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MegaMan Battle Network 5: Team Protoman Reviews

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MegaMan Battle Network 5: Team Protoman Review, by musicman2059
Score: 8.6 / 10 - 8/11/2005 10:55 - By musicman2059
This review was originally posted on GameFAQs under my alias there, Lufia4life. This note ensures the reader that I am both musicman2059 on GamingMoz and Lufia4life on GameFAQs.

Let's face it. A year ago, when Capcom released Megaman Battle Network 4: Red Sun/Blue Moon stateside, it left many fans disappointed. Though it was one of the more publicized Battle Network games of the series, many players found the story lacking and the gameplay a bit sketchy, among other things. It was certainly a dark day for what was a great series.

Now, fast forward to today. Now, Megaman Battle Network 5: Team Protoman/Team Colonel have been released on western shores. Fans of the series once again rushed to stores across North America in hopes for a better game... did they? Chances are, nine out of ten people that have played it will tell you this game has saved the Megaman Battle Network name. Taking a mix from some of the older days and mixing them with new elements, it's not surprising that it seems that this game is just what the series needed after Battle Network 4's flop.

But, why is it that makes this game so much better than some of the others?

STORY:
First off, the game's story is a major improvement of what was given in the previous installment. This time around, the story is in-depth and doesn't have to do with battling your way through a bunch of tournaments multiple times in order to have every element of the story revealed to you. (In fact, it's also got its plot twists to boot.) Although the main portion of the story revolves around Nebula's hostilities over the Internet, a good chock of the story involves other scenarios that may or may not be directly linked to the Regal-run darkchip syndicate that usually involves an operator and netnavi duo that Lan and Megaman have to recruit for their Anti-Nebula team, which has been charged with hacking, slashing, and kicking some bad guy booty. Although it doesn't sound like much, this game's story progresses much easier and has a lot more flow. Plus, it actually makes sense.

RATING: 16/20 - Reminds me of the good ol' days of Battle Network 2 and 3.


GRAPHICS:
Of course, you're never going to get top-of-the-line graphics on a handheld... Well, at least not in this day and age but it's getting there. The graphics in this game come off of the the Battle Network 4 engine, but have been improved in ways, mainly within the cyberworld and battles. Paths in the cyberworld, as it usually has been, are color-coded to allow the player to easily distinguish between different levels, and the area's main path. Battle animations that have been around since the first Battle Network still haven't changed, but that isn't much of a setback than it seems. The menu screen also got a graphical makeover to give it a more digital look, although it might take some getting used to.

RATING: 5/5 - Just like Battle Network 4's, but a bit batter in certain areas.

PLAY CONTROL:
Although play control normally doesn't matter in an RPG, Megaman Battle Network can be a bit of an exception. Just like the previous Battle Network games, all controls are responsive and pose no problems to the player, although moving around on isometric maps may take some getting used to for first-timers. The battle system controls are just as good as ever, and moving around menu screens pose no problems. My only beef about it is that there's no quick and easy way to move diagonally in battle just yet. (However, it just adds to the challenge and makes beating those tougher late-game bosses a lot more rewarding.)

RATING: 10/10 - Doesn't pose any problems whatsoever.

GAMEPLAY:
Now is the moment of truth. Does Battle Network 5's gameplay improve on Battle Network 4's?

Although Megaman Battle Network 5 uses many elements out of previous games, such as soul unisons, darkchips, and the navi customizer, it also introduces new ones that make it a game of its own. The big addition to this game would have to be liberation missions, alongside the traditional battles. In a liberation mission, you control a team of up to five netnavis in a Nebula-controlled area, moving through it and liberating it panel by panel. For the most part, it's a strategy-type battle that may remind many tactical RPG gamers of Fire Emblem or Shining Force. What makes it different is the fact that in Battle Network 5 liberation missions, your team finds an area littered with dark panels. The object is to liberate each dark panel, either one at a time or in a clump, (using navis' special abilities) by winning a "timed" netbattle. (When I say timed, I mean three turns that each end automatically.) Winning the battle liberates the affected panels and allows you to move on to your more important objectives, such as darkholes or the mission boss. Completing a mission fast enough also has its own rewards. Although liberation missions are a cool new feature, there are also scenarios in the game that follow the system traditional to the Battle Network series, allowing you to have the best of both worlds.

As with Battle Network 4, this game sports the soul unison system. These allow megaman to unite with specific element battlechips in order to take on the form and abilities of other navis, along with other elemental bonuses and/or penalties. As with before, soul unisons last for three turns, but this time they can be lengthened through navi customizer programs.

That's not all, though. Battle Network 5 also improves on 4's darkchip system. Unlike in the past, where darkchips would just popup in your custom window when Megaman was worried, they are now buyable and inserted right into your folder. There is now a wider variety of darkchips, but they do carry the same penalties from using them as they did in Battle Network 4. However, you can work around these penalties with chaos unisons. These special soul unisons activate by using a darkchip to unite instead of a regular one. This one-turn unison allows you to freely use that darkchip's power as your charge shot without fear of losing your HP or tainting Megaman's soul. However, if a chargeshot isn't timed correctly, your chaos unison may just backfire at you.

Just like in previous games, Battle Network 5 players can link up to trade chips or battle each other, but this game also sports a special battle mode called a crossover battle. Players that are lucky enough to have a friend that has Boktai 2: Solar Boy Django and a pair of wireless adapters can link up to see who can either outlast their opponent or defeat ShadeMan first using their respective battle systems. After the battle, both players recieve crossover points that can be used within the game to buy special items.

So, does Battle Network 5 make the gameplay rebound from 4? It sure does!

RATING: 30/30 - Liberation missions are a great addition, and previous features are better than ever.

SOUND:
Just like with graphics, you aren't going to get the best sound out of a GBA game. Just like in previous adventures, though, Battle Network 5 recycles previously used sounds with some new music. People who actually pay attention to the BGM in these games will be happy to know that the music is a solid improvement from Battle Network 4's, going back to the strict techno-ish style of the first three games. Other than that, the game's sound effects are nothing special, and I'm sure there are a few people that will probably play with the sound off.

RATING: 8/15 - The music is catchy, but what the game needs are sound effects that weren't used in the previous games.


REPLAYABILITY:
Just like before, Battle Network 5 offers things that will keep players coming for more, even after they've finished the main story. Players can choose to make the game more challenging and try to earn more marks on their title screen by fulfilling certain requirements. Although it may not account for actual replayability, the amount of stuff to do after the game is completed makes this game worth playing well after the final battle. There are bound to be some that will treat some of the extras as a "been there, done that," however, as most of the objectives haven't changed much.

RATING: 17/20 - Offers a lot to do after the game is done, albeit that most of it is the same from other games.


Final thoughts:
I'm sure that to a lot of people, Megaman Battle Network 4 was a disappointment. However, that shouldn't keep people away from this game. Believe me; I was so excited about a lot of the game's features that I preordered it, which is the first time I've done so in about five years, and awaited the call from my local store. I'm sure glad I did it, too. If you've played any of the previous games, Battle Network 5 will restore your faith in this series, and for those that are first-timers, it'll be a purchase you won't regret. Megaman Battle Network 5 was worth the wait.

SCORE:

Story: 16/20
Graphics: 5/5
Play control: 10/10
Gameplay: 30/30
Sound: 8/15
Replayability: 17/20
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FINAL SCORE: 86/100 -> 8.6/10


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MegaMan Battle Network 5: Team Protoman Editors:



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