Follow TV Tropes

Following

YMMV / Mega Man Network Transmission

Go To

  • Anti-Climax Boss: The Final Boss, the Life Virus R is pretty easy once you realize a majority of its attacks can be avoided by standing in a specific spot on the left side of the screen and jumping occasionally to avoid its attacks. Even the second phase, which requires you to avoid getting hit by its HP to 1 bubbles and then dying to Collision Damage, is not hard to deal with how the boss moves in a predictable pattern.
  • Awesome Music: The folks at SuperSweep composed one excellent soundtrack for this game that would feel right at home with the classic Mega Man series. Some of stand-out tracks include the game's Title Screen music, The Den/Global Area theme, this remix of Fire Man's stage for the Net on Fire stage, the Garden Comp theme, and the Bank Comp theme, among others.
  • Complacent Gaming Syndrome: It's not uncommon for players either to ignore the battle chip system entirely in favor of the Mega Buster or to use the Game-Breaker chips to cheese the whole game.
  • Critical Dissonance: The game's review scores on Metacritic sits at an average of 65, with a few positive critic reviews being outweighed by average-to-negative ones. The user scores, on the other hand, provide more generous reception.
  • Esoteric Happy Ending: Both endings are happy and upbeat, but players who are familiar with the best ending may be offput by how irrelevant Zero is in the version of the story where he doesn't survive. He doesn't even get a token mention suggesting a better ending.
  • Fandom Rivalry: With fans of Rockman.EXE WS. The Rockman.EXE WS camp have been harshly critical towards Network Transmission for its unbalanced difficulty curve, 2.5D presentation, and convoluted execution of its Battle Chip system, while the Network Transmission camp cite criticisms the former's lack of content and short length.
  • Game-Breaker: Even in the realm of psuedo-2D Metroidvania, some of the battle chips from Mega Man Battle Network can provide ways to break Network Transmission's difficulty into pieces.
    • The Invis series and related chips, which here are MegaMan's Invincibility Power-Up, allowing him to pass nearly every obstacle and enemy without the movement limitation imposed by the StoneBod series. They last from three seconds (Invis) to twenty seconds (PopUp), but you can have up to five of each in a folder.
    • Most of the stages are not actually designed for the DoubJump chip, which thus provides you with plenty of Sequence Breaking opportunities if you have the chips and MP for it.
    • Even for players playing the game as intended, certain Program Advances make short work of challenges. The Z-Cannon combo in particular provides a lengthy Invincibility Power-Up while dishing out 120 damage to bosses and barriers.
  • Misaimed Fandom: Players who are not aware of the mainline Battle Network games and how those games play has came into this game expecting a traditional Mega Man side-scroller ended up being irritated by the gameplay mechanics derived from the former, decrying how the mix of two gameplay styles do not mix well.
  • Play the Game, Skip the Story: Due to this game's Broad Strokes and not covering players who are not familiar with the first events of Mega Man Battle Network's story, many players with little-to-no interest in the rest of the Battle Network series has skipped through this game's story just to get back into the action (if they weren't put off by the game itself).
  • That One Boss:
    • FireMan, the game's first boss who is notorious to first-time players for his tricky-to-avoid FireArm attack with it's ridiculous range and getting close to him will have FireMan cloak himself in fire against players trying to slide under him.
    • GutsMan, unlike his Classic counterpart, who has attacks that are poorly telegraphed and hit very hard. His ground stomps can also stun players for an easy opening. It doesn't help that he'll sometimes try to corner players and trying to slide under him will likely have players getting GutsPunched on the way out.
    • ProtoMan, who's constantly in player's face for most of the fight, teleports towards the player at every opportunity he can get, block nearly every that his thrown at him with his shield and counters it with a shockwave, and every one of his attacks are painful. Even using a Guard chip against him can be countered by ProtoMan. You'd be forgiven for using the Invis chips or using the Z-Cannon combo against him.
  • That One Level: The Bank Comp, which brings back QuickMan and his infamous One-Hit Kill lasers from Mega Man 2; the laser placement will easily catch players off guard and leave them frustrated. It doesn't help that QuickMan himself can be a difficult boss to deal with thanks to his fast movement. (You are, of course, free to utterly cheese the laser segments by farming Invis chips).
  • That One Sidequest: Finding the PopUp chip, which only drops from the very rare pink-colored Mole in Pharaohman.EXE's stage, and defeating it requires hitting 200 times. Needless to say that getting a full supply of PopUp chips can a long time...

Top