Game Review Data
 


Game Title

Mega Man Battle Network
Publisher
Capcom
Features
Battery Save Anywhere, Two-Player Link
Format
RPG
Reviewer
Neil Aschliman


RATING

Excellent!


Ratings Scale:

Excellent!

Good!

Playable!

Ho-Hum!

Yuck!


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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.

Screen Shots

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.

@ EAGB Advance 2002. All rights reserved.