While many would argue that Mega Man Battle Network 4 brought with it some unwelcome changes, Capcom did not seem to pay much heed to fan complaints. Indeed, the fifth (!) entry is a fairly by-the-numbers sequel, featuring little in the way of changes or additions and is mostly similar to its predecessor.
Mega Man villains just don't seem to know when the quit, so the evil organization Nebula from Battle Network 4 is back and, once more, up to no good. You once again play as Lan who, together with his NetNavi MegaMan.EXE, attempts to thwart their plans.
Just like the familiar story setup, the gameplay has hardly changed. The game is again essentially comprised of two worlds, with Lan exploring the real one and MegaMan exploring the virtual one. MegaMan can get into battles which, unlike most RPGs, are not turn-based but rather in real-time, allowing you to freely move around on a grid, fire at enemies and unleash special attacks by using up special Battle Chips. Along the way you'll meet various other NetNavis based on classic Mega Man Robot Masters, but with radically different designs.
But of course, each game has to have at least one innovation, and in Battle Network 5's case, it's the all-new liberation missions. Every now and then you'll be able to participate in these special missions which offer slightly different gameplay.
As the name implies your objective is to "liberate" the area by defeating the Darkloid lurking somewhere within. While you can walk around the map freely, just like in any virtual area, you'll very quickly find a vast majority of the place is blocked by dark panels which must also be liberated. In order to liberating a panel you'll have to interact with it, which places you in a fight much like those elsewhere in the game. Win, and the way will be cleared.
The coolest part about these liberation missions is that you will go into them with a whole group of NetNavis rather than just MegaMan, with each having their own unique special abilities. Some are more effective at clearing panels, while another is even able to simply run across them without clearing them at all. This is a rare opportunity to play as NetNavis other than MegaMan, but you'll only be able to take a few with you - so pick the right ones for the job.
Being the fifth game in the series and also the fifth game in the series on GBA - it's hard to imagine new Mega Man games used to be a yearly thing, these days - Capcom clearly had some experience working with the system by this point, so the game once again features some catchy tunes and a fairly impressive world, graphically. The graphical style is still the same as the new one from the previous game, however, which might not sit well with some players.
Just like the previous game, Battle Network 5 is rife with spelling errors. There's not quite as many, but they're very easy to spot and reek a little of lazy editing, potentially even serving as a source of annoyance once you come across yet another error.
Like the last few games, Battle Network 5 also comes in two versions. The differences really don't have a huge impact on the game as a whole, and mostly come down to the games each featuring some different characters and bosses. However, as ninja fans, we can't help but give a slight edge to Team Colonel, which just so happens to have ShadowMan!
Conclusion
It's another Mega Man Battle Network game, what more is there to say? This fifth entry doesn't really change things up too much, so if you enjoyed the previous game - as we did - you're likely to enjoy this one as well.
Curiously, Capcom originally also released both games as one title on the DS just a few months after their GBA release, so it remains to be seen whether or not that game will show up on the eShop as well. If you're not too fussed about the version differences however, you can't really go wrong by just picking up one of these two.
Comments 14
The Liberation Battles can be a bit divisive for some players, you either love 'em or hate 'em.
Everything else about the campaign is undeniably enjoyable, and fixed a lot of mistakes and problems that the 4th entry in the game had.
The team-building structure of the story is undeniably enjoyable, even if the overarching threat is just DAAAARRRKNEEESSSSSS.
The review says not much changed between 4 and 5, but I think it's all those little UI and graphics changes that add up to making 5 much better than 4. This might be my favorite of the series, ahead of 6.
I couldn't stand 4 because you had to play it through multiple times and I felt that that was an insult to RPGs as a whole. I really liked 5 especially on the DS with better music and MegaMan talks! Plus, seeing it on the Wii U eShop would be awesome because MegaMan can be on the gamepad while you roam the real world on the big screen.
I can barely remember any distinguishing features between all the .EXE games but I distinctly remember really enjoying 5 on the DS compared to the others.
I'm surprised that the review didn't mention the improvements made to Dark Chips compared to Battle Network 4. Instead of random chips appearing in your chip window like in the previous game (when Mega Man would reach "worried" status) you could actually equip them in your chip folder like any other battle chip. There is a limit to how many Dark Chips you can have in your folder (I believe three). I also liked how the Double Soul system incorporated these later on in the game, where you could essentially become a dark version of that Double Soul and use that chip's attack as a charge attack. This was risky, but did pay off for me in some situations.
I'm part of the camp that didn't care for the liberation missions, but it is cool to control different Navis besides Mega Man. I believe that these games were an improvement over MMBN4, and any fan of the series owes it to themselves to pick up at least one of the two.
So now that all of them are on the VC now we can get a new one right Capcom?
StarForce 4 on the Wii U would be even more amazing.
@Spin I think a Star Force 4 would probably work a lot better as a 3DS game, The series already stressed connectivity/social features in the original trilogy, and with spotpass and streetpass I imagine, it'd be easier for them to expand upon those even more. Also the battle system's perspective is literally perfect for the 3D effect
3 was probably the best campaign but this is easily miles better than 4. I liked the liberation missions but I had a game guide to help me ace them.
4 is easily the series' worst entry.
I Still don't understand why we can't get a battle network collection for 3DS with online play. That would be so amazing.
Capcom hears ya. Capcom don't care.
I've never played one of the Battle Network titles before but I'm curious to try one.
I did play the Megaman on the Gamecube which looked simular as a style but was mostly a sidescroller, these games on the GBA seem to be a more strategy type of games.
Can anybody recommend which part is best to start with from the GBA games?
@BlubBloob: If you're really concerned with plot, start with the very first game of the series. If you just want to try one game to get a general feel of the series as a whole, grab one of the two versions of Battle Network 3. I don't believe there are many differences between the two versions, other than supposedly a boss battle swap and some different battle chips. BN3 is pretty balanced in terms of combat and mechanics, and has a lot going on in real world and cyber world exploration. Some of the later games introduce even more interesting mechanics, but I won't spoil those for you.
Also, stay away from Battle Chip Challenge for now as it's more or less a watered down spinoff of Battle Network. (Unless you decide you really love Battle Network.)
@3DiddyKong I can see that. But imagine it all in HD with a huge overworld and stuff.
Holding out for the DS "Double Team" version. Better music and it would play SUPER well with the gamepad!
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