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»MegaMan Star Force
"I guess you could say this series is off to a rocky start..."
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.
Article by: Wolfdogg
Posted on: Aug. 22nd, 2007 |
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Review Recap |
| Gameplay |
| Sure, it’s similar to the old Battle Network games, but there are various tweaks, some good, others bad. |
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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. |
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Sound |
| The soundtrack’s pretty good, despite the GBA-quality tones. Sound effects are pretty much the same as before, though. |
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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. |
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Comments |
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August 23, 2007 |
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October 7, 2007 |
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