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Mega Man Battle Network 5: Double Team DS

2006-03-07

Grade:  7.9

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Mega Man Battle Network 5: Double Team DS screenshots:

Mega Man Battle Network 5: Double Team DS screenshot 
Two guys with swords! Whoo!

Mega Man Battle Network 5: Double Team DS screenshot 
Talk to the hand!

Mega Man Battle Network 5: Double Team DS screenshot 
Why you should cover your nose when you sneeze

Mega Man Battle Network 5: Double Team DS screenshot 
Magnet Man, the true lord of the dance

Mega Man Battle Network 5: Double Team DS screenshot 
But it does not double your pleasure

Mega Man Battle Network 5: Double Team DS screenshot 
Little does he know, Zenny means bat turds


Mega Man Battle Network 5: Double Team DS screenshot 
Die, tiny submarine! Die!

Mega Man Battle Network 5: Double Team DS screenshot 
Perhaps overcompensation

Mega Man Battle Network 5: Double Team DS screenshot 
Though the ninja dies, the purple trumpet and the bat fight on

Mega Man Battle Network 5: Double Team DS screenshot 
Evil cacti, the bane of the future

Mega Man Battle Network 5: Double Team DS screenshot 
Chips! Beautiful chips!

Mega Man Battle Network 5: Double Team DS screenshot 
When Search Man points, people get hurt

Mega Man Battle Network 5: Double Team DS screenshot 
My room is so awesome


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In Greek, his name is Megas Anthropos.

   Mega Man sure has gotten around a lot in the past two decades. He started out as a robot in blue tights and a helmet who crotch-punched into submission the evil Dr. Wily and his legions of fiendish robots (almost always in sets of eight) who tried to take over the world. As he got older he grew more mature and tacked an X onto the end of his name (because the ladies love it!). Now battling evil robots that looked like animals (again, always in sets of eight), he fought to protect the humans from extermination at the hands of the rebel Sigma. Shortly thereafter, he suffered a midlife crisis and again reverted to a little kid in blue tights, except this time he was helping an old man and a young girl dig up buried treasure. He rather presumptuously referred to these adventures as his "Legends". [On the other hand, at least didn't blow his kids' college fund on a corvette - ed.] Not finding in this diversion the serious life change he had sought, Mega Man decided the only path to true happiness lied in discarding the body and becoming a wandering consciousness in cyberspace. [Once again, the similarity to real live men's midlife crises cannot be denied - ed.] Of course he wasn't quite ready to give up the ass-kicking part of his life, though, so he became the digital avatar of a young boy named Lan, and together the two of them fought cyber criminals who took the forms of his old foes. Later on he went crazy, returned to his robot body and waged war against humanity with only Zero, his old friend from his X days, having the strength to oppose him. Like I said, the little bugger's been busy.

Ever the little entrepreneur

   One of his latest ventures is Mega Man Battle Network 5: Double Team DS, a double-packaging of both versions (Team Protoman and Team Colonel) of the newest entry in the Battle Network series. As alluded to above, in these games Mega Man is no longer a robot, but a sentient computer program operated by a young boy named Lan. Thus each game has two different worlds; the real world, where Lan and the other human beings live, and the cyber world, a much more complex version of our current internet, where Mega Man and the other programs dance and laugh and shoot each other in the face. Because the cyber world has reached amazing levels of ass-kickedness, the real world has been capable of making some incredible scientific developments. However, it has also become more dependent on the net than Kate Moss is on smack, so any problems in the cyber world can become catastrophes for humanity. [Sigh. Can't we just stop copying ideas from The Matrix already? - ed.] Thankfully, just like in real life, when vulnerabilities arise, no one steps in to exploit them out of deep felt respect for humanity, peace, and progress. Riiiight. Anyway, so now there are a whole bunch of bastards using their evil programs in an attempt to bring the world to its' knees. While Lan and Mega Man have defeated any number of them in the past, the newest group, Nebula, lead by the infamous Dr. Regal (the son of this continuity's Dr. Wily!), is proving particularly troublesome. Dun, dun, duuuuuuuuuuuuuuuun!

If this is really the internet, where's all the porn?

   For anyone who's never been exposed to one of these bad boys before, Mega Man Battle Network games are essentially action-RPGs. As a middle school student, Lan, you wander about the streets and back alleys of the real world talking to strangers, and just like in the really-real world, no one tries to molest you. When you find a suspicious looking outlet, you stick your finger in it. Providing that doesn't kill you, you plug in your PET (sort of like a palm-pilot, but more than just huge tools have them) and upload Mega Man into the item's computer system. [Tonight on 20/20: Lan revealed to be the missing son of R2D2! - ed.] Mega Man can then dash about inside the system talking to other programs, reading message boards, purchasing items, and pushing old ladies down stairs. However, as Mega Man you are also vulnerable to random encounters.

   The internet of the future is (surprise!) completely overrun by viruses, most of whom closely resemble the cute little notebook doodles of that slightly weird girl we all knew in Jr. High. Unlike the viruses of today, the viruses of Battle Network don't try to steal your credit card number, spy on your personal habits, or bombard you with ads for how to make your penis bigger. Instead, they just try to beat the tar out of you. To be honest, I think I prefer them. [Me too. All this internet penis puppetry has really been getting to me lately! - ed.] The battle arena where you face the little buggers is made up of eighteen squares laid out in columns of three, nine blue ones that are Mega Man's movement area and nine red ones that are the viruses'. By tapping a directional button you can have Mega Man instantaneously jump to one of the other blue squares to dodge a virus's attack or to line up one of his own. Mega Man's renowned Mega-buster returns in this series, but it does a much better job tickling the viruses than killing them. The real pain-makers come in the form of battle chips. There are hundreds of chips and one of the objects of the game is to collect as many as possible, a la Pokemon. Each of the chips performs a different action, from firing off a cannon to healing Mega Man's wounds, swinging a sword, scratching a limb, or summoning one of the defeated bosses for a particularly potent attack. At the start of each battle (and each time the battle gauge fills; think Final Fantasy's ATB gauge) a menu pops up with a list of several battle chips chosen randomly from your folder of possible chips. You are allowed to select one (or a few depending on some rules which I frankly don't feel like getting into right now, so there!) and use it to rain destruction down on your foes like a mighty god of violence.

Faces come out of the range when you're a little blue computerized dude in tights.

   But this is likely old-hat to anyone reading this review [holy crap, do people actually read these things?! - ed.]. What the screaming masses really want to know is what sets this Battle Network apart from all the others. One word: there-are-a-bunch-more-playable-characters -that-you-can-use. Yes, for the first time in the history of Battle Network you actually get to play as different Navis. Depending on which version of the game you play you'll get a different team of Navis, each of whom will utilize the same chip folder as Mega Man, but operate very differently. The tough-guy Tomahawk Man likes to get right up close to slash away at foes, while the lanky Numberman does better keeping back and hurling explosives or laying traps. There's not much difference between either Team Colonel or Team Proto Man gameplay wise, as both teams' characters correspond functionally, but when one game has Shadow Man, Knight Man, and X4 fan-favorite Colonel, while the other has Gyro Man, I think we all know which is the more intriguing prospect. [Umm, I'd like to phone a friend, please! - ed.]

   The reason for the use of teams is due to the fact that (in probably the biggest change to the series thus far) some lengthy turn-based strategy sections have been introduced. Periodically throughout the game, your team will be called upon to retake a part of the Net that has been occupied by enemies. To do this, your characters must battle their way across panels infected by viruses, closing up questionably named Dark Holes along the way, until they reach the boss on the other side and give him a good spanking. While those familiar with Battle Network gameplay may question how this can work, it quickly becomes a fun and exciting diversion from normal dungeon-crawling. Sure, the strategy sections are fairly simplistic (characters always act in a certain order and their only options are to attack or to use their one special move), but trying to figure out the quickest way to finish the battle to earn a swell prize takes some real noodle working. Umm, no, not THAT noodle. I meant your brain, sicko.

More consistency than an elderly person's bowels.

   There have been a handful of other minor tweaks since the series has now made the jump to the DS. The touch screen functions as an actual PET, and using the stylus significantly streamlines the games menus. Being able to glance quickly at a map without interrupting gameplay is definitely a plus, as getting lost amid dozens of similar looking paths has been a problem that's plagued the series since the beginning. You can also use the DS's microphone to cheer Mega Man on during battle to give him slight bonuses, but if you're older than eight, doing this around anyone else will likely get you wedgied beyond belief. Finally, you can connect wirelessly and have tournaments of up to eight Battle Network-loving friends, which probably amounts to the entire U.S. Battle Network fanbase. [The last US census places this number closer to 6 - ed.]

   Other than those additions, though, this is pretty much the same Battle Network from the early days of the Gameboy Advance. The music is perky but unremarkable. The graphics are those from the first Battle Network, albeit with the slight changes that were made in BN4. The story is still the same forgettable schlock about the power of friendship overcoming all adversity. And Mega Man still has that stupid mullet. Why, Capcom? Why? All in all, it's a step in the right direction after the crap-tastic Battle Network 4, but the series still feels like it needs a bit of reinventing. If you're a fan of the series and you own a DS but haven't picked up either GBA version of MMBN5, this is the one to get. But if you already own either Team Colonel or Team Protoman, or just don't like Battle Network games, there's nothing here that really screams out for your blood money. Hopefully, though, Capcom will really take advantage of the DS hardware for Battle Network 6 and we'll get something that makes us all proud to be playing games about little kids and their collectible trinkets. God willing...


       ... Mike Zeller

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. Summary: A solid effort to inject some originality into a series that's been getting a bit stale. The result is very much like a two day old pretzel with some fresh new mustard on top.

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Systems: Gameboy, DS

Genre: Action-RPG

Setting: A slightly more advanced version of the modern world and its parallel cyber world.

Mood: Relatively light-hearted, but occasionally intense in a Pokemon, gotta-be-the-best-and -stay-true-to-my-friends kind of way

Story: Cyber terrorists! World in peril! Yadda, yadda, yadda...

Graphics: Essentially the same as all the other Battle Network's, but attractive in a 16-bit kind of way.

Music/Sound: Perky and upbeat, if not particularly memorable

Voice Acting: Limited to shouts and one-liners

Script/Dialog: Lots of kiddy hijinks and professions of friendship and loyalty. Blah.

Similar Games: All the other Mega Man Battle Networks.

Gameplay: Mega Man with a dose of Yugi-oh.

Strengths: The same excellent battle system from previous games with the addition of multiple playable characters, some simple but engaging strategy sections.

Weaknesses: Still nothing really earth-shattering to win over skeptics or reinvigorate waning fan interest.

Depth: Tons of chips and Navi customization for players to sink their teeth into.

Length: About 30-35 hours depending on how many side quests you take on.

Pace: Steady

Difficulty: Moderate

Control: As dead-on as Mega Man games always are.

Learning Curve: A little steep for the strategy sections but otherwise fairly comfortable.

Replayability: Well, you're encouraged to at least play through twice

Will keep you up until (a.k.a Fun Factor): Your mom makes you go to bed.

Notable Features: Two games for slightly over the price of one, the ability to unlock some bonuses with old Mega Man Battle Network and Boktai GBA games, eight player wireless tournaments.

Fav. Character: The badass Shadow Man.

Instant Classic: Only if you think the rest of the Battle Network series is.

Publisher: Capcom

Developer: Capcom

Release Date: 2005-11-01

Players: 1

Multiplayer: Wireless tournament battles.

ESRB: Everyone

Target Audience: Young gamers into collecting and dueling.

Recommended For: Fans of the Battle Network series or gamers who like Mega Man and light-hearted RPGs.

Not Recommended for: People who didn't like any of the other Battle Networks or who can't stomach a story made for kids.



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