s ready to rid the school of all filth that stands in his mighty way. 
Sometimes she wonders how people might react to find out that 'he' is actually a 'she.'
Regardless, it’s not Delphini that’s playing around in the chamber this year. A part of her is wildly unsettled that she doesn’t know who it is. 
It’s no matter, she has far more important things to focus on.
Initially, she almost isn’t allowed to take part in the dueling club. Some poor excuse sprouted up by the Gryffindors, accusations of dark magic and cheating. Unsurprisingly, its Severus that comes to her aid.  
Dueling comes far too naturally to her, and feels oh so sweet. Still she works harder, so eager, ready to fight, to strike. She trains and trains and then trains some more. 
She needs to be enough for Him, when the time is right. 
Potter being a parselmouth is.. Unexpected.
Even Severus seems surprised. Delphini is not sure how to handle the news, she writes home to her Uncle who informs her to stay out of it.
For the first time in a long time, she listens. 
Sometimes, she thinks she's going insane. She hears her father speaking to her through the castle walls, they whisper and she listens. She continues her training.
She will be enough. 
That poor snake. 
Year 3: 
The castle is awake, dementors swarming high above them, eager, hungry.  
She hates them. 
Delphini is determined and reluctant all at once in her venture.
Macnair had just walked out to call for the dementors, readying them to focus their rage. Quickly and quietly she slips into Flitwick’s office. 
They both freeze the minute their gazes meet. 
Eyes clashing from across the room, one hand still resting on the door handle, the other’s chained to an ornate desk. Sirius is the first to break the spell. 
“You look just like her.”
She shifts her gaze away at that, something in her shattering just a little. “I know.” She wants to answer, but she doesn’t have the time. 
“How did you do it?” 
This time, it’s him that doesn’t answer, eyes scanning her face almost wistfully.
“She’d never stop talking about you, you know? Drove the other inmates mad in her rantings, but really I think she just didn’t want to forget.”
And how that just aches. 
She shatters further. “How could you leave her!?” She wants to scream, instead she asks again: 
“How did you manage to escape?” Her voice sounds more desperate than commanding, close to a whisper. 
He smiles sadly. 
“She can’t do it..” Delphini waits for him to finish his sentence. It’s short, and certainly not the answer she was looking for. “I’m an animagus.” 
And that’s all she needed to hear. She squeezes her eyes shut tightly, not bothering to hide her reaction. That familiar weight settles heavily on her shoulders again, for a moment she feels like she might crumble beneath it. Quickly she turns back to the door, ready to race out of the room and pretend he told her anything else. 
She pauses, tossing her dark curls over her shoulder to glance back at his haunting face. 
“Then why wait all this time? Why not leave that place the second you had the chance?” 
He doesn’t answer. 
He doesn’t need to.
Year 4: 
It was gorgeous, the bright green in stark contrast against the dark night sky. Constellations gleaming in its wake, a harmony in the heavens.
A terrorist attack, they had called it. 
Art, Delphini thought. It was the first time she’d ever seen it. 
Something was coming. Lucius seemed certain of this, even Narcissa had given them an exceptionally careful goodbye before ushering them onto the express.
The Triwizard Tournament turned out to be an even bigger let down than she’d imagined. Beauxbatons was a bore, and the Drumstang boys seemed scared of her, which was no surprise really. 
Karkaroff avoided her like a poor case of mumblemumps. 
His time would come, it was not up to Delphini to designate punishment. Not yet.  
Watching Potter almost die at the edge of each of these challenges did add a nice touch to the year. Though, all that anticipation she’d felt in summer dwindled a bit each time he survived. 
It wasn’t until Moody tracked her down in the corridors after hours that things really got interesting. 
Even Delphini was surprised to find Barty somehow alive. 
He doesn’t tell her much. They don’t have a lot of time as it stands, and really she’s just thrilled to have finally met him. He’s full of promises, of course. Lot’s of ‘soons’ and ‘be ready’. Delphini doesn’t get any of the details but she’s known since the beginning of term that it was finally coming. She’s more than ready, more than enough. Isn’t she?  
"The Dark Lord will rise again, Crouch! Throw us into Azkaban; we will wait! He will rise again and He will come for me!"
The scripture scrawled into her very soul. There have been signs everywhere pointing towards His return. Now she knows it to be true. 
“You have her face,” Moody - Barty - interrupts her thoughts, he’s staring at Delphini in near worship, a look so foreign for the professor. “You have His eyes, though.” 
“I know.” 
She meets Him for the first time later that summer and He tells her something similar. It means all the more coming from Him.
Before her father, for the first time, she spins her spells into symphonies, her hexes into homilies, casts her curses to the constellations. Shows Him everything she knows, and all her power with it.
She walks back over to Him when she is well and through, magic still radiating off of her in harsh waves. Her father takes her wand from her hands. 
“I have much to learn.” Delphini offers, and she knows it to be true.
Her father is looking at her wand still. 
Dragon-heartstring, like her mother. Yew, like His own. 
He is smiling when he answers, something proud dancing in those red eyes. “Yes. You do.”
Year 5: 
With the commencing of the Spring Equinox she is finally allowed home. Ostara save her.
Delphini has to brace herself before walking through those large double doors, entirely unsure exactly who she might find on the other side. 
Still, her heart is burning. 
At last. 
Her mother’s embrace is a blessing. A gift Delphini hadn’t known she needed. That sharp look of recognition in her eyes hurts in all its relief. 
She really does wear her face, afterall. They’d all promised her as much, didn’t they?
Father is there, He is watching. Studying them both, studying their interaction.  
Her mother takes her face between her palms like a prayer, eyes shining. She’s full of promises and penitence. Delphini isn't having any of it. Her mother owes her nothing and this, just being here, it's more than enough.
Delphini has never felt so whole in all her life.
She begs to be a part of their plans at the ministry. Anything she can do to further the cause, support her family, put them back into their rightful place - above everyone else.
It's futile. She's far too young, and the logistics of getting her there are far too problematic. There's talk of Azkaban and Bellatrix looks terrified at the prospect of Delphini somehow winding up there.
"Absolutely not. The choice is not yours to make and your Father and I are in perfect agreement that you remain at the school." She turns to her, reaching a hand up to caress Delphi's cheek tenderly.
"We'll celebrate once we return with the prophecy, hm?"
It's the one promise Delphini will accept wholeheartedly.
Year 6: 
Somehow, it’s Draco and Delphini that bear the brunt of the shame brought on from the fiasco at the Ministry. 
Draco is marked, as punishment to Lucius (to Narcissa).
Delphini is not, as punishment to Bellatrix (to herself). 
Her cousin is crumbling under the pressure, Delphini is soaring. It's the same weight she’d felt her whole life, only this time she finally has an opportunity to act on it.   
It takes longer than she would like to mend the vanishing cabinet. Draco was seeing to it personally in the beginning, but with little to no headway Delphini made it her personal mission.
Not that it really mattered anyway. Delphini has other plans entirely. 
Whilst Draco wastes his time casting cursed necklaces and poisoning wine, Delphini is speaking with the stars. 
She will be enough.
When the day of reckoning is finally upon them she can hardly hold back. 
“Expelliarmus.” It’s swift and was fully intended to take him off guard but she’d still expected him to put up some sort of a fight. Immediately, something seems off, its only a matter of sorting out whether or not its something she can take advantage of. 
“Evening, Delphini, Draco. Are you alone?” 
“Who else is here?” She doesn’t bother to entertain his question, though Draco is quick to boast about the Death Eaters holding off the guards down below. Dumbledore assures them he is alone, but the two brooms resting along the ramparts suggest otherwise. 
No matter, Delphini will handle them both. Draco is waxing on, talking about the vanishing cabinet and Rosmerta. Much as she hates to listen to him give them all away she’s taking a moment to study the Headmaster. Something seems off, as he is entirely unbothered to be at the wrong side of their wands.  
“And why have you waited?” The headmaster interrupts after a beat, causing even her cousin to pause. “Those feeble attempts to kill me all year, surely they weren’t you.” He is speaking directly to Delphini now, she knows it.
She smiles. 
Quickly, the other Death Eaters are fast up the stairs making their presence known. 
“It doesn't have to be this way.” The Headmaster continues, eyes only on her despite the others' verbal jabs. “Long ago, I met a boy who made all the wrong choices-"
“My Father, you mean?” She breaks her silence, the other Death Eaters laugh behind her at the revelation. Though Dumbledore is not at all surprised, and why would he be? “There’s no reason to hide behind truth’s any longer, Headmaster. His time has come, and consequently yours is over.” 
And suddenly Severus is there stepping forward to share a look with Dumbledore. A part of her considers testing the potion professors loyalty.. 
..Only, this is her moment.
“Avada Kedavra!” It’s sweet on her tongue, and even sweeter watching him fall. They’re on the move sooner than she’d like for them to be, hardly a chance to savor it.  
On their flight into the forbidden forest she throws a ‘morsmordre’ into the sky like a personal signature. The monogram of her family. 
When she finally greets them, He tells her she’s worthy and stitches as much into the inside of her left forearm.
She is enough.
Year 7: 
It’s beyond refreshing, being who she was always meant to be. 
Watching as Slytherins and now students alike all bow at her feet, that renewed fear keening in their eyes. 
She savors it, relishes in their reactions.
Miss Black, they call her.
It’s nearly perfect. Helping alongside mother and father to secure the ministry this summer, returning to Hogwarts with an honest surname, unforgivables cast at her fingertips without repercussion. 
Of course, there is still the looming prospect of Potter. 
He’s been hiding from them all for far too long, lurking in the shadows despite the growing number of mudbloods father kills. Finally, they manage to locate him at Hogwarts, where boy wonder somehow convince the entire school to fight for him. How cute.
Until eventually, they find a way to lure him out. 
Father calls her to the boathouse through the mark she finally bears. Her mother falls into step with her the moment she departs, Delphini is not sure if she was called but what does it matter? They’re family.
Nagini greets her with enthusiasm, dancing between her legs like a cat. She acknowledges her, of course, but only after she acknowledges Him.
He eyes her mother disapprovingly and Delphini is not at all sure what to make of that. 
“We’ll have him soon, Father. I'm certain of it. He’s far too righteous to let this continue, even if it is good fun. He will come to you. ”
He hums in agreement, long fingers tracing his newfound wand. 
“That he will, Delphini.”
She waits then, she and mother both, giving him the floor to impart his orders.
“You understand, Delphini, that you have proved yourself very valuable to me since my return.” She smiles gently, sharing a warm look with her mother before turning back to Him. “You’ve been right about a number of things, and dedicated beyond my expectations.” He pauses again before resuming his gentle pacing. “One can only hope that that devotion continues with my next request.” 
He falls into step next to her mother, reaching forward to trace along Bellatrix jaw gently. 
“I have concerns, Bella, with how this new wand may cooperate with me when it comes time to put an end to Harry Potter.” Her mother looks confused, leaning forward into his touch.  
“My Lord?” He lingers a moment, appreciating her features before resuming his pacing. 
With it He continues, telling them of wandlore he was able to gather from Ollivander, from Gregorovitch. Delphini’s stomach sinks with every word. 
“You understand, Delphini.” He pauses, stopping directly opposite her on the other side of the small boathouse with an imploring look. “That while you live, the elder wand will never truly be mine?” 
And finally she is crumbling under the weight of it all.
Tears swim in her eyes as she looks at Him without answer, finally broken. She did everything right - exactly as He had asked her to! She did it all for Him - for them! To be everything and more.. To be enough..
Though, it seems she may never be enough. 
“F-father..” Her voice is broken, stubborn tears escaping from her eyes, eyes the same shade as His own. He doesn’t speak, nor does he resume his pacing. 
And then there’s Bellatrix, balancing on the edge of in-between them.
Delphini is too afraid to even look at her, desperation more than evident in her mother's voice: “My Lord. Certainly, there is another way. We can take Potter as prisoner and work the rest out later! How can we trust the word of a two-timing wandmaker? No - there are more, other wandmakers throughout Europe! I will bring them to you and we can find other ways - just like we always do..My Lord.."
His eyes don’t leave Delphini's own.  
“Please.”
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liugeaux · 5 years ago
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The Master of Blasting
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Months ago, once I realized my Retron had a save-state feature, something got into me. I realized I could go back to old retro games and actually finish them. Sure, I played 100s of games in the 8 & 16-bit eras, but I’ve never been that good at anything with a steep difficulty. Most games of the late-80s, early 90s were punishingly tough and typically, without cheat codes I never got to see the end of them.  
After playing through all the old Donkey Kong Country games and Sonic the Hedgehog 1, I turned my eye towards a peculiar series I had only dabbled in before, Blaster Master. With the release of Blaster Master Zero on Switch, I was extra interested in diving into the well-regarded B-tier NES original.  
With a little research, I found that a total of 8 Blaster Master games have been released...that’s when the classic Sergio completist kicked in. I convinced myself that I shouldn’t play the new Switch games until I’ve completed all of the retro titles. When I began my journey I didn’t realize it would be such a headache.  Here’s my run-through of all the Blaster Master Games.  
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1988 - Blaster Master (NES)
Ah, the original. This little game has a charm to it that most games of the late 80′s don’t have. It was clearly inspired by Nintendo published games like Metroid and Zelda. Blaster Master’s key gimmick is the ability to play as the armored tank Sophia the 3rd or as an on-foot character named Jason, the pilot of the tank. As needed, Jason jumps out of the tank and enters human-sized doors.
Blaster Master is a 2D platformer, but once Jason enters a door, the game switches to an overhead perspective for navigation through maze-like dungeons. None of the mazes are particularly hard to solve, but all of the game’s bosses are found in these dungeons. As a kid, having a game that completely switched perspectives was rad. I never owned it as a child, but I vividly remember my time with it through rentals and such.  
This first game is super hard and I found myself using known glitches to get past the game’s harder boss sequences. In true Metroidvania-style, there’s heavy backtracking throughout Blaster Master and if you don’t know where you’re going getting to the next level can be quite annoying. Having played the whole game, I can finally say that despite a super strong first impression, Blaster Master isn’t that great. 
It's WAY too hard and by the halfway point the luster had worn off the unique gameplay. For some reason, this is the point where I decided to dive headfirst into the rest of the Blaster Master games. I’m a glutton for punishment I guess.  
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1991 -  Blaster Master Boy (Game Boy)
Prior to playing the original, I had no idea there were so many titles in this series. I definitely didn’t know there were multiple portable entries. Blaster Master Boy is less a Blaster Master game and more a Bomberman game. Technically its a sequel to the Bomberman spin-off Robo-Warrior. A quick trip over to Youtube can confirm that the gameplay and music are lifted directly from Robo-Warrior. To add even more confusion, in Japan, Robo-Warrior was called Bomber-King, Blaster Master Boy was Bomber-King Scenario 2 and it wasn’t even published by the same company.  
Because of this weirdness, I didn’t spend too much time with Blaster Master Boy. It also didn’t help that there isn’t a decently priced copy anywhere on the internet.  
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1993 - Blaster Master 2 (Genesis)
Five years after the original, Blaster Master returned to the console market with Blaster Master 2. It was a Sega Genesis exclusive and the only title in the series released in the 16-bit era. Playing this immediately after the original really made it quite hard. The controls aren’t as precise and the difficultly level is somehow ratcheted up. Blaster Master 2 is a more straight forward platformer without the backtracking of a traditional Metroidvania. 
Unlike the first game, when you enter the human sections of the game, you don’t start a top-down sequence. Instead, the pilot levels are 2D platform shooter areas. All of these seem half-baked, clunky and compared to the game’s contemporaries, quite sad. Fortunately, top-down gameplay wasn’t completely abandoned, before the end of each level there’s an odd top-down sequence, where you pilot Sophia. This mechanic never returns in future games, but taking the rest of the game into consideration, it really isn’t terrible.  
Unfortunately, there’s not much good to say about Blaster Master 2, It hits most of the design notes that the first one hits but the entire experience feels like it was made by a completely different team. Funny enough, after saying that, I looked it up and Blaster Master 2 was, in fact, made by a completely different team. Ha! 
The game’s only saving grace is its vivid color pallet and solid sprite design. Like the first game, the music solid, but unless you’re taking a trip through the whole series like me, Blaster Master 2 can be skipped.   
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2000 - Blaster Master: Enemy Below (Game Boy Color)
It took Sunsoft awhile to get around to the Blaster Master series again, but in 2000 they came out swinging. Blaster Master: Enemy Below was released for Game Boy Color and of all the games on this list, it is the game that most resembles the original. Much of the art is designed to look nearly identical to the NES games’, even down to a nearly pixel-perfect recreation of the SOPHIA tank.   
The top-down Jason segments return as does the extreme difficulty and fantastic soundtrack. It’s hard to really complain about the execution of this title. It was clearly an attempt at just trying to make the closest thing they could to the original and in many ways, it is a tighter and more consistent experience. Unfortunately, that’s also a strike against it. Enemy Below doesn’t bring anything new to the table. The bosses are basic re-hashes of the originals, the levels feel like a “lost levels” DLC pack and the game being portable doesn’t really encourage innovation.  
I guess the coolest thing I can say about Enemy Below is that it's still available for purchase. On the 3DS Virtual Console, you can pick up Enemy Below for about $5. At that price, it’s easy to recommend, especially since it comes with built-in save-state functionality.  
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2001 - Blaster Master: Blasting Again (Playstation)
Also, released in 2000 (in Japan, 2001 in North America), is the weirdest game in the series to date, Blaster Master: Blasting Again. For those of you too young to remember, the Playstation/N64 era of video games was full of 2D series trying their hand at 3D games. Blasting Again is an egregious example of this frustrating industry trend. You still pilot a tank, with all the same features, like homing missiles, and hover, but you’re dropped into a fully realized 3D world with painfully bad anime cut-scenes.  
The “Jason” sequences are still here, but they too are 3D and mundanely boring. Also, with this being an official sequel to the original, you play as Jason’s son Roddy, not Jason. Much of the music from earlier in the series is remixed, and rerecorded, so not all is lost in the odd one-off. Unfortunately, the antiquated tank controls and punishing difficulty makes Blasting Again hard to recommend. I was able to play it on PS3 with no issues, but the toggle switch for the digital and analog controls was initially hard to find.  
I ended up sinking about 40 hours into finally beating this tragedy. I wasn’t able to use save states and despite it being objectively bad, I grew to love it’s janky and unfair presentation. As a whole, these games have really tested my ability to control my anger, but Blasting Again was the first one to truly get all the way under my skin.  
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2010 - Blaster Master: Overdrive (WiiWare)
Notice, I have yet to say any of these games are good, that’s because they aren’t. What they have is a charm to them that conjures the aura of the scrappy beginnings of gaming and the forced appreciation of only owning 4 games that had no checkpoints. Thus far, despite initial misgivings, I’ve enjoyed my time on this journey. Blaster Master: Overdrive is where that joy ended. The fun I was having with the series was taken out back, brutally beaten, and left to die in the town square as an example to anyone daring to play this absolute nightmare.
Overdrive starts innocently enough. It does it’s best to try and evoke the gameplay and tone of the original and for what it's worth the art style isn’t terrible. The Sophia and Jason gameplay loops are in-tact and even the gun-upgrades are more important than ever. Where Overdrive falls apart is its difficulty and embarrassing lack of control options.  
I’m sure most of you are at least familiar with the Wii-Remote. With this being a Wii-Ware only game, it could only be played with the Wii-Remote. The real downside is that the developer either ran out of time or opted not to explore the myriad of control options the Wii offered. There’s no classic controller support, no Gamecube controller support, there’s not even a way to map buttons to a nun-chuck. You are stuck playing with the Wii-Remote turned sideways.  
This wouldn’t be that big of a deal if they had found a better way to implement strafing into the controls. To strafe, the player must hold the B button. That’s the button underneath the Wii-Remote. In a world where the player is using the remote like an old-school NES controller, B button usage is a legit finger-bending-nightmare. Couple this broken control scheme with punishing difficulty and you have the perfect recipe for rage-quitting. I‘m not proud of my behavior during my time with this game and let’s just say I own 1 less Wii-Remote now.
The last thing I want to say about Overdrive is less about the game itself and more about its availability. The Wiiware marketplace is 100% closed, which means there’s no legit way to purchase this game, outside of buying someone’s Wii who had already bought it. This is an ominous foreshadowing of things to come. I would have paid for this game. Hell, I’m deep enough into this BM adventure I would have paid a premium to play this dumb game, but Nintendo’s shut-down of the Wii-Ware shop is a low-key attack on game preservation that us archivist, CANNOT forget. *steps off of soap-box* 
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2017 - Blaster Master Zero (Switch/Steam)
With the release of Blaster Master Zero, the series got the most attention it’s had since the original game. Most of that attention was because Zero was basically a launch game for the Switch. The best way to describe Zero is to say that it’s developer Inti’s attempt to take the Blaster Master formula and actually make a decent game. For the most part, they succeed. Oddly enough, almost 30 years later, Zero is the first legitimately good Blaster Master game.  
Much like Enemy Below, Zero tries its hardest to evoke the look of the original NES game. Some refer to games like this as pixel art, others refer to it as lazy...I float somewhere in the middle on it. It was great playing a Blaster Master game with a proper controller where the mechanics actually work. However, it was frustrating seeing a game, based on a design aesthetic that hit its ceiling in the late 80s, try to beautify itself. Many attempts were made to make the design stand out, but it just kept hitting the ceiling established by its predecessors.  
Alternately, by Inti making the game super-playable, the flaws of the older games stand out even more than before. Typically, good Metroidvania’s have an intuitive way of hinting at where you need to go next or a good way of telling you what access you’re new power-ups give you. Due to Zero’s obsession with evoking the original, that intuitive gameplay is replaced with a red box on the map screen. This turns the game into a “drive to red box, shoot things, drive to next red box and shoot more things, experience”, rather than the naturally explorative nature of other games in its genre. The anime story seemed unnecessary from the start, but I’m sure someone will enjoy it. 
While playing Zero I honestly asked myself, “Is this game way easier than the older games, or can I finally control this little tank properly?” I’m sure the real answer is somewhere between those two extremes, but ultimately Zero was a blast, albeit WAY too easy. I’m really looking forward to seeing how the sequel improves upon this wonderful jumping-off point. However, I’m positive I’ll be disappointed that more wasn’t done to bring the series into the modern 2D-platforming space.   
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2019 - Blaster Master Zero 2 (Switch)
Zero 2 is very much a sequel to Zero. In true anime fashion, the story immediately gets super self-serious and consequently superfluous. I’m sure some players will love the dialog between protagonist Jason and all of the various anime-faced characters, but that’s not what I’m here for. Needless to say, the story gets involved in ways other Blaster Master games haven’t. That’s not a strike against it, it’s just a characteristic that may not actually matter.  
All previous mechanics are intact here and new ones are introduced almost immediately. If Zero was truly the first good Blaster Master game, then the refinements introduced in Zero 2 make it...wait for it...THE BEST BLASTER MASTER GAME EVER MADE! It controls well, the levels are interestingly built, and where previous sequels in the series lacked innovation, Zero 2 is full of cool and weird, new stuff. The bosses are fresh and interesting, the Jason sequences have been enhanced with a brand new counter mechanic and the space travel segments add a level of depth not seen in previous games.  
I hate that I’m being so positive about the game. It’s been so much fun talking shit about Blaster Master games. Unlike the previous game, developer Inti found a way to modernize the gameplay and still make a genuinely challenging experience. I had trouble with multiple bosses, but never did I feel like the game was unfair, or something was broken. Many of the additions to the story also benefited the gameplay. Something as simple as making the Frog from the original game the reason Jason can immediately leave dungeons serves both the story and gameplay.  
This has been a long journey, and the real hero is Inti Creates. Hopefully, Zero and Zero 2 have done well. The work put in by Inti deserves praise. They have perfected a formula that’s been pending since 1988. Both titles are only $10 on the Switch shop, and at that price, you are basically stealing them. Anyone with a Switch has no reason not to pick at least one of them up and check it out.   
As for the series itself...I have very mixed feelings. There are very few good Blaster Master games. It's a series that trades in loose nostalgia for a widely forgotten NES game. From that, a bunch of often half-hearted sequels were developed trying to capitalize on the little bit of cache the original game still has. I don’t regret my time with the series and I think more titles deserve the Blaster Master treatment, but subjectively, I wouldn’t recommend anyone pick up any games outside of the original and the 2 newest Switch titles.  
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