Mega Man Battle Network 6: Cybeast Falzar Review
Written by Robert Falcon on Thursday, June 15, 2006
Some new systems are introduced.
Seems way too much like previous games, with very little change.
I never got into the Mega Man Battle Network series, simply because it's not my thing. When I pop in a Mega Man game of any kind, it's usually something in the action variety, like the brilliant Mega Man: Powered Up for the PSP or even the Mega Man X Collection on the GameCube. It's all about action and not strategy for me as far as the Mega's concerned, because that's where he grew up when he was introduced on the NES. So I approach Mega Man Battle Network 6: Cybeast Falzar with great caution, as maybe this'll be the game to finally draw me in to a formula that's engaged fans for years.
Um, nope. The problem with Battle Network 6: Cybeast Falzar (as well as its brother release Cybeast Gregar, in which the differences are slight), is that the gameplay itself still fails to be reinvented, and you've covered this territory before in countless Battle Network games. There are new systems that are introduced, but it still comes down to roaming around interstellar towns with a digital point of view, then engaging in battles that have little variance or, worse yet, point.
The game looks EXACTLY as the previous ones did, and there's no excuse for this. I can understand if a game formula works pretty well and very little has to be changed, but something should give gamers reason to drop another $30 on it. New animations, new amazing visual effects, SOMETHING. But alas, not to be, as 99 percent of the stuff here, aside from a few new character designs, are repeated. Same with the music, it has little variance to it as well.
The general gameplay, like I said, has been perked up slightly with the introduction of such systems as the Cross System and the Beast Out System, both coming into place to help out Lan and Mega Man during crucial fights, and also the ability to use enemies' weapons absorbed into your own (a feature first introduced in past Mega Man releases), but these differences don't change the fact that the game still has lulls whenever the battles come into play, and you've seen it all before in prior releases. Worse yet, the fetch quests are still redundantly boring, and makes you yearn for a Mega Man straight-up action title instead. I know I want to play Powered Up over this any day of the week.
If you're a fan of Mega Man Battle Network games, you'll probably feel right at home with Cybeast Falzar or Gregar, and its new touches will suit you best. But this is a series that needs a serious kick in the pants, a reinvention of itself that will stand alongside the likes of Powered Up and remind us all why we loved Mega Man in the first place. All this feels like is a rerun.









