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Video Game / Mega Man Battle Network 2

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Mega Man Battle Network 2 is a video game created by Capcom for the Game Boy Advance in 2002. It's the second installment in the Mega Man Battle Network series.

Three months after the previous game, a new criminal organisation known as Gospel is on the rise which created a powerful virus. Lan and MegaMan.EXE now must stop them.

This game introduces the SubChip system. They can only be used outside of battle, but provide useful functions such as healing, unlocking locked mystery data, or altering the encounter rate. It also features Style Changes, the first of the transformation types used in the series. Style Changes can alter MegaMan's elemental affinity and Charged Shot and provide passive effects in battle, and are unlocked over time based on your playstyle.

Other features implemented in this game include the alteration of the Custom Screen, improvement of the Add function, and introduction of the wildcard *-code to make combos easier to execute.

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This game provides examples of:

  • Back-Alley Doctor: The Doc is a mysterious NetNavi who can be summoned in the UnderSquare after a codeword is put on the local chat boards. He's noted for being able to make a digital cure to almost any situation, such as how to thaw yellow ice. After FreezeMan is defeated, he arrives to inform MegaMan that the ice was cleared after the former's defeat. He then returns to UnderSquare musing about how much he can charge the Officials for his services.
  • Battle Rapping: A very out-of-place one occurs in the airplane scenario. See the "Radar" page for details.
  • Bragging Rights Reward:
    • Hub Style blends this trope with Infinity +1 Sword. The unlock requirements involve S-ranking every boss except Bass, after which Hub Style becomes your next Style Change result. It has the effects of all four Styles rolled into one and then some, and is without doubt the strongest Style in the game. However, you have little left to use it on, barring rematches with Bass.
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    • Beating Hard Mode (detailed below) bestows your original save file with the Sanctuary chip. By that time, you're probably good enough that you won't need the assistance of a defensive field chip.
  • Chekhov's Gun: Right outside Lan's HP is a purple mystery data on an isolated platform. You eventually gain access to it in the postgame, and it contains the ArmyData for the SS Licence. You have to pass through the WWW Area to get there, which begs some questions.
  • Darker and Edgier: While Battle Network 2 features another global criminal organization committing a string of terrorist attacks, it trims out most of the cartoony excess from the first game. Gospel's operatives almost all have at least some flair, but nothing as colorful or exotic as Count Elec or Yahootnote , and they have significant personal motivations, which is something nobody in the World Three ever had. The most colorful member is Gospel's leader, a fearsome and alien figure surrounded with grim colors, who is such a Bad Boss that even his attempts to kill his own underlings double as terrorist attacks. There's also an uptick in profanity.
  • Escape Battle Technique: This game is the first to implement using the L button to escape from battle. It still retains the Escape chips which offer no chance of failure. Later games fully embrace the L button as the escape command and discard the Escape chip from their libraries.
  • From Bad to Worse: Lan's trip to Netopia. First, his money is stolen. Then, after arriving in Netopia, he gets into a stranger's car, getting his battle chips stolen. After this, he has an argument with MegaMan, tosses his PET on the floor of his hotel room and storms out. This gets his passport stolen. After getting everything back, he attends the ONBA conference in Netopia castle, when suddenly the castle's traps activate and everyone is dumped into the dungeon filled with deadly traps.
  • He Was Right There All Along: Sean, the real identity of the leader of Gospel can be seen and spoken to while riding the airplane with Lan during MagnetMan.EXE's hijack. It's unknown exactly how he would have escaped if the plane had crashed, though.
  • The Mole: During the private Netopia summit, the officials and Lan are trapped in a dungeon and deduce one of them is a spy. Chaud wrongfully and initially pins it on Lan, though soon the real culprit turns out to be Princess Pride, whose small country started to fall behind other big countries in prestige, which made her an easy target for Gospel to sway to their side.
  • Natural Disaster Cascade: The Weather-Control Machine that's been suppressing unpleasant weather for years, when hacked, threatens to unleash earthquakes and storms upon the world.
  • No One Could Survive That!: Up to Eleven and straight into Artistic License – Physics territory. Lan should have been dead from radiation poisoning before Battle Network 3 if he was exposed to hundreds of thousands of rads, even with a top-notch radiation suit. Then again, this is some kind of wacky computer-born radiation that causes someone to walk sideways when he tries to go forwards, and starts merging the real and cyber worlds if left unchecked, so perhaps the usual rules don't apply...in-game, it is said to be magnetic radiation suggesting that it affects iron in the blood at a molecular level instead of an atomic level.
  • Nothing Is Scarier: YumLand's internet area basically suffers from a genocidal attack from ShadowMan.EXE, leaving the area completely barren save for a single NetNavi. It's stuck with the sad theme playing forever, it stays desolate until the net denizens are revived through backup data, and later on Lan and MegaMan must steal the Chng.BAT - the national treasure - to obtain Style Change, triggering security on their butts.
  • Not Rare Over There: One NPC in Netopia asks to be repaid with a "Guard *" chip, which you would have plenty of had Lan not been mugged a few scenes ago. Talk to another NPC, who is visiting from Electopia, and she'll give you 30 of them.
  • Numerical Hard: Getting 100% Completion in this game and inputting a certain code at the title screen unlocks Hard Mode, where the enemies simply have increased HP and do more damage. Because the Battle Chips and the drop rates don't scale accordingly, however, this simple change vastly steepens the difficulty curve.
  • Old Save Bonus: Retro Chip Traders let you get chips from the first game if connected via Link Cable.
  • One-Time Dungeon: Averted with the detonators during the Okuden incident. After defeating QuickMan, all four detonators will be relocated to the dam for research purposes, in case there are things there you forgot.
  • Party in My Pocket: Used briefly during the Okuden camp scenario. Since this is the only time in the series it's used, it's very jarring; apparently players were just expected to know what it meant when all the other kids walked into Lan. (Standard Battle Network procedure when Lan's in a group is just to have everybody hang around somewhere, checking things out, until you trigger a cutscene that moves the party.)
  • Point of No Return: Jacking into QuickMan's PET will lock you in until you defeat QuickMan himself. Players not prepared for the challenge will find themselves unable to easily restore HP or access better chips.
  • Psychopathic Manchild: The leader of Gospel finds himself exasperated to discover that all the people in his committed terrorist organization are "lame". He's actually just a kid, so him thinking so childishly makes sense.
  • Racial Face Blindness: A Netopian NPC remarks that all Electopians and Yumlanders (i.e. Japanese and Thais) look alike when talking to Lan.
  • R-Rated Opening: The first arc is very much this. The game starts with a man flat out gassing a young girl with intent to hold her for ransom, showing no remorse for it, and then, he is implied to be killed in a You Have Failed Me moment.
  • Sequel Hook: The scene after the end credits, in which Dr. Hikari suggests that someone was manipulating the leader of Gospel. That the Bonus Dungeon is named WWW Area doesn't help.
  • You Have Outlived Your Usefulness: The fate of every Gospel operator for failing to move with their plans is to be gravely injured at best or killed through attacks that look like terrorist attacks in order to hide the bodies at worst by their leader.
  • Weather-Control Machine: Made important when the computer suppressing the planet's weather is hacked, threatening to unleash years' worth of earthquakes and storms on the planet.

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