Mega Man Network Transmission
GameCube- Publisher: Capcom
- Release Date: Jun 17, 2003
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Cheat Code CentralCombines some of the best elements of past games but still fails to deliver what should be a near-perfect gaming experience. It's like a stew that just doesn't blend.
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Fans of Mega Man's pure platforming adventures might be put off by the chip idea, while fans of the RPG Mega Man might not enjoy the platforming aspect. It's a bit of a catch-22. However, Capcom and Arika did a fantastic job of melding the two together.
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Edge MagazineSomething of a departure, sure, but it's nothing new. Falling awkwardly between action and strategy, it's unlikely to satisfy anyone other than rabidly obsessive fans of the character.
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Electronic Gaming MonthlyThis is the toughest game the series has ever offered, and the extreme challenge will annoy, frustrate, and ultimately eradicate nearly every gamer who attempts to tackle it. [June 2003, p.120]
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There's a bit more up and down, certainly, but all that really distinguishes it is the sharp, cartoony look, smooth framerate (even if we couldn't find a 60Hz option) and web-like interface for loading each level.
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A huge step backwards for the series.
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Game InformerIt's definitely different, but in ways that are detrimental to the experience you'll have with it. [June 2003, p.108]
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It's as if the balanced half-action, half-RPG formula of the Network Series was just tossed into the classic Mega Man action mold, creating an unbalanced partial-RPG with a merely satisfactory mix of action.
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I think most disappointing for me was how Transmission lost a great opportunity to expand on the concepts "Battle Network" was built on.
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The action is addictive enough to try and finish it, which will take about 15 hours.
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GameNowThere's a lot to like about Transmission, but its difficulty really drags it down. If you can handle it, though, you'll have a good time. [June 2003, p.37]
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Little room for personality, not many instances of clear level design, and not a whole lot of time before the game gets dull. [June 2003, p.104]
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This wonderful plot, as charming and exciting as it may be, sadly interferes with what was once a staple of the franchise, the ability to play the first 8 stages in the order you desire.
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A potentially fun, but ultimately frustrating, entry in the series, and fans of the Battle Network universe would be much better off sticking with their GBAs.
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While not quite perfect, it's one of the most worthwhile Mega Man platformers in years, as it shakes the boat in a bunch of cool ways.
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Plays like the 2-D games of old, which is great news to any Mega Man fan.
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Mega Man the side-scroller a classic. Mega Man Battle Network a good RPG. Mix the two together a slow-paced, awkward Mega Man title that doesn't live up to the series' name.
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GMR MagazineWith a less-frustrating difficulty level, revamped weapons system, and a graphical look that wasn't so...dull, Transmission could have been very good. [June 2003, p.72]
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I found some of the levels, particularly during boss fights, to be difficult to the point of becoming tedious, and that's never a good thing.
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While I wished they had done a little more to push the story graphically, the challenge and solid 2D action were enough to keep me going.
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If you never played a Mega Man Battle Network game, play the GBA versions in numeric order to understand and to get the most out of the game. This is a game that probably could have been great if some design issues were worked out.
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netjakThe biggest problem, though, lies in the game play. When you first run into an area, you'll find it, more often than not, mind-bendingy difficult.
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Nintendo PowerThe highly stylized graphics and familiar music add to MMNT's atmosphere perfectly. [July 2003, p.144]
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The game only loses points because of limited replayablility and a poor story.
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Would I be getting a great classic Mega Man game with minimal Role Playing Game elements, or would I get more of a true Battle Network type game? I was quite satisfied to find out that this game has a near perfect balance of both.
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A little less difficulty in the early going, ramping up later on would have helped, but anyone that can get past the first few stages will find Network Transmission oddly satisfying and a great deal of fun.
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Play MagazineLooks fantastic and has excellent level design but is ridiculously hard for the wrong reasons. [Aug 2003, p.77]
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One of the oddest things about Network Transmission is the game's learning curve that bucks convention by starting out frustratingly difficult and getting progressively easier.
Awards & Rankings
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76
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53
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#53 Most Discussed GameCube Game of 2003
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43
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#43 Most Shared GameCube Game of 2003
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User score distribution:
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Positive: 12 out of 23
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Mixed: 5 out of 23
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Negative: 6 out of 23
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Jul 21, 2016
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Nov 10, 2011
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Jul 23, 2023