Publisher: Capcom Entertainment

Developer: Capcom Entertainment

# of Players: 1 or 2

Category: Action

Release Dates

N Amer - 06/21/2005

Official Game Website



Mega Man Battle Network 5 Team Protoman Review

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If I were to say the phrase “It’s time to Jack-In to the network,” what would be the first thought that came to your mind? Most people would probably be wondering why a stranger was talking to them about the Matrix, but as you’ve probably guessed, I’m talking about MMBN (MegaMan Battle Network). As long as the sky is blue and there are videogames populating the shelves at your local EB, there are two things that we can rely on. First of all, there will be another Final Fantasy. Second, games including popular characters such as MegaMan and Mario will somehow find there way to you on an annual basis.

MegaMan is back, and not in the side-scrolling action game that oh, so many of us remember playing as kids. In this newfangled world of MegaMan Battle Network, everything is connected through the integration of a Global Network. This includes all electronics ranging from computers to kitchenware. Within this system, there exist Artificial Intelligence programs, also known as NetNavi. Such programs include MegaMan, Roll, Protoman and the other anticipated (and sometimes recycled) characters from the previous games. As Lan, it’s your job to assist MegaMan in the protection of the Net. The evil Internet crime lord Dr. Regal has returned. With a new goal in mind and top-of-the-line Dark Chip technology, he doesn’t plan on going down without a fight.

The Battle Network series is different from all other MegaMan games in the fact that battles are setup on a grid and rely on your collecting and twitch-reflex ability to battle successfully. Characters are assigned their half of a nine by three (width by height) grid and allowed to attack from anywhere within their area. Battle abilities are obtained through the use and customization of your NetNavi, MegaMan. Before battle, chips, which can be thought of as cards, are selected from your inventory. Chips, each with their own attributes and attack abilities, can then be used in battle. These abilities range from fired bolts to deleted tiles within the enemy's grid. This customization and reward system is best suited for players who enjoy collecting, not those who want to battle their way through enemies. One thing of note that is new to the series is the game’s Liberated Missions. Players will now be allowed a more tactical approach to battle. Unfortunately, this twist in play style is so different that more than likely those who enjoy this style of play are playing an entirely different game.

To no surprise, the game’s characters look great. What would a MegaMan game be without a bit of style and flare? Each sprite is detailed and more than pleasing to the eye. Many of the characters are taken from older games, which is huge (in a good way) for players who love to see more of their old favorites. Unfortunately, the game suffers from a significant amount of graphical simplicity in areas aside from characters. Within the network, the stage (nothing more than connecting tiles) lies on an absurdly simple background.

It’s been just about a year since we saw our last installment in the series, and about four since we saw the original. To save you some time, just about all MMBN games are near identical. Of course, each tend to have a number of new abilities/functionality, but the game’s distinct style and flow remain the same. If you didn’t like one, than the odds are that you won’t like another. This stands true for those who like the games as well.

Review Scoring Details for Mega Man Battle Network 5 - Team Protoman

Gameplay: 8.0
The game handles like you would expect. A semi real-time battle engine rewards players with strategy.

Graphics: 7.5 
The game’s graphics consist of a little give and take. The character art and concepts are phenomenal (as they are in all MegaMan games), however the stages and simple designs are a bit of a let down. Again this is nothing new when compared to others in the series.

Sound: 7.0
Musical scores and sound effects are becoming more and more important to gamers. Unfortunately, MMBN 5 has very little to offer that we haven’t already seen. Most of the sound effects and music are extremely similar (if not the same) as what was heard in the MMBN 3&4.

Difficulty: Medium
Doing a fine job with balanced difficulty and progression, the player will begin their play running through a few tutorials. As the game’s story progresses, so does its difficulty. Since Gemini Man in MegaMan 3, very few games in the franchise have been difficult. If you continue to collect chips and save when possible, you’ll do just fine.

Concept: 7.5
With unquestionable precision, Capcom created a true sequel. Even though the adventure will be new, the game’s mechanics and controls are nearly identical to that of its predecessors. If you’re looking for a whole new experience, try something that’s not a sequel.

Overall: 7.2
Pretty much the same game as it’s predecessors, MegaMan Battle Network 5 - Team Protoman offers little innovation, but exceptional gameplay for those whose interest it sparks.



Mega Man Battle Network 5 Team Protoman Comments (0)



GameZone Review Detail

Gameplay8
Graphics7.5
Sound7
DifficultyMedium
Concept7.5
Overall7.2

7.2

GZ Rating

A new day, a new Megaman. It’s an enjoyable game, but far from innovational.

Reviewer: Matt Berner

Review Date: 07/05/2005


ESRB Rating

Everyone
Mild Violence

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