Introduction
One of the game industry's most cherished icons ventures into new territory, the
RPG, in this slick, stylized package from Capcom. Mega Man Battle Network may
recall images of gaming bliss from days gone by, but make no mistake: this is
not the Rockman the world has come to know and love. Keep reading… the gambit
paid off. Capcom has a respectable history in the domain of the Role Playing Game
through its famed Breath of Fire series, but Battle Network (MMBN) marks a
detour of the Mega Man series from side-scrolling robot combat. In its stead
remains a well-crafted quest far from typical RPG fare complete with an
unconventional yet immaculate battle system.
GamePlay
The gameplay of MMBN is split between two worlds: that of an elementary student
named Lan and his neighborhood, and that of his "personal information terminal",
or PET, which exists in a parallel realm of computers and network links. Lan and
his friends (most of whom have computer-related names) accomplish tasks in the
real world while directing their PETs to cooperate in cyberspace. Lan's PET is
named Mega Man.EXE, and is his best friend rather than a simple program. An archetypal evil organization known as the WWW is plotting to overthrow and
destroy the computer-integrated civilization using wicked viruses and other
maniacal means, and Lan must partner with the extraordinary Mega Man.EXE and his
allies to combat them in the cyber-battlefield. The non-battle gameplay segments are familiar enough. Lan and Mega Man run
about in their respective worlds, talk to people and other programs, buy items,
and defuse the sinister plots of the WWW. The two friends can communicate at any
time to trade hints or progress the story. Mega Man must be inserted into
cyberspace to travel about, which can be done at Lan's home PC or at many other
obvious or covert locations. As he finds new links and passwords, he can access
more areas online and dramatically expand his reach. MMBN's levels are well designed, yet the network between Lan's PC and his
friends’ is perhaps too complex for the large amount of time that must be spent
there. A large-scale map is a sorely missed aid when trying to worm around
convoluted paths that cannot be contained on the GBA's small screen. The combat system in MMBN is a truly refreshing, surprising departure from
traditional RPG "Attack-Item-Run" warfare. Battles are random, and take place on
a 3x6 grid. Mega Man and his foes (Lan never fights directly) each initially
occupy half the board, but squares can be redistributed through certain
techniques. Fighting is done through Mega Man using his faithful yet weak buster
gun or utilizing one of over 175 possible Battle Chips, which can be obtained
through victories, found on the ground, or purchased. Mega Man's heath is
automatically restored after victory, but a loss will result in the seizure of
funds. The Battle Chip system is one that will require deft strategy to master, yet
is easily accessible. Mega Man must have thirty chips set aside at one time out
of his collection, five of which will be available at the commencement of the
fight. He can either use them or abstain and gain an additional set by the next
round, but must always have at least five in his grasp. Chips are arranged by
type and code: those of the same attack may have different letters assigned to
them. Therein lies the necessity to strategize. Mega Man may use more than one
chip per turn if they are all the exact same technique, or share the same letter
code. Sound complicated? It's remarkably easy in practice, though the theory is
a bit sticky. Lan's PET can also be upgraded with increased Hit Points or buster
power, augmenting power, speed, or charging ability. The letter codes contain one more secret: arranging, for example, Cannons A,
B, and C consecutively in a turn triggers a temporary fusion into the Zeta
Cannon, one far more powerful than its components. Many such combinations exist,
not all of which are so simple. This is one more facet of the rich system that
must be taken into consideration when balancing the myriad attacks with recovery
or defensive chips. Mega Man is graded on his virus-busting performance on a scale of 1-10
(higher), with a crowning S ranking. Certain chips will only be found when a
high ranking is achieved, and late in the game Mega Man must excel if he is to
continue his quest. Taking no damage and quickly finishing opponents will be
rewarding. Capcom's odd RPG features several 2-Player link modes. Each player will need
a copy of MMBN, and can access three different modes: Battle Chip trading,
practice battling, and fighting with Battle Chips at stake. Controls
MMBN features an overworld quest in isometric perspective, so character controls
consist of mainly moving the current avatar in cardinal directions. Saving,
making Mega Man exit cyberspace, and talking to his alter ego can be done at any
time with ease. The scheme in battle is also quite simple and highly responsive,
which is a blessing when trying to perfectly time an evasion through a blast
wave. Speed must be mastered early if success is to be had, and fortunately it
is no great obstacle. Graphics
Capcom's computer-savvy RPG features both cartoonish and techno-abstract
graphical styles. Lan's world is one of pastel colors and a hand-drawn look,
while Mega Man's thrives with pulsing backgrounds of bizarre icons or patterns
at times in the vein of Earthbound. Both worlds are visually pleasing and offer
a rather simple elegance in lieu of stark detail and realism. However, sprites
are large and richly detailed despite maintaining the cartoon look. Mega Man
steadies his buster in combat, his eyes blink, and his knees flex as he
repositions himself for a better shot. The overall effect of a heated battle is
indeed impressive.
Cut scenes are done in consistency with the in-game graphics, though an
occasional video scene would not have detracted from the experience. The Battle
Chip illustrations also sport a delightful manga appearance.
Sound & Music
MMBN offers some of the best music yet on the GBA, with a few surprisingly
decent selections that may have one's fingers tapping to the beat. Most of them
avoid becoming repetitive despite their quasi-techno roots, but the overworlds
feature more mellow tunes. Sound effects are not a vital element of the game
experience, but are still adequate. Final Comments
Mega Man Battle Network is one of the true unexpected gems of 2001. The game
takes around 25 hours to complete at a leisurely pace, and the save-anywhere
feature is a great boon to its portability. Unlike some other pocket RPGs, not
only the hardcore need apply. The storyline, which at first may seem to be the
cliched “save the world” setup in a new environment, grows involving by the end
with the interesting truth behind Mega Man.EXE. Perhaps the only glaring flaw in
the game is the omission of an overworld map, which would have been invaluable
in cyberspace. Anyone with an open mind who is not expecting traditional Mega
Man fare should be able to enjoy this fine title. With a sequel already
available in Japan, now is a great time to begin the memorable adventures of Lan
and his remarkable PET.
|