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»MegaMan Star Force
  "I guess you could say this series is off to a rocky start..."

Graphics: 6

Gameplay: 8

Sound: 7

Replay
Value: 7
I’d like to get a couple of things off my chest straight from the start – for one, Mega Man Star Force was quite an emotional roller-coaster for me. From excitement (“MMBN...in 3D? AWESOME!”), to indecision (“Three versions, eh?”), to outrage (“Geo Stelar? BUD BISON? WHAT THE HELL, CAPCOM USA?”), and finally to mere contentment (“Hmmm, it comes out next week? Guess I should preorder.”), I can say that this game was a slight disappointment, but significantly less than most other online reviewers, probably due to my low expectations. While most thought Star Force would revolutionize the Battle Network games, all I expected [and wanted] was MMBN with 3D battles. Of course, don’t let the score fool you, MegaFans, I actually liked this game. Well, at least I liked it more than the fourth and sixth Battle Network games.


I guess you could consider Star Force to the Battle Network games like the X series was to the original MegaMan games. The universe is the same, but the time frame’s completely different. The year is 220X, and the internet is a thing of the past. Instead, most networking is done through electromagnetic waves, and while Navis and Viruses still exist, it’s in a far less visible form. Players take on the role of Subaru Hoshikawa Geo Stelar, a fifth-grade student living in the small town of Echo Ridge. Don’t let the similarities fool you: Geo’s completely different from Lan Hikari. While Lan was brash and forgetful, Geo’s more quiet and reserved. Of course, who could blame him? His father was lost in space several years ago, while aboard the destroyed space station Peace.

 
Talk about getting flamed! AHAHAHAHA...yeah, that sucked.

 This tragedy has left Geo alienated from the world for the most part, to the point where he doesn’t even attend school anymore, electing to be home-schooled instead, and rarely interacts with anyone outside of his mother. That is, until one day, Aaron Boreal, an old colleague of Geo’s father, comes to visit and gives Geo a memento: his father’s old Visualizer (a visor that allows people to see those invisible EM waves I mentioned earlier). Slightly intrigued by this present, Geo decides to go up to Vista Point, his usual nightly hangout, to see if it will help him find his father. He decides to try it on and sees...nothing, until his father’s signal comes up on his Transer (the game’s equivalent of the PET from MMBN) and he gets zapped by some intergalactic lightning. When he comes to, he can see an entire world made of EM waves, as well as a rogue alien invader, Warrock Omega-Xis (or “Rock” “Mega” for short).


Turns out that “Mega” is a rogue FM-ian, from the Planet FM, who stole a powerful item known as the Andromeda Key and apparently, he also knew Geo’s father. Geo demands an explanation, but Mega quickly changes the subject, as some viruses from Planet FM have taken over an old train (...yeah. I don’t get it either). He proposes the two merge together, as he isn’t at full strength on Earth, and requires a human host to tap into his full potential. Through a process called Electromagnetic Wave Change, Geo and Mega fuse into MegaMan, allowing Geo to use Mega’s powers as his own and turning him into an “EM Wave Human”, which allows him to travel through the various EM Waves, which make up an internet-like setting (dubbed the “Wave Road”). Unfortunately, this is only the beginning of Geo’s troubles, as the king of Planet FM sends down numerous agents to Earth in order to retrieve the Andromeda Key from Omega-Xis. Fusing with other lonely humans and promising to turn their lives around, they take over their bodies and use them to attack Geo and Rock. Will their newfound friendship be enough to overcome such overwhelming odds?

For the most part, the game’s overworld system is pretty much the same as in the BN games. There are two different planes to switch between: the real world (where Geo and various other humans exist) and the Wave Road (Star Force’s internet). There are numerous areas in both, such as Geo’s hometown of Echo Ridge or AMAKEN, Aaron Boreal’s laboratory and much like its predecessors, there’s a special vehicle used to travel between these areas, a bus in MMSF’s case. Then again, since these areas and their Wave Road equivalents take up the same space, players can use Geo’s Visualizer (by hitting the Y button) to see the areas overlap (well, at least when in the real world). There’s also the fact that Geo can only Jack In (or in this case, get “On The Air”) in certain areas, marked with giant whirlpools made of energy (which can only be seen with the Visualizer). There are also those scenarios which force players to complete certain tasks (be it navigating through a stage and/or solving puzzles) to move on in scenarios. Also, like the MMBN games, Star Force’s action is episodic. There are a few differences though - for starters, since Geo and Mega merge to form MegaMan in this game, there is no more real world/Internet-style puzzles, the ones where players would switch between Lan and MM.EXE in certain situations.

Man, that Taurus really has a way with words.

Another major difference involves the game’s set-up. Let’s compare it to the only MMBN game on the DS: Battle Network 5: Double Team. While Double Team put a gimmicky anime-inspired PET on the touch screen and had the actual gameplay on the top screen, Star Force decides to go the opposite route. While the Transer takes up the top screen during regular gameplay (and can be switched by hitting the Select button), the gameplay itself takes place on the touch screen. Of course, this allows for a few touch-screen gimmicks. For example, when on the Wave Road, in order to access other people’s Transers or the various electronic devices MM can tap into, there are indicators of areas to tap with the stylus (or your touch-screen implement of choice) to enter said area (in the case of the devices, it’s a mini wormhole). Of course, in order to tap in, MM has to be in range. Other gimmicks include various teleportation panels, which can be activated by touching with the stylus and various puzzles in the boss areas. I’d like to go into more detail with those puzzles, because it’s a mixed blessing. Sure, some of them could have easily been achieved without the touch screen (like hitting various buttons to control a bucking bull or answering a lightning-quick barrage of elementary school level questions), but others actually utilize the touch-screen in a fairly competent manner. For example, at one point, MegaMan is left searching for various programs hidden under a huge pile of junk, with only one tool to find their locations: a sonar-based radar, which is used by tapping various segments of the area with the stylus.
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Article by:
Wolfdogg
Posted on: Aug. 22nd, 2007

     Review Recap
 Gameplay
Sure, it’s similar to the old Battle Network games, but there are various tweaks, some good, others bad.

 Graphics
Well, for the most part, the majority of the graphics look pretty much like their GBA predecessors. The 3D in battles is new, but it ends up looking kind of skanky.

 Sound
The soundtrack’s pretty good, despite the GBA-quality tones. Sound effects are pretty much the same as before, though.

 Replay Value
The old collection incentives return, not to mention another secret epilogue boss. Besides, the Wi-Fi capabilities only add to the potential of the versus mode. I just wish that the Lunar Knights compatibility still existed.

     Comments
  August 23, 2007

ass

  October 7, 2007




Platform: Nintendo DS
Genre: RPG
Developer: Capcom
Publisher: Capcom
Release Date: 08/07/2007
Save Type: 1 Slot
Players: 1-2





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