+1 Navis: Though the distribution of Navis inspired by the Classic series is weighted unevenly, there's still a good assortment of challenging challengers. The battles, at least, are challenging and creative, balancing enemies and enemy combinations that allow for a variety of strategies with ones that force the player to try a more specific approach. Some of the missions you're given can completely derail the flow of the game, too: navigating the hospital computer is a grinding nightmare if you're short on Fire chips (especially if you're a completionist and MUST BURN EVERY TREE), and some of the clues you get while working your way up through the Undernet rankings are acceptably vague for a sidequest, but not for a required part of the game. An unacceptably large portion of the game is spent backtracking through the same few areas in a series of scavenger hunts and fetch quests, and I'm not thrilled about the layouts of some of these places, either-interminable hallways, confusing jumbles of one-way conveyors, and an overabundance of narrow passages requiring you to rearrange everything to equip the Press program. 1 Missions: I have rarely seen a Mega Man game try to stretch so little content so far. +2 Control: Lan and MegaMan are responsive as always, menu navigation is easy, and the Navi Customizer is straightforward. Nothing overwhelmingly neat, but functional, appropriate, and non-obnoxious sound effects are really all I ask. +1 Sound Effects: All the blips, bleeps, whooshes, and swooshes we've come to expect from the series. Some of the more energetic themes (Sci Lab, DNN Station, most of the battles) and serious themes (Wily's lair, inside the hospital computer, Undernet) are up to snuff, but too much of the soundtrack is too generic or vamp-tastic to tolerate for the length of time you'll spend backtracking through the same few locations. Yoka (appropriately, but unfortunately) sounds like some waddling animal leading you around Hades Island is an ominous vibe in search of a decent melody that awful tension theme (the one that consumes the overworld just before the endgame) has about six measures' worth of unique and meandering notes, played on endless repeat EVERYWHERE YOU GO. 1 Music: Despite favorable updates to some familiar themes from the previous game, I find a lot of the soundtrack to be plodding and grating. +2 Graphics: No complaints here everything is clean and crisp, and the special effects are as good as ever. The game is also a bit heavy-handed with its "power of friendship" speeches, which would probably pull on the heartstrings more if the theme weren't forced upon the player practically every time Lan interacts with any of the supporting characters. The whole N1 Grand Prix plotline is just a means to an end, as is the whole Undernet ranking plotline, and the filler-tastic gameplay that characterizes those parts of the game makes the plot feel that much weaker. Cossack's Battle Network counterparts have been hiding this whole time.but boy, does the game take its sweet time in giving the player a clear sense of purpose and direction. Once the story finally gets going, there are some interesting twists and turns, and we finally get to see where Dr. Around the same time, the If released, Alpha will devour all of Cyberworld, and the whole of society will come crashing down with it. +0 Story: Some months after the events of MMBN2, a Net competition called the N1 Grand Prix grabs the attention of NetBattlers everywhere, including Lan and his friends.
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