>>16703247
I was fine with "beat the guy and earn his weapon, and maybe find an item or two in his level." I didn't need "beat the guy who's off-screen half the time then reset until you do it without getting hit more than twice then find out his skill was for the Shield Boomerang." I essentially had to play the game 2-3 times over with starting health to satisfactorily "complete" it to the same degree as every other Mega Man game.
In the case of Zero 1, I literally played it twice because Game Overs make you permanently fail the level and boot you to the next without refilling your lives. The second time I gracefully sailed through the entire game and kicked everyone's teeth in, but that was not cool, game. That was taken out, and in Zero 4 the weather determines whether you get the boss power, but also introduced a retarded crafting system. Each sequel takes out a stupid idea and puts a new one in its place, and overall Zero feels like a series filled with complexly bad ideas.
Also you can't convince me that having two mutually-exclusive upgrade systems is smart, or that a trap with a ponytail and a diaper-thong thing is cool.
TL;DR: I wanted to get all the stuff and Zero expected me to do everything perfect the first time to do so for no good reason, and I like the stuff in the other games better anyway.