A sharp change in direction, console and developers, Arika's Mega Man Network Transmission uses the first game's skill system to augment a Mega Man-grade action-platformer. Battle Network's chips now function like a shuffled, cooldown-balanced version of their parent's ammo mechanic, a feature that tends to collide with rather than support their more active approach. If the idea lacks imagination, the execution (particularly the bosses and level design) was even worse.
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Has some decent ideas, and clearly had some people on the dev team who dearly loved the classic games, but lots of the Battle Network mechanics get dragged kicking and screaming into a platformer where they have no business being. tbh the WonderSwan platformer did a better job translating a lot of those concepts to a sidescroller. All the original navi designs kick ass though.
I always wanted this game as a kid, when I didn't yet have a GameCube. Now that I've finally bought the game... I got filtered hard by FireMan, and it put me off trying to get back into the game for years lol
Yeah you gotta slide through his legs, apparently. I couldn't figure it out as a kid; I watched a playthrough as an adult, and it just hit me like a ton of bricks.
Yeah, I ended up reading boss strategies later on and saw almost every boss requires sliding under legs. Never would have guessed that could be possible, what with how Classic and X games worked.
I couldn't figure it out as a kid; I watched a playthrough as an adult, and it just hit me like a ton of bricks.