Mega Man Battle Network 3 Blue

Mega Man Battle Network 3 Blue

released on Mar 28, 2003

Mega Man Battle Network 3 Blue

released on Mar 28, 2003

Join Mega Mega.EXE, his pal Lan and friends as they keep the net safe from cyber mayhem in the most expansive battle network adventure yet. Together with the White version, find all of Mega Man's battle style changes, "Giga Class" Chips, enemies and discover more surprises just for you!


Also in series

Mega Man Battle Network 4: Red Sun
Mega Man Battle Network 4: Red Sun
RockMan EXE N1 Battle
RockMan EXE N1 Battle
Mega Man Battle Chip Challenge
Mega Man Battle Chip Challenge
Mega Man Network Transmission
Mega Man Network Transmission
Rockman EXE WS
Rockman EXE WS

Released on

Genres

RPG


More Info on IGDB


Reviews View More

An incredible fast paced action rpg. The story , gameplay, ost , characters all come together to make one of the most unique rpgs out there . The style system , battle chip combinations, ost that takes you back to simpler times . It is one of the most immersive rpgs out there

Beloved. Chips are great. Encounter rate too high

I don't really wish to talk about my experience with getting the Iceball M chip.

Without a doubt the best one of these I've played so far let me tell you now. The story is un-fucking-matched, I don't think it gets as ridiculous as 2's but it's so focused and pretty well-written for what it is. Lan throws MegaMan at a guy's head and also jumps out of the second story window of a hospital, literally how can this not be a 10/10.

The music? Wonderful, best ost of the first trilogy. The dungeons, while definitely not amazing (at this point that might just be a trend with this series), are the best yet. I especially love the hospital scenario, it's a legitimately good chapter with high stakes. Same for the final act, that finale is so damn good.

If this were the final game in the series, I think this would be the ideal sendoff for this cast and world. But alas, there are 3 more.

Like the last game, every improvement is counterbalanced with baffling design decisions. New parts system on top of style changes taking less battles and rewarding you upon leveling. Yet it takes so long to max a style that you can go the whole game w/o a style switch. Story hits an emotional peak but dungeon count has shrunk. If you aren't in a bad dungeon, you're dealing with Freezman level padding. Despite QoL changes, post-game still has me running around for hours, cross referencing guides.