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MegaMan network transmission

Box shot

July 07, 2003

Platform: Nintendo Gamecube
Developer:
Capcom
Publisher: Capcom
Reviewed by: Rick "32_Footsteps" Healey

Gameplay: [5] Graphics: [8] Audio: [5] Replay: [4] Overall: [5.5]

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Now, as some may be aware, I've been fond of the Mega Man series since the first game. Heck, I still occasionally play my copy of the first game. But naturally, game play must evolve over time, or else there would be no point in releasing new games. Thus, I was rather thrilled with the Game Boy Advance's action RPG take on Mega Man, the first two Mega Man Battle Network games. Thus, I was a bit surprised when I found that Mega Man.EXE would be coming to the Gamecube... as a pure action game. How would this work?

Well, to begin, the story. The game takes place between the first two Battle Network games, shortly after Lan and his internet avatar/voice of reason Mega Man.EXE defeat the Life Virus, created by Wily's World3 (or WWW) criminal organization. However, now there is a new threat - something called the Zero Virus has been unleashed, and people are losing control of their avatars, called Navis. Lan and Mega Man, more bold than wise, decide to jump in and deal with the situation.

While on the face of it, this has a similar plot to the Battle Network games, the truth of the matter is that it's more simplified. This time, Lan doesn't have to worry about side distractions to his goal of ridding the internet of virii, he just goes forth and does it, one crisis at a time. Thus, fans of the GBA games will be a bit disappointed that Lan won't have to deal with levels of betrayal and doubt - it's all very straightforward.

One side benefit that this does have, though, is that it does help further develop the personalities of the various characters. However, it does build mostly off of what you've previously seen of Lan and his friends in the Game Boy Advance games, so newcomers to this game might not quite catch some of the nuances in their interactions.

For the gameplay itself, perhaps what marks this game the most for me is what is missing - you never control Lan directly. You can tell him to jack into the net from different terminals, but he doesn't actually leave his house. Thus, you end up missing half of the joy of the Battle Network games - interacting with situations in the real world, which acted out well to balance the internet portions of the game.

Since you only really control Mega Man.EXE, I really should describe how that plays out more. Basically, it's a merging of a side scroller with the elements that marked the Battle Network games, like the custom meter and battle chips. In fact, you control it much in the same way you control the Mega Man X games for the Super Nintendo and Playstation 2, complete with using the shoulder buttons to switch sub-weapons (or battle chips, in this case). Since Capcom is using a control scheme that they've been tweaking since the 8-bit era, it works rather well. After 15 years of making Mega Man and his predecessors move, Capcom knows how to pull it off.

However, the way battle chips work really needs improvement. Like the GBA games, you select up to 20 types of chip to put into an active folder, which can be called up every time your custom gauge fills up. However, instead of refreshing after a battle like in the GBA games, your chip selection replenishes only when you leave and re-enter the internet. You can get a single replacement of a chip if you can destroy the enemy that gives them out, but that's not always an option (especially with rare chips like the Navi chips and the more powerful Recovery chips). If there were some items that allowed more replenishing of battle chips, the game would play much more smoothly.

One thing I did like, though, is how the game limits the overall usage of battle chips. Mega Man has a "memory" bar, and using a battle chip eats up a portion of this bar. Thus, if you try to blitz with battle chips, you'll soon discover that you've run out of them. Fortunately, the memory bar does refill over time (think of it as using up some RAM and slowly clearing it out), so you can adequately balance battle chip usage.

The biggest problem, though, lies in the game play. When you first run into an area, you'll find it, more often than not, mind-bendingy difficult. However, each area has a trick, as does each enemy. Once you figure out that trick, the area becomes a cakewalk. It's not like in previous games, where there were some tricky spots even if you knew what you are doing. Here's it's nigh-impossible until you know, and child's play when you do. Thus the challenge isn't in skill, it's in finding the right tack to take on the area.

Graphically, the game is pretty solid, and is one of the few games out there that efficiently uses cel shading. It works for this game partly because the action is all in two dimensions, and cel shading more often than not fails with a third dimension. The game does have a look and feel of a side-scrolling cartoon, and it fits in perfectly with the game. Moreover, this dovetails nicely with the feel of both the Game Boy games as well as the new Mega Man Network Transmission cartoon rolling out. It certainly fits together much better than the original Mega Man did with his cartoon incarnation.

The game's sound, though, is slightly off. The music oddly sounds tinny, like someone is trying to render the music on a Game Boy Advance. Sometimes, it clears up and sounds decent, but more often than not you're wondering why they couldn't have polished it more. Also a bit throwing is that the game keeps using the original Japanese voice tracks for the game, which are a bit high pitched. Plus, I still find it throws me off when the on-screen text is one language but the voice clips are another. Others might not have an issue, but may still wonder about why Lan is being called Netto (his name in Japanese).

Perhaps the game's biggest appeal, though, is in its nod to the original series. I mean, Mega Man.EXE even jumps in the same manner as the original. Plus, many of the character designs for the enemy Navis, all named after characters from the original Mega Man games, are updated versions of the original enemies - compare this FireMan and this GutsMan to the versions from the original. Rather nice work.

Sadly, though, Mega Man Network transmission is going to appeal to a small audience - namely, people who enjoy both the original Mega Man games and the Battle Network games for the Game Boy Advance. Granted, I'm one of those folks, so I've been quite pleased with the game. In the end, though, most of the game is made as a gift for those fans. Anyone who isn't both types of fan will miss out quite a bit on the game. So while only hardcore fans of the Blue bomber will want to own this game, the casual fan may enjoy it as a rental, but someone who ordinarily doesn't bother with other iterations of Mega Man will just be left out in the cold.

 

Mega Man network transmissions Gamecube review on netjak.

 

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