Battle of the Network Mega Stars. Review

Battle of the Network Mega Stars.

The Mega Man Battle Network series on the Game Boy Advance reprogrammed

the mega-mythos we all know and love into a digital pet game. In the three Action/RPG

GBA games thus far, Mega Man teams up with his human trainer and best bud, Lan

Hikari, to combat ne’er-do-well viruses online.

Geez, it sure would be helpful to have a Mega Man of my very own just to power

blast all my junk e-mail away. “Johnny Liu ­ increase your bust size from a

measly A to a voluptuous double D!” *BLAM!* My bust size is fine,

thank you very much. Unfortunately, there’s no “Mega Man Spam Killer” for my

e-mail just yet, but at least the blue bomber made it to the Gamecube.

Mega

Man Network Transmission
takes the Mega Man Battle Network formula

and attempts to bring it back into the classic action realm. It’s a hard pill

to swallow. The most interesting RPG parts of Battle Network are left

behind, and the action is not as good as the best of the Mega Man series.

With some unbalanced difficulty, this is not a Mega Man for the masses.

Part of what made Battle Network good was the dichotomy of a human

world and an online net. In Network Transmission, there is no dichotomy

­ just action levels set online and the cheap facade of a normal world. Movement

around the normal world, with a steady increase of new areas and a shop, is

done via a simple map that doesn’t add any sense of environment or immersion.

Instead, we get the classic Mega Man action stages with a degree of

backtracking after upgrades have been made ala Metroid.

The “Chip Weapon” upgrade system has been grafted into the traditional action

game with fair results.

In Battle Network, the Chip system allowed Mega Man to have a range

of selectable weapons, such as a shot that would spread into a V, a sword, or

bombs to lob. Battles would take place on a small grid. The different attacks

directly complemented the grid environment, creating offensive and defensive

points for each attack. Network Transmission forces that grid system

back into a 2D world, thus creating a smaller margin of error with a tendency

towards a strict timing scheme.

In turn, Network Transmission encourages the old-school trial and error

gameplay, with its complete absence of continues and abundance of punishing

instant deaths. With this trial and error comes a mastery of which chip weapons

are best for which scenario, a hallmark of the series. Perhaps the RPG element

that should have been added was steady growth that rewarded each attempt instead

of instant deletion.

When you start a new life, you pick from a selection of five chip weapons.

There’s also the very weak basic shot. At certain times, it is to your strategic

advantage to use the weak shot, thus saving your weapon chips while still avoiding

damage. The timer to reset your chip weapons is painfully slow. It made sense

in the direct one on one battles of Battle Network to have a timer, but

in Network Transmission where you can just as easily stand in place without

any damage to reset the timer, it’s more of a hassle.

If you take on Network Transmission, expect to play the first two levels

several times over ­ getting the knack of using the proper battle chips can

be trying, and don’t expect much luck by way of random enemy actions.

For

instance, while it can be relatively easy to learn how to slide under Fire Man’s

torch blasts, he may just as likely start walking towards you on one try as

he is to walk away. If he walks toward you, the torch blast timing becomes much

harder, and then whammo! – quick death.

Even though you can set some default chip items to be ready upon starting

an action sequence, the weapon system is more predicated upon the luck of the

draw. Once you do get over the initial difficulty, the game evens out a touch,

but by then, most people will have already left.

Of any Gamecube game, this one would make the most sense for GBA connectivity.

The Game Boy Advance could act like one of the digital PDA devices featured

in the game, where little Mega Man could live and then “jack in” to the big

scary “net” on the Gamecube. For a game about network connectivity, not utilizing

any form of it is just a shame.

Stylistically, the cel-shading of Network Transmission could have used

some more detail, but the highly contrasted light-sourcing effects add considerably

to the look. It pales next to Wind

Waker
, but the cartoony graphics are decent. The electronic theme is adequately

represented with wires, neon, chips, and ‘net’ imagery everywhere.

The music references the digital pops and clicks of computer noises to create a series of heavily electronic sounding tunes. The voices are in the original Japanese, which is par for the course of the series.

Mega Man Network Transmission‘s gameplay is simply not as strong as

either of the two original parent entities on their own. It’s as if the balanced

half-action, half-RPG formula of the Network Series was just tossed into

the classic Mega Man action mold, creating an unbalanced partial-RPG

with a merely satisfactory mix of action. While there are some good action bits

that do justice to Mega Man‘s long history, Network Transmission

is not among the best of the series. Still, those of you who have followed Mega

Man through his 15 years of gaming may find enough fond memories here to warrant

a go.







  • Classic Mega Man villains
  • Some good action after initial hurdles
  • Good light-sourcing effects
  • Unbalanced difficulty at the onset
  • Shoehorning Battle Network with classic Mega Man
  • Best RPG bits of Battle Network left out
  • No GBA connectivity in a game ideally suited for it

5

Upcoming Releases

Classic Mega Man villains Some good action after initial hurdles Good light-sourcing effects Unbalanced difficulty at the onset Shoehorning Battle Network with classic Mega Man Best RPG bits of Battle Network left out No GBA connectivity in a game ideally suited for it
Classic Mega Man villains Some good action after initial hurdles Good light-sourcing effects Unbalanced difficulty at the onset Shoehorning Battle Network with classic Mega Man Best RPG bits of Battle Network left out No GBA connectivity in a game ideally suited for it
Classic Mega Man villains Some good action after initial hurdles Good light-sourcing effects Unbalanced difficulty at the onset Shoehorning Battle Network with classic Mega Man Best RPG bits of Battle Network left out No GBA connectivity in a game ideally suited for it
Classic Mega Man villains Some good action after initial hurdles Good light-sourcing effects Unbalanced difficulty at the onset Shoehorning Battle Network with classic Mega Man Best RPG bits of Battle Network left out No GBA connectivity in a game ideally suited for it

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