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Very minor change. Sidequests are technically any part of a video game that is not required to complete it.


* TearJerker: Sidequests return in this game after their absence in the previous two installments, and some of their mini-plots can look pretty grim before turning heartwarming at their conclusion. For instance, "Negotiation" sees you negotiate with a kidnapper, and you run errands for him that show that he's in the life of crime to support his impoverished brother, and that he's also trying to get his lover to forget about him and move on. Both of them urge the kidnapper to abandon his life of crime, and after a failed suicidal charge, he decides to redeem himself and turn himself in.

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* TearJerker: Sidequests Help board sidequests return in this game after their absence in the previous two installments, and some of their mini-plots can look pretty grim before turning heartwarming at their conclusion. For instance, "Negotiation" sees you negotiate with a kidnapper, and you run errands for him that show that he's in the life of crime to support his impoverished brother, and that he's also trying to get his lover to forget about him and move on. Both of them urge the kidnapper to abandon his life of crime, and after a failed suicidal charge, he decides to redeem himself and turn himself in.
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* TearJerker: Sidequests return in this game after their absence in the previous two installments, and some of their mini-plots can look pretty grim before turning heartwarming at their conclusion. For instance, "Negotiation" sees you negotiate with a kidnapper, and you run errands for him that show that he's in the life of crime to support his impoverished brother, and that he's also trying to get his lover to forget about him and move on. Both of them urge the kidnapper to abandon his life of crime, and after a failed suicidal charge, he decides to redeem himself and turn himself in.
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** Life Aura[[note]]Grants an aura that negates all damage, except the DamageOverTime from Poison Panels, the Anubis chip or the Poison Pharaoh PA. Cannot be broken unless hit by an attack that does least 200 damage in a single hit or if a Wind effect is used by the opponent.[[/note]] sees frequent play in PVP in spite of its incredibly awkward U code due to how powerful the chip is. Players often slot in multiple copies of Wind Rack specifically to counter it.

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** Life Aura[[note]]Grants an aura that negates all damage, except the DamageOverTime from Poison Panels, the Anubis chip or chip, the Poison Pharaoh PA.PA and the Gun del Sol chips. Cannot be broken unless hit by an attack that does least 200 damage in a single hit or if a Wind effect is used by the opponent.[[/note]] sees frequent play in PVP in spite of its incredibly awkward U code due to how powerful the chip is. Players often slot in multiple copies of Wind Rack specifically to counter it.

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* CriticalDissonance: ''Battle Network 6'' is the worst-rated game in the series, taking a beating from critics who were tired of ''Battle Network'' games releasing every year, but is seen as among the best in the series by fans.

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* CriticalDissonance: ''Battle Network 6'' is the worst-rated game in the series, taking a beating from critics who were tired of ''Battle Network'' games releasing every year, but is seen as among the best in the series by fans. ''Battle Network 6'' was not treated well at launch. It was the last game in a franchise nosediving in the wake of ''Battle Network 4'''s poor reception and general over-saturation due to annualization. It also released on GBA a couple years after the DS had been on the market, making the game old hat (not helping that it didn't get a DS version unlike its predecessor). Critics were tired of ''Battle Network'' and their scores were mixed. However, ''6'' is remembered fondly by fans as an underrated classic with strong PVP that works as a fitting GrandFinale to the franchise, and it is typically viewed as being at least on par with the fan-favorite ''Battle Network 3''. In fact, the games are even the exact same rating[[note]]''[=BN3=] Blue'' and ''Falzar'' are 0.01 above and below the other two, respectively, however[[/note]] on Gamefaqs!



* VindicatedByHistory: ''Battle Network 6'' was not treated well at launch. It was the last game in a franchise nosediving in the wake of ''Battle Network 4'''s poor reception and general over-saturation due to annualization. It also released on GBA a couple years after the DS had been on the market, making the game old hat (not helping that it didn't get a DS version unlike its predecessor). Critics were tired of ''Battle Network'' and their scores were mixed. However, ''6'' is now remembered fondly by fans as an underrated classic with strong PVP that works as a fitting GrandFinale to the franchise, and it is typically viewed as being at least on par with the fan-favorite ''Battle Network 3''. In fact, the games are even the exact same rating[[note]]''[=BN3=] Blue'' and ''Falzar'' are 0.01 above and below the other two, respectively, however[[/note]] on Gamefaqs!
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** For PlayerVersusPlayer, Bug Rise Sword and Bug Death Thunder costing [[CastFromMoney BugFrags]] is a massive pain since this requirement is not removed for multiplayer battles, forcing players to grind single-player to use the chips at their full power.
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** The White Capsule chip is almost guaranteed never to leave the player's folder outside of competitive play, as it appends the paralysis status to any damaging chip, negating any MercyInvincibility the chip might have otherwise granted in the process. This makes it vital for getting fast deletion times against bosses and makes hitting with powerful multi-hit chips a much simpler task.

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