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Mega Man Battle Network series: Lob in and kick ass

Magic PinkMagic Pink Tur-Boner-FedRegistered User regular
edited February 2008 in Games and Technology
So I've just discoverd the Mega Man Battle Network games after picking up Mega Man Starforce Dragon for cheaps. And then staying up last night till 1 in the morning IGNORING PATAPON (!) to play it.

It is crazy fun.

Here's a little run down courtesy of the beloved Wicki:
The series is set in the year 200X, (sometimes written as 20XX) in an alternate version of the original Mega Man universe in which networks, rather than robots, were the subject of the most research. Like the original, there were two main projects and only one was funded, but unlike the original, the work of Dr. Tadashi Hikari (the series' version of Dr. Light - the name makes reference to both "Light" and "Right" being correct names for Mega Man's creator in the original series) in the field of networking and AI programs had been funded over Dr. Wily's research in robotics. The result of Dr. Hikari's research was the PET (PErsonal Terminal), a small computer which is used similarly to a cellular phone or PDA and which contains a customizable artificial intelligence complete with emotions, known as a NetNavi (short for Network Navigator). A NetNavi is responsible for helping the operator search, use, and surf the internet as well as protect the PET and itself from viruses. Within years the Internet evolves to the point where it literally becomes possible to send an AI into it and physically move around as if it were another world, and technically, it is. There is some danger, however: viruses evolve alongside Navis and the Internet to become intelligent on some level. Navis presumably have advanced data to prevent tampering with their code directly: Viruses cannot harm them by corrupting their data, unlike viruses of our age, who cannot do anything but this. However, because the Internet has evolved to the point of taking on a manifestation, so, too, can virtual weapons be used. If a Navi or a Virus takes too much damage from viral weapons, it's programming will lose integrity, disperse, and be deleted shortly afterwards. Navis, however, have weapons of their own: Each Navi has antiviral weapons that are built directly into its programming that provide basic defense, and can, in addition to this, be sent weapon programs from the PET via the use of BattleChips.

Some years later, the series focuses on Tadashi's grandson, Lan Hikari. They somehow get involved in foiling the schemes of a net-crime organization called the WWW.

A little on the over all gameplay:
To advance through the game the player must navigate both the real world as Lan and the Net as MegaMan, each containing certain tasks that must be completed to allow advancement in the other. MegaMan.EXE is often contained in Lan's PET (PErsonal Terminal), however this may be connected to the Internet or a computer in a process called "jacking in" ("plugging in" in Japan), which allows MegaMan access to that device. At this point, the Navi is transferred to the respective device, rather than being duplicated. If the program is deleted while jacked in, the effect is rather permanent, unless a backup of the Navi has been made. However, for the player, deletion of MegaMan.EXE results in a game over in most circumstances.

In contrast with all other MegaMan series, in which battle and movement through the levels happen in the same setting, Battle Network's combat occurs only through the electronic world by battling viruses. They do not generally appear on the world map of the Net but are usually set as randomly generated encounters in a role-playing game style. The battlefield itself contains 18 squares that only one object may occupy at a time. Those are further divided into two groups of 9, one being space in which MegaMan may move and the other controlled by the enemy and in which MegaMan cannot usefully move. Though, akin to other Mega Man games, MegaMan.EXE possesses an arm cannon, or Mega Buster. It is much less powerful than in other incarnations of the franchise, so in order to eliminate viruses, referred to as deleting, the player must utilize Battle Chips. These are minor programs that contain data that the Navi can utilize in order to perform more powerful attacks, such as sword attacks, summoning other Navis for help, or supportive actions such as healing or destroying movement tiles. The chips are based on the data of the viruses that the player fights, and some battle chip images have the image of the virus they came from on them while others go a step further and actually summon a copy of the virus, if temporarily.

These Battle Chips must be uploaded to MegaMan.EXE by Lan, in a process called "Customization." Uploading is limited to chips of the same variety, such as two sword chips, or chips containing the same identification code (all chips being associated with a letter of the alphabet, with each particular chip having a limited range of possible letters, such as A-F).

At any given time, the player may only have exactly 30 chips (no more, no less) in a general pool from which the Customization process may draw from, called a folder. However, in addition to these 30 chips, a player may possess any number of other chips in inactive reserve which may be moved to the active folder, called the pack. The player is only allowed up to ten of the same kind of chip and up to five Navi chips.

Here's a trailer of sorts showing gameplay from Battle Network 5: http://www.youtube.com/watch?v=qKWacDMORMs

AND NOW THE GAMES

Mega Man Battle Network

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Lan and MegaMan.EXE fight off Net Criminals connected to an organization called the WWW ("World Three"). The WWW intentionally infects computer networks with viruses so as to hinder their normal operations and steal vital information.

Mega Man Network Transmission - the only one on the Gamecube
One month after defeating the LifeVirus (the Ultimate weapon of the WWW featured in Mega Man Battle Network), Lan and MegaMan return to a life of restlessness. However, no sooner does Lan begin to relax when he hears of a mysterious and destructive "Zero Virus' that infects Navis and causes mayhem via PET e-mail.

MegaMan Network Transmission attempts to appeal to a wider audience by incorporating aspects of platforming similar to other Mega Man series, while retaining the strategy and gameplay of the Network series.

Unlike previous Battle Network series, Lan is restricted from moving location to location; instead, the player uses a map screen with points of interest to travel to different levels. Levels are opened up as the player progresses through the game, with a slight emphasis on linear progression, although MegaMan can diverge "off path" to gain secret items, more battlechips and other power-ups.

Battle is done in real time, with MegaMan.EXE given the ability to jump, slide, and dodge attacks, abielt on a 2-dimensional plane. Battlechips are provided to the player through a "custom bar"; filling up as the time accumulates (the custom bar fills up much more slowly compared to the Game Boy Advance titles). When the bar is full, the player can select various battlechips, which can be provided in multiple quantities and can be used for platforming aspects as well as battle.
GAMEPLAY: http://www.youtube.com/watch?v=sNVknI1aa9I&feature=related


Mega Man Battle Network 2
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Three months following the events of MegaMan Battle Network the story opens with the world in a time of peace following the defeat of the organization known as the WWW. However, NetCrime, as perpetrated by a NetMafia organization known as Gospel, is on the rise. Once again Lan Hikari and his NetNavi MegaMan become involved and work to defeat Gospel’s plot to destroy society

Where in the original, a player had only one chip folder, Battle Network 2 introduces the possibility of alternate active folders, allowing players to easily customize their range of possible attacks to conform to multiple situations. Battle Network 2 expanded the old chip code system, which had previously been limited only to the alphabet. Some Chips could occur with an asterisk (*) as their code letter, a wild card symbol meaning the Chip can be used with any other Chip. One final change was the replacement of the old armor system, which only affected damage received, with a style system that affects damage received, attack damage, physical appearance, among other benefits. During the course of the game MegaMan may take on one of five Styles (Guts, Team, Custom, Shield, and Hub), each of which will also be aligned with one of four elements (Heat, Wood, Elec, and Aqua). He can store up to two styles in his memory at once and change out when not battling.

Mega Man Battle Network 3: Blue and White
200px-MegaMan_Battle_Network_3_White_Version_Coverart.jpg200px-MegaMan_Battle_Network_3_Blue_Version_Coverart.jpgThe previous leader of WWW has reformed the terrorist organization and now seeks to release Alpha, an evil prototype version of the Internet that was locked away before the current Internet was set up. To release him, the villain needs the passwords, referred to in-game as TetraCodes, to the firewalls Alpha is trapped behind, which are hidden in secret locations.

Following the success of Pokémon, Battle Network 3 was released in two versions: White and Blue for English release. Each version had slightly different Battle Chips (largely from the different way chips are organized), as well as slightly different sidequests.

The Emotion Window is a new mood indicator that lets the operator know MegaMan's current state based on fighting performance. The window also changes whenever DoubleSoul is used, to a mugshot of the corresponding Soul used.

Blue Moon is bugged, don't get it!

Mega Man Battle Network 4: Red Sun and Blue Moon
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Scientists have suddenly discovered a massive asteroid hurtling towards the Earth, it just having passed Neptune. The scientists scramble to alert their superiors against this new threat.

Meanwhile, MegaMan and Lan Hikari have found themselves engaged in battle with a super-powerful Navi named ShadeMan. ShadeMan’s armor is too powerful for MegaMan to penetrate, but ShadeMan has lost his weapon systems, so he retreats. MegaMan notices that ShadeMan dropped an unknown chip. He and Lan are told by Higsby that it is a DarkChip, a chip that makes a Navi super-powerful, but also turns that Navi evil. They hold on to it, vowing never to use it.

Battle Network 4 greatly differs from Battle Network 3 in many ways, the most notable of which is the concept of DoubleSoul (Soul Unison in the original). DoubleSoul is similar to how the classic-style Mega Man could acquire the weapons of the Robot Masters that he has defeated: by using DoubleSoul, MegaMan.EXE could use the powers of other NetNavis in the same manner as how classic Mega Man could use the powers of the Robot Masters through their weapons. To perform a DoubleSoul, which lasts for a temporary amount of time (three turns), however, a chip must be sacrificed for the battle.

DarkChips, which are powerful chips that give many negative side-effects, make their debut in this game: a mood indicator in the corner of the screen shows the mood of MegaMan, and should the mood change to a negative one, random DarkChips will appear in MegaMan's Custom Screen. Each DarkChip will have many negative (and a notable permanent) side-effects, and will taint MegaMan's own soul with darkness. Should the darkness overwhelm MegaMan, he will find that a different selection of chips are made available to use, with a different selection of Program Advances (like the infamous "DarkNeo" Program Advance, which involves the Bass GigaChip) therein. Also, when you use a DarkChip (aside from the battle with ShadeMan in the ToyRobo), MegaMan permanently loses 1 HP for each and cannot regain all HP lost, even if you were to purify yourself. There are also special chips (like the 5 evil chips) that can only be used if MegaMan is completely consumed by dark power.

Mega Man Battle Network 5: Team ProtoMan, Team Colonel and Double Team DS
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Lan Hikari and his friends, Dex, Mayl, and Yai, are called to Sci-Lab headquarters for the revelation of the latest research project Yuichiro, Lan's father, has been working on. Before he can reveal it to them, however, mysterious agents take over Sci-Lab, subduing everyone with sleeping gas, kidnapping Yuichiro, and stealing the PETs (and thus the Navis contained within) of Lan's friends. These agents turn out to be working for Dr. Regal and his crime syndicate Nebula, which has returned after being defeated in Mega Man Battle Network 4.

As implied by the games' titles, other Navis besides Mega Man play a much larger role. Mega Man joins a team led by either Lan's and Mega Man's rivals Chaud and ProtoMan.EXE or new characters Baryl and Colonel.EXE, and the members of this team assist MegaMan in various ways. Soul Unisons, originally introduced in Mega Man Battle Network 4 return: by using a chip of the right element to activate a Soul Unison (instead of its normal effects), Mega Man can take on the attributes of one of his teammates. For example, if Mega Man Soul Unisons with ProtoMan, his MegaBuster becomes a WideSwrd attack.

The team plays its largest role in Liberation missions. In Liberation missions, Mega Man and the rest of his team enter a part of the internet controlled by the Nebula crime syndicate, in order to free it from their control. Each Navi works autonomously, choosing corrupted Dark Panels to Liberate, or clear of Nebula's influence, to clear a path to the boss Navi controlling the area. Attempting to liberate a panel leads to a time-limited battle with a group of viruses. Each Navi has different abilities, including a unique chip always available to them in battle, a different weapon in place of the MegaBuster, and an out-of-battle ability which can clear multiple panels, protect teammates from damage, or other effects.

Mega Man Battle Network 5: Double Team DS includes the content from both Game Boy Advance games, and the player can choose which version to play when beginning a game. By making progress in one version of the game (either in a separate save file or in a GBA version of the game in the GBA slot of the Nintendo DS), the player can earn TP Chips (transport Chips), which allow the player to temporarily trade a teammate from one version of the game for its equivalent from the opposite version. For example, a player playing the Team ProtoMan version of the game would normally be supported by GyroMan.EXE. By using a TP Chip, that player could switch GyroMan with ShadowMan.EXE, the equivalent from Team Colonel.

Mega Man Battle Network 6: Cybeast Falzar and Cybeast Gregar
The final game in the series!
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Lan and his family have moved to Cyber City. At his new school, he makes friends with three individuals who go by the names Mick (Kojiro), Tab (Asuta) and Iris. However, WWW has returned and is causing trouble that not even the Official NetBattlers can control, so MegaMan decides to investigate. Here, MegaMan discovers that the Cybeasts Falzar and Gregar have something to do with a mysterious conspiracy. When a WWW Navi captures one of the Cybeasts, MegaMan captures the other Cybeast and gains the "Beast Out" ability. Now armed with Beast Out, Lan and MegaMan must fight WWW and stop whatever they're up to.

Succeeding the Soul Unison system, the Cross System is introduced in Battle Network 6. Although similar to the preceding system in Battle Network 4 and 5, Crosses can last for the entire duration of a battle without utilizing the three-turn limit and be activated without a sacrificial chip. Upon finishing an ally Navi's mission and battle, MegaMan will gain the Navi Link to that particular Navi, thus enabling a Cross between MegaMan and the corresponding Navi. There are 5 Crosses per game, and each has an element with attributes to the linking Navi. However, if MegaMan is hit by an element that he is weak against, he will instantly take double damage and revert to his normal state.

Beast Out is an additional gameplay element after MegaMan encounters one of two Cybeasts. This feature can be activated by pressing the "Beast Button" in the Custom Screen. Like Soul Unison, Beast Out lasts three consecutive turns and "Emotion Points" can be recovered by avoiding usage of the power in later battles. Upon expiration, MegaMan will be in an exhausted state but can still activate Crosses.


Mega Man Starforce: Pegasus, Leo and Dragon
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Set in the fictional year 220X, emphasis on internet technology has lessened, and instead, the world has become networked through use of EM waves. Though cyber worlds and NetNavis still exist in Star Force, human dependency on them has greatly decreased, and people no longer have Navi companions. Three large satellites orbiting the Earth—Pegasus, Leo, and Dragon—power the EM Wave World that exists around the Earth's atmosphere, keeping the world networked. While the EM Wave World is normally invisible to the human eye, a special piece of eye-wear called the Visualizer (possessed by the series' protagonist) allows a human to see this other world. However, like with the cyber worlds of Battle Network, viruses (known as EM Wave Viruses) inhabit the EM Wave World, causing problems in every day life.

In Battle Network, people operated PErsonal Terminals (PETs) to constantly interact with the network. Similar devices called Transers are used in the Star Force world. Transers are compatible with Battle Cards (the Star Force version of the previous Battle Chips), and when swiped through, they provide means to deleting viruses that infect the EM Wave World and other electronic devices. A group of Satella Police also exist, dedicated to stopping virus attacks and thwarting criminals who manipulate the EM Wave World in order to break the law.

Furthermore, there exists an alien planet known as "Planet FM," inhabited by extraterrestrial beings called FM-ians. FM-ians can traverse in both worlds, and also possess the ability to physically merge with human beings through a process called "Electromagnetic Wave Change" (denpa henkan). Other than lending a human the FM-ian's powers, this process also transforms an ordinary human into an "EM Wave Human," allowing him or her to freely operate in the EM Wave World (as well as cyber networks within specific electronic devices).

The protagonist of Star Force is Geo Stelar, the son of a famous scientist and astronaut. He has an encounter with a rogue FM-ian known as Omega-Xis who takes residency in Geo's Transer. When the two go through an Electromagnetic Wave Change they form an entity known as Mega Man.

Mega Man Star Force is an action RPG much in the same vein as Battle Network. It is rendered in an isometric style (sprites, views, etc.) during field gameplay, but its battle system is three-dimensional, with the battles being viewed from behind Mega Man, and movement restricted to only left and right. Since enemies have a much larger playing field, battle evasion seems limited, but the player is given a choice of techniques like shielding and homing attacks to keep battles balanced. Mega Man's life is a simple "Hit point" (HP) numerical system. When he takes damage, the number lowers, and when it reaches "zero," the game is over. HP can be recovered in a number of ways, both in and out of battle.

Mega Man Star Force consists of three versions sharing the names of the satellites: Leo, Dragon, and Pegasus, references to the constellations Leo, Draco and Pegasus, respectively. Each version offers a separate transformation for Mega Man based on the satellites: Ice Pegasus, Fire Leo, and Green Dragon. (No elec-element transformation exists in the game.) Each transformation also has a special "Star Force Big Bang" attack that can be unleashed after countering an enemy attack.

So far I've managed to get a hold of every version for super cheap except for the first one which I used to own, never finished, and then lost. :(

Anyway, I'm totally grooving on the mega cheesy atmosphere in the games. The whole Friendship Beats Everything! ploy in Japanese cartoons aimed at young boys is just a scream and these game are AWASH it in.

Currently going through Battle Network 2 and Star Force Dragon. And I'm not sucking!

For completeness's sake, the OTHER mega Man games thread is here: http://forums.penny-arcade.com/showthread.php?t=42668

Magic Pink on

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    NewresNewres Registered User regular
    edited February 2008
    So if one does not want to get all the hojillion games in the series what version is the best one (I am guessing Starforce) ? And is it like FF where it the stories only share some similarities or are these true sequels ?

    Newres on
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    TimestonesTimestones Registered User regular
    edited February 2008
    2, 3, and 6 are my personal favorites. 1 is pretty good too but painfully archaic compared to any of the later entries in the series in its map design and how encounters are handled. (You can't run from encounters in the first game without the use of a special Battle Chip, and some of the enemy combinations in later segments are so brutal it's nearly impossible to win.) I didn't care much for 4 and 5, though your mileage may vary. You can't go wrong with 2 or 3 though.

    Timestones on
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    Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited February 2008
    Newres wrote: »
    So if one does not want to get all the hojillion games in the series what version is the best one (I am guessing Starforce) ? And is it like FF where it the stories only share some similarities or are these true sequels ?


    It looks like they're all actual sequals. They can almost all connect with each other (not just same number versions but like 4 can connect to 3) to unlock special things as well. And as for hojillion games, yeah, there's a bunch, but I got them all for about 40$.

    Mostly I've heard 1-4 are great and 5 and 6 are not.

    Star Force is really it's own series and has very little connection to Battle Network except for some names and such. I wouldn't say it's the best tho. The combat is odd since you go from a 2-d horizontal battle with 9 spaces to move on to a vertical 3-d battle with only 3 and you have to time your attacks to counter other attacks.

    Personally, I'm really excited for 5.

    Magic Pink on
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    PureauthorPureauthor Registered User regular
    edited February 2008
    2,3 are great, as is 5. 6 is good, but I could never shake the 'reheated leftovers' vibe from that game.

    Pureauthor on
    SS FC: 1334 0950 5927
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    Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited February 2008
    Pureauthor wrote: »
    2,3 are great, as is 5. 6 is good, but I could never shake the 'reheated leftovers' vibe from that game.

    It took you till 6 to get that??

    I would have imagined that would hit at about 3 or 4. :P

    Magic Pink on
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    StericaSterica Yes Registered User, Moderator mod
    edited February 2008
    Holy Capcom Sequel Syndrome. I had no idea they put out that ridiculous a number of these games.

    I did enjoy 1 & 2, but I stopped caring when they starting doing the petty Pokemon version thing.

    Sterica on
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    Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited February 2008
    Rorus Raz wrote: »
    Holy Capcom Sequel Syndrome. I had no idea they put out that ridiculous a number of these games.

    I did enjoy 1 & 2, but I stopped caring when they starting doing the petty Pokemon version thing.

    Well, their version thing seems a little tamer then Pokemon's. Even if you do connect you can't get the exclusives chip/forms permanently anyway from what I understand so why bother at all?

    Magic Pink on
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    LewiePLewieP Registered User regular
    edited February 2008
    These games are really bad.


    I love them so much.

    Not played past 5. How is Star Force?
    I wish more RPGs existed with this kind of battle system. Slightly more action based would be better too.

    LewieP on
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    PureauthorPureauthor Registered User regular
    edited February 2008
    Magic Pink wrote: »
    Pureauthor wrote: »
    2,3 are great, as is 5. 6 is good, but I could never shake the 'reheated leftovers' vibe from that game.

    It took you till 6 to get that??

    I would have imagined that would hit at about 3 or 4. :P

    Not to the extent that 6 did. It really didn't bring anything new to the table, and it even took away the awesome Liberation Missions from 5. Not good.

    Pureauthor on
    SS FC: 1334 0950 5927
    Platinum FC: 2880 3245 5111
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    Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited February 2008
    LewieP wrote: »
    These games are really bad.


    I love them so much.

    Not played past 5. How is Star Force?
    I wish more RPGs existed with this kind of battle system. Slightly more action based would be better too.


    I like Star Force a lot. The main character is a total bitch and his FM alien Mega is a complete jerk. The battles take quite a bit more reflexes and timing then Battle Network since you only have 3 square to move in and have toi attack at the right time to get Counter Hits. I like the whole invisible world deal going on more then the Internet thing in Battle Network as well. Just keep in mind, so far, that all the characters are COMPLETELY unlikable. It's very funny.

    Magic Pink on
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    StericaSterica Yes Registered User, Moderator mod
    edited February 2008
    Magic Pink wrote: »
    Rorus Raz wrote: »
    Holy Capcom Sequel Syndrome. I had no idea they put out that ridiculous a number of these games.

    I did enjoy 1 & 2, but I stopped caring when they starting doing the petty Pokemon version thing.
    Well, their version thing seems a little tamer then Pokemon's. Even if you do connect you can't get the exclusives chip/forms permanently anyway from what I understand so why bother at all?
    The version thing didn't bother me so much as the fact they pumped the damn things out faster than Madden. I figured they couldn't keep the quality up (or I couldn't keep the monies up).

    You also didn't mention the Gamecube one.

    Sterica on
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    Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited February 2008
    Rorus Raz wrote: »
    Magic Pink wrote: »
    Rorus Raz wrote: »
    Holy Capcom Sequel Syndrome. I had no idea they put out that ridiculous a number of these games.

    I did enjoy 1 & 2, but I stopped caring when they starting doing the petty Pokemon version thing.
    Well, their version thing seems a little tamer then Pokemon's. Even if you do connect you can't get the exclusives chip/forms permanently anyway from what I understand so why bother at all?
    The version thing didn't bother me so much as the fact they pumped the damn things out faster than Madden. I figured they couldn't keep the quality up (or I couldn't keep the monies up).

    You also didn't mention the Gamecube one.


    DOH

    Magic Pink on
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    StericaSterica Yes Registered User, Moderator mod
    edited February 2008
    Is the Gamecube one even based on the same gameplay? I recall it being more in the vein of the normal series.

    Sterica on
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    Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited February 2008
    Rorus Raz wrote: »
    Is the Gamecube one even based on the same gameplay? I recall it being more in the vein of the normal series.


    Apparently it's a weird hybrid platformer type of gameplay. Story-wise it just links 1 to 2. Which, you know, they should be doing anyway I would think.

    I can't find it anywhere for CHEEPZ.

    Magic Pink on
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    PureauthorPureauthor Registered User regular
    edited February 2008
    Swords were completely broken in MMBNT. Also the Swordman theme song in that game kicks ass.

    Pureauthor on
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    Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited February 2008
    Without dropping too many spoilers, I just have to share the beginning of Star Force, I giggle thinking about this.

    So, the game opens with our little hero, Geo Stellar. First, I love these cracked fucking names they give these kids in these sort of collect-a-monster games.

    Anyway, Geo's Father, uh... MR. Stellar was on board the first Space Sattion sent out to contact the newly discovered ALIEN LIFE. All of a sudden the spece station vanishes and, months later, a piece is found floating in the ocean. All are sad boo hoos.

    Geo is so emo'd out over this he quits going to school and refuses to interact with anyone ever again because he's afraid of being hurt. Yeah, yeah, all touching and lame.

    He doesn't go to school for THREE YEARS. THREE. In FUTURE JAPAN. Oh so bull.

    Anyway, Geo watches the sky all the time because he misses his dad and wants to be him or some shit I don't care really. One night after putting on his dad's special Visualizer glasses and seeing all the Wave Roads all over he also sees Omega-Xis, an FM alien. Omega-Xis, who's being chased by VILLAINS, wants to hide in Geo's Transer, like a mobile phone. He says if Geo will let him, he'll tell him about his father.

    I'm about a month forward in game time and Omega STILL hasn't told Geo anything about his dad. Geo keeps bringing it up, Omega keeps shooting him down. He is just the biggest ass ever.

    "You said you'd tell me about my dad!"
    "I did say that didn't I? OMG MONSTERS"

    Magic Pink on
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    TimestonesTimestones Registered User regular
    edited February 2008
    I really hated Geo in Star Force. He's such a whiny little douche for so long that when he finally stops I no longer fucking cared.

    Omega-Xis is awesome though. He's such an asshole it's kind of refreshing.

    Timestones on
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    Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    edited February 2008
    Timestones wrote: »
    I really hated Geo in Star Force. He's such a whiny little douche for so long that when he finally stops I no longer fucking cared.

    Omega-Xis is awesome though. He's such an asshole it's kind of refreshing.

    It really is. I love how he keeps riding Geo for being a "whiny girl".

    Magic Pink on
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