Mega Man Network Transmission
Review by Ashley Winchester
"An Impressive "Modern" Display (Or, EXE Action: Done Right)"
WOW. Simply put, “WOW”. Words can not seek to describe the amazement, pleasure, and excitement I’ve experienced by playing this game. Yes, I’m a die hard Rockman fan, however that in truth has nothing to do with my joy. You see, I recently purchased the Wonderswan Color game “Rockman EXE WS”, and as any who read my review of that game will know, my opinion of it was anything but positive, even coming from a Rockman fanatic. Rockman EXE WS, for those who do not have a WonderSwan (all 99.9% of you) released only a few short weeks ago and, despite being set in the EXE world, was not an RPG as the previous games. Instead, Rockman EXE WS is a side scrolling action title, in traditional Rockman series format. The game stinks however, partly because of the horrible use of the WS’s control “pad”, and partly because Capcom had nothing to do with the title other than the license. It is therefore understandable that my opinion of Rockman EXE Transmission was lowered considerably. After all, Transmission is also a side scrolling Rockman title, and therefore would undoubtedly feature the same elements in the lacking WS title. I am happy to say however, that Transmission is an infinitely better experience.
For those unfamiliar with the Rockman EXE world, it is set far into the future where mankind utilizes advanced PDAs to help facilitate the mundane functions of everyday life. These PDAs, called PETs (PErsonal Terminal) allow the user to interact with the digital world in a fundamentally new way: through the use of avatars called a Net Navi(gator), the PET owner can directly interact with the computer world. For example, if a user wishes to find out information from a library, he or she can instruct their Net Navi to go to the library mainframe, download the data, and then display it for the user. As PETs and Net Navigators began to become more and more popular, governmental mainframes and social mainframes were also created, thus truly creating an electronic parallel world to our own. Of course, where there is advancement there will always be those out to destroy it or subjugate it for their own desires. A terrorist organization known as the WWW (World Three) began to emerge in the world, complete with its own set of Net Navi who seek to pillage and harm both the digital world and the real one, in order to achieve their goals. To make matters even worse, because of the nature of electronics, data sometimes becomes corrupted and therefore malfunctions. In rare cases, this data turns into virus programs that will attack anything in their path. In order to quash these violent outbreaks, the real world needed to create a digital police force to maintain order. In the Gameboy Advance title, Battle Network Rockman.EXE, players were introduced to the series’ main character, Netto, a young boy who uses a Net Navi named Rockman. Rockman proved to be quite useful in combating the plots of the WWW and thus Netto, with the help of his close friends, Meryl (Net Navi: Roll), Yaito (Net Navi: Glide), and Dekao (Net Navi: Gutsman), was able to completely destroy the WWW, or so they thought.
Rockman EXE Transmission, which takes place directly after the events of Battle Network Rockman EXE but before the events of Battle Network Rockman EXE 2, seeks to explain what happened once the gripping end of the original EXE came to a close. Those familiar with the series will find a lot of nods and references made to the first game however those entering into the EXE world (or Rockman in general) will find that the game explains everything satisfactory enough so that they do not feel left out of the loop. The game, which introduces the Zero virus into the mix, has an excellent plot that rivals that of previous EXE games, or even those of the traditional Rockman series. (Those in opposition to Capcom’s use of the Rockman X series’ “Zero” in the EXE series need not concern themselves too much; consider that Forte and Treble were also traditional series elements which worked out fine when tested in EXE territory).
Despite my initial disgust with the cheap looking cell shaded graphics way back when the first pictures of Transmission were released, after playing the game I am happy to report that the graphics are in fact excellent, and the cell shading only adds to the richness and feel of the game’s futuristic scenario. Each area has its own design and feel to it and the use of various types of series-staple environmental traps (fire pits, endless holes, etc) are back in action.
In a move that greatly sets it apart from the WS Rockman game, Transmission features an actual outside world to interact with (albeit to a somewhat limited extent). This was a great feature as far as I’m concerned, as games like .Hack and Rockman EXE WS leave quite a bit to be desired with their lack of including any kind of real world, simply forcing players to read text about what happens in it. As one would assume, Transmission takes place in the same town that the other games in the series do, and thus will be familiar to fans. The digital world however, is nothing like the world of the GBA games in that it’s presented in traditional, 2-D Rockman form. As a result, the feel of the entire game is greatly different than that of the GBA installments. Instead of simply plugging into Jack In locations and running Rockman around the ‘Net until he encounters a virus, players must now navigate through twisting, often times branching in design, maps that test jumping, sliding, gliding, and other reflexes instead of only the trigger ones. As a result of this new design choice, enemies are present directly on the maps and thus the player must respond to them immediately.
Battles themselves are handled a bit different than in the EXE games, or even the normal Rockman titles. At the top of the screen sits a “Custom” bar that will slowly fill up as you wander along the internet worlds. Once this bar is completely full, Netto will be able to send Rockman abilities in the form of Data Chips, various little bits of code which give Rockman access to amazing abilities including swords, cannons, projectiles, and others, as well as healing and defensive maneuvers as well. Netto can select from 5 different chip data types to send Rockman at a time, however should the player opt not to send any for a cycle, 10 will be available to choose from for the next one. Unlike the EXE series tradition however, these chips are all expendable; you only get a certain amount and then the chip is gone from your inventory. This system, also used with the WS game, means that players must conserve their chips so as not to waste the more powerful ones on trivial viruses and thus be completely overwhelmed when confronting the evil Net Navigators at the end of each area. Worry not however, as new battle chips can be found from vanquished foes or in various Mystery Data capsules hidden in offshoots of the worn path. (Mystery Data capsules can also contain other items as well, such as Access Codes to new areas of the stage, or even booster items which allows the player to power up Rockman). Unlike the WS game however, Transmission goes one step further with the chip process, actually placing a limit as to how many chips you can use at once. In addition to the traditional energy bar (Hit Points; HP), the game also contains a special weapon bar, magic points (MP), to the right of it. Each time you use a chip, this bar will drain somewhat; use too many chips and you will have to wait until it refills somewhat to use another. While one might see this as annoying, in truth it’s much needed as it serves to limit the player’s flagrant exploitation of the chip system. Don’t worry too much however, as Rockman always has constant access to his Rockbuster and thus can fire shots at enemies if he is out of chips or special energy. (Just don’t expect them to do much as the chips vastly out power the Rockbuster). Aside from the aforementioned chips that enemies may drop, they may also drop HP or MP refills, or even Zenny which can be used to buy chips at the local chip shop in town.
One of the best things about Transmission is that the game controls like a DREAM. Anyone who had the unfortunate experience to play the WS game will attest to its horrendous use of the control set up, forcing players to map the battle chips to the extremely awkwardly placed “Y” buttons. With Transmission however, Capcom makes excellent use of the Gamecube’s controller to alleviate this issue and thus players will feel at home controlling Netto and Rockman’s exploits. The player controls Rockman using the analog control stick and fires the Rock Buster with the red “B” button. Jumping can be accomplished simply by pushing the large green “A” button. Shuffling through chips is a breeze using the “L” and “R” button, and the “Z” button serves as a confirmation trigger, used to call up the Battle Chip menu when the Custom bar is full, and subsequently to send the chips afterwards. Simply pressing the “Y” button will allow Rockman to use the chips. As one may assume, pressing the start button opens up the main menu which allows the player to choose from a number of options, such as viewing battle chips, using sub chips (chips designed to use on the field rather than enemies), navigating the real world map, saving, etc. Should the player wish to change these control settings however, there are two alternative setups available for use.
In the past, Rockman games served to provide players with a great selection of catchy, techno/dance inspired tracks. As of late however, many pieces of music in the traditional Rockman games have been less than memorably, often serving simply as “something to listen to” while blasting through stages. The EXE games on the other hand, have seen a constant high level of music creativity and thankfully this is retained in the transition to the Gamecube. From the moment you hear the remixed Rockman EXE theme music at the title screen, the player will know they are in for an aural treat. Transmission features-in my honest opinion-some of the catchiest and well composed pieces of music to be found on the Gamecube. Players will marvel at hearing a completely remixed (and more livelier sounding) “town theme” for the real world and upbeat, pulsating tracks for the digital world. [The music is around the same level of “techno” sound as is present in the Rockman series as a whole however; those who vehemently despise this kind of music need not fear that Transmission is some kind of Capcom/Oakenfold side project.]. In an EXE series first, Transmission uses limited voice acting to aid in story and important moments. (I believe that the voice actors may be the same as those who voice the characters in the anime series, however I have not seen the anime and thus can not verify this).
As this game is currently Japan only, I feel it necessary to issue an import warning. It is important to mention that Transmission has a rather prevalent story, and thus those unfamiliar with Japanese may wish to wait to play the game until it releases in English in a few short months. This is not to say the game is gajin protected or such, however the game does have a large amount of text/story and therefore the story/experience may be lessened significantly for those unable to read it. Viewed entirely as an action game however, Transmission is about 90% import friendly; the unfamiliar player maybe encountering just a few hindrances caused by the language barrier.
This last bit brings me to another related issue: As this game is obviously tied in with the Rockman EXE animation currently airing in Japan, the game features the show’s intro anime opening, complete with the theme song and everything! This is indeed a treat, especially for fans such as myself who have not seen the anime (I only own the OST to it…) and even for those that have. The intro (which will start if the title screen is left running long enough) is truly a great way to get into the game as its frantic, high paced, and full of action. Sadly however, it is unknown if this will make it into the domestic release, at least in its current form. Capcom USA’s (questionable) policy of retooling all the Rockman game intros to feature music instead of the songs that accompanied the Japanese versions will no doubt rear its ugly head once again. I’m not sure if the issue is copyright problems or what but it is more than likely that the great anime theme song will be replaced with “generic” Rockman sounding music, if even left in at all. (Though in truth I see no reason as to why Capcom USA would remove the anime clip itself). On a side note, those who do not own the Japanese versions of the Rockman games released on CD format can still hear the music via a vocal soundtrack CD Capcom released under it’s SulePuter label last year. (Quick trivia: Capcom is actually an abbreviation for the name “Capsule Computer”, thus the remaining letters from the words were used in naming their music distribution label). It should be available at all import music stores.
Indeed there is very little one can find wrong with Transmission, at least when viewing the game from a Rockman series perspective. In a rare move of inconsistency, Netto’s PET is not that of the original game’s format, but rather that of Battle Network 3’s design. This may have something to do with the tie-in to the Battle Network Rockman EXE anime series that is currently running in Japan however die hard series fanatics will no doubt be annoyed with this doing. Additionally, some of the bosses are more cheap than difficult, often using long range attacks that are near impossible to avoid (thanks to Capcom’s questionable decision to remove the “Duck” ability Rockman X5 introduced, yet oddly enough keeping the wire gliding one said game also introduced). Finally, though not introduced until Rockman EXE 2, I would like to have seen various style changes. True, Transmission does give Rockman the ability to equip different types of armors, however I would really like to see complete Style changes. (Perhaps a hint for the inevitable Transmission 2?).
Rockman fans rejoice: Transmission is truly an excellent installment in the long spanning franchise and actually accomplishes the daunting task of updating many of the tired elements found in the previous side scrolling games. Rockman and Rockman X series fans will find delight in being able to play a fantastic new game that adds new elements to play and Rockman EXE series fans will find joy in being able to play their favorite game in a new type of fashion which seeks to alter (but never undermine) the dynamic action/RPG hybrid style present in the GBA series. Even those scorned by the abysmal experience that is Rockman EXE WS should seek to apply for this one: Transmission is an unstoppable force that can’t be beat on any platform. I can only hope that the upcoming Rockman X7, which will be in complete 3-D, will be able to match wits with the ingenuity present in this game.
Reviewer's Score: 8/10, Originally Posted: 03/06/03, Updated 03/21/04
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