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This review contains spoilers

After five (mostly) good entries it’s only natural to expect great things from a sixth and final installment to a tenured franchise such as Mega Man Battle Network. Yet, just because it’s a capstone entry does not guarantee success or quality. Mega Man Battle Network 6: Cybeast Gregar is a mixed bag of good and bad overall with the bad often undermining the good. Despite personal enjoyment and affection, I wish I could have gotten more out of my experience that rounds off this retrospective spanning almost a year. Improvements to existing systems and the return of proven systems make for a compelling reason to love this game. Poor writing and narrative design paired with questionable overall design choices limit how much you can engage with and appreciate those positive changes. After all, a game can feel good while still being bad. I insist that this Mega Man entry is good while leaving much to be desired.

The introduction brings about radical changes which feel necessary for the driving force behind the plot. For there to be titan programs capable of the sheer destruction and power demonstrated, it would almost certainly be required for them to exist somewhere we haven’t been to before. The Cybeasts, named Gregar and Falzar, still demand suspension of disbelief that you, the son of one of the greatest scientists in the world, would never have heard of these monsters before. In light of all that Lan has accomplished, it begs you to not consider this while proceeding with the plot. Regardless, the concept of MegaMan absorbing one of these great beasts is almost just as unbelievable were they not to give some sort of reason for it to work. At a surface level, this feels like a contrivance but given the history of MegaMan’s origins, it comes off as believable enough to move on from it.

The new characters that are introduced in this new setting have the potential to be compelling friends and allies, were they given more time to form attachments like that of Lan’s ACDC Town friends. Unfortunately, the narrative rushes you from the setup scenario to the crisis scenario before urgently pushing you to the next area so you can repeat the same formula until you reach the bittersweet end. The spaces occupied by these scenarios become bland the moment you resolve the crisis. These areas exist solely for the sake of the plot as the added NPCs do little to contribute to the intended “lived-in” feeling. We see this type of setup in previous Battle Network games too but usually, there’s a little bit more to justify the setting beyond the facilities that are rooted in these spaces. Places like Yoka in 3 have the zoo and the hotel with the hot springs and 5’s SciLab has a pathway to the marina. Nothing like that exists within Battle Network 6 and the game is worse for it. None of these places feel connected to each other either as half of these places are in unconventional spaces like the sky or out in nature.

The themes present in these areas go beyond their appearance too. This is most apparent in the Green Area where Cyber City’s justice system resides. The themes present in Green Area go further than what I imagine the developers intended. The idea of using program-based judgment works when you consider how all of net society relies on technology and its integrations into a daily living but when you take a step back and consider the social ramifications behind computer-based judgment it becomes immediately off-putting. Who put in the parameters that define justice? Is the computer capable of understanding nuance and contextualization? What happens when the computer reaches the wrong verdict? Furthermore, is it ethical for a prosecutor to create such a system and still do their job under the pretense that they designed that system? These are all questions that I don’t believe were intended to be explored by this area, especially with how quickly the plot resolves and the game moves on. All of these factors don’t even acknowledge the fact that justice has been weirdly married to environmentalism. None of this translates to the net aside from the background and a few cyber-trees that block your path.

The net design is perhaps, the greatest it’s been since Battle Network 3. While visually it’s about what you have grown to expect throughout the series, the layout is highly intuitive and is easy to follow and remember how to navigate. Obstacles are less present in favor of offering you shortcuts to navigate through areas quickly. The rush biscuits open up the opportunity to spend your gratuitous amount of money accrued from battle and then create paths that allow you to find otherwise inaccessible items or spaces. This is a completely missable feature but it’s incredibly useful for those repeat journeys through the net. Obstacles can also be cleared by using one of the various Link Navis that you obtain throughout the game. The Link Navi system is the continuation of Battle Network 5’s system that allowed Lan to operate other characters’ Navis. In this game, Lan is permitted to explore the net with some returning characters along with some new faces. Getting to run around as Navis such as HeatMan and ElecMan was a pleasant way to change up the gameplay and challenge you to synergize with these Navis. This also allowed you to clear the barriers that were present throughout the net. This could be tedious at times due to the static starting point of each Navi but it overall lends itself to a pleasant experience. Of course, the best part of exploring the net is busting viruses and gathering battle chips.

Gathering battle chips has never been better. The chip selection, accessibility, and synergy are next level. From the beginning, it’s easy to narrow your folder down to a couple of chip codes. Regular memory is available in abundance and the new tag system makes it even easier for you to put together Program Advances or set up to use chips more efficiently, all of which adds up to an excellent combat system. The problem is that the battle chips are too strong. Immediately upon arrival, you can gather chips that do sixty or more damage. Your folder starts with very fast-acting chips that do a lot of damage as well. This is most present with new chips. A lot of the Navi boss chips do a ton of damage and have low regular memory requirements. Like BlastMan, his basic chips do a lot of damage and only require 30MB to select as your regular chip. This allows for combat to be heavily trivialized and undermines any need for other systems that are present in combat. Namely, the Double Soul system that was rebranded to the Cross system and the new Beast Mode that is introduced when MegaMan absorbs Cybeast Gregar.

The Cross system is a feature that’s introduced with the Link Navis. It allows MegaMan to adopt the physical properties of the Link Navis and boosts the power of their respective elements. The crosses you obtain throughout the game are very powerful in their own respect. Specifically, HeatCross and SlashCross are the first two you can obtain and are incredibly strong. If there were tougher viruses to face the Cross system would have been critical to helping you compete but as mentioned before, battle chips are so strong that you only feel the need to use this system during boss battles. Any other time the animations and process of using the ability would take longer than the battle itself. This system synergizes well with Beast Mode though. Beast Mode boosts the strength of elementless chips and also gives you the ability to jump into the effective damage range of a chip before using it. This aids in hitting enemies while you’re also taking evasive action but it could also leave you vulnerable for an attack. The strongest implementation is the combining of the two systems. Combining a Cross with Beast Mode changes how the affected chips work. Depending on which Cross you use, combined with Beast Mode greatly magnifies the effects and strength of your battle chips. Effects like turning your chips into a seven-tile burning attack or adding a stunning effect to your electric chips. This is well presented and fun to use but it further trivializes content. All of these factors rush you through the game until you reach the end.

After facing off with the titular Cybeast, Gregar, you have finally reached the end of not only Mega Man Battle Network 6: Cybeast Gregar, but you’ve also reached the end of the Battle Network series as a whole. While the franchise has had many ups and downs, this particular title perhaps has the deepest valleys in terms of storytelling while having the highest peaks in terms of gameplay elements. The gameplay feels so good that if you’re not paying attention you could miss just how poorly the writing and execution of this game’s narrative is. Breaking an established character’s behavior in an attempt to misdirect and then justifying it with an incredibly vague backstory is more frustrating than anything that has been done, narratively speaking, in the entire series. This is compounded by the fact that they gave this backstory to two different characters. At least with one of those characters it works because that character wasn’t established as morally grounded as the other character was. Then to right the wrong the characters basically admit because an eleven-year-old said it was bad and they should feel bad, that they were bad and feel bad for their part in the main villain’s plot.

Afterward, we’re given a few scenes that depict Lan and all of his friends talking about what they want to do when they grow up and the game ties it off with a proverbial bow that reads “and so they did.” It’s about as fulfilling as the narrative that we just experienced and it reminds you of how haphazardly this story has been put together. Between the linear area introductions and the immediate crisis that resolves just as swiftly, you’re left with a sentiment akin to “That’s it?” when the sentiment should be one of amazement. The Battle Network series as a whole has been a worthwhile experience, yet with this conclusion I’m left dissatisfied and desiring a follow-up containing a stronger ending. For as much fun as Mega Man Battle Network 6: Cybeast Gregar was to play, as a final installment to an otherwise fantastic series I am left sorely disappointed.

The best game in the series by far. Fusing with a wolf is super cool. I think about this game a lot and wish I could get more just like it. Megaman hasn't been the same for me since.

this game literally came from the future

Battle Network 6 - the series finale, appears to be (superficially) a big overhaul but is de facto (functionally) another snapshot of their modest evolution. In fact, its main problem is the same as all BN sequels: It doesn't matter how many options they add to combat when so much of the game is taken up by obnoxious filler. When it actually gets a chance to shine (e.g. dungeons), the surrounding objectives here get tedious very quickly, and often negate those precious few seconds of challenge. BN5's Liberation Missions are sorely missed.

But their focus - instead, lies elsewhere. The new albeit familiar setting, a fresh supporting cast, lengthier scenes and character-building reveal a team more interested in lore, drama and closure than in correcting their gameplay, and Capcom the storyteller is a lot less appealing than Capcom the battle designer. On the brighter side, this contains their most straightforward Net world and some of their funniest (i.e. wildly implausible) scenarios.


the mega man battle network series is anomalous in that it's had two separate "this is the end of the series" moments. i think we take for granted that games 4-6 exist, but if you replay 3, it's fairly explicit that the game is intended to be the conclusion to lan and megaman.exe's stories. that's one of the biggest problems of the 4-6 games for me, and i was really hoping this game would escape from the shadow that looms over the games. is mmbn6 a good game? yes, i think you'd be hard pressed to find someone who likes the series but does not like the game. but, does the game manage to be a better finale than 3 and provide a stronger conclusion to the series? honestly, no.

i need to stress that i'm not very big on the stories to mmbn games, as they're often silly and stakes + severity of actions vary widely depending on the game (everyone except lan and chaud basically dies in the knightman scenario in mmbn2 and it's fine, but lan gets tricked by mr. match in mmbn3 and now he's traumatized). i'm not expecting something with great narrative complexity when i play a mmbn game. that said, i think it's important to say that this game was made with the intention of being an end to the series. this is definitively the last mmbn game, so it's expected that series long character arcs and themes are going to be wrapped up here. the problem is that the game spends nearly the entirety of the game focusing on new characters. as a result, the ones that we've come to know get minimal attention (or, in some cases like higsby, none at all).

i'm not asking for fanservice or for every single navi + operator in the series to return, but i am asking for some amount of finality to this game. this series has such a wide economy of characters to work with, why do we need to spend so much of the game focusing on ones like mick, tab, and iris? i'm completely fine with the premise of "lan moves to a new city and gets separated from the familiar setting of ACDC town and its inhabitants", but i don't think enough is done with it to justify shafting what is essentially the lion's share of mainstays in the series. and as far as series-wide conclusions go, a lot of potential is squandered here. this game had an opportunity for us to see characters like shaun, mamoru, or dr. cossack one last time. instead of focusing on providing closure with any of those infinitely more interesting characters, we have to spend our time dealing with characters that just do not compare.

on the gameplay side of things, i don't have a lot of complaints, but i do have some. my biggest critique is that this game is way too easy. i feel somewhat like an elitist asshole saying that, but this game is far too generous to the difficulty curve's detriment. like yeah, mmbn2 was easy to break in half because of things like gater, but at least you had to earn the components to gater as well as know about the program advance beforehand. i shit you not, i got a blastman SP chip by hour 2 of this game from gold mystery data that i just happened to stumble across. add this to the fact that, generally speaking, this game has the most busted regular chips in the series and you're eliminating virtually all difficulty from my playthrough. it disappoints me that i only ever felt challenged by two fights in the game (S ranking circusman + bass BX) because i know that this series is capable of doing better. and this is all within the context of me not even using the cross forms or beastout that much. the few times i did, they were absurdly large jumps in power for literally no cost. the bad balancing of this game kills any sort of momentum the gameplay can build because i ended up steamrolling everyone and everything.

it feels very weird to sit here and pick apart this game, especially considering most fans of the series view it as one of the best. i don't think it's bad by any means, and i enjoyed my time with the game. hell, this is the most dour 3.5/5.0 review i think i've ever written. if anything, i probably would've had more positive things to say about it if it didn't have to serve as a conclusion to the mmbn series. this is a whimper of a finale for me on a narrative and gameplay level, and i hate saying that. i think the most damning thing i can say about this game is that i played it on launch and despite beating it, virtually none of it stuck with me. i enjoyed it, but i could not have told you basically anything about it besides major plot points. i remembered none of the new characters, none of the fights, none of the scenarios. i enjoyed mmbn6, but it failed to resonate with me as a child, and nearly 2 decades later, i now understand why.

Tears in my eyes, this really one of the best games ever made. MEGAMAN GOAT

The best battle network game by a small margin. Best gameplay in the series, the best story (although still nothing amazing), and very little padding. The chips are fun to use, annoying enemies are absent, and optional content in the form of classes and cross navis are implemented instead of tedious backtracking making for a very pleasant experience. The context and dire situations from previous BN games are present after being half-baked in 5 and the network is much more painless to traverse. The bosses are fun to fight besides circusman who's a nuisance and the final boss which is a massive pain as per usual for the series. I'm not sure who thought it would be fun to keep the player from using any direct-shot chips because it isn't and restricts playstyle significantly. I quite liked the villains this time around but the friendly cast was relatively weak. Mick is a brat and Tab barely exists so I would've preferred if Yai, Dex and Mayl just moved with Lan instead. Elementman's stage was probably my favorite in the entire series. It's sad thinking the series ends with this game but there are a lot of series that wish they could get half the amount of games BN got so I can't complain.

Woah cool systems given to you early and quality of life! It only took them 6 games! Story and gameplay loop really do nothing new. Was going through the motions, that combined with this being perhaps the easiest game made the whole playthrough very blah. Or I'm just fatigued after so many games and so little change. This may be one of the best (or most popular) for PVP but it's nothing special single player wise.

This review contains spoilers

Tenta ser o que mmbn 3 foi, e atinge o mmbn 1, fraco em poucas palavras.

Diferente da desgraça do 4, sinto que aqui ele tentou ser bom, e ela agrada bastante com os gráficos e level design de dungeon. Eu gostava das liberation missions do battle network 5, mas eu prefiro muito mais o estilo clássico, os puzzles são bons, ao invés de serem arrastados, e ritmo de jogo flui mais aqui. O que me incomodou mesmo foi os chefes, eles só vão ser um real desafio na reta final, porque todos são uns bando de tartaruga que não possui variedade de ataques e são lentos, a maioria, sem brincadeira, matei fazendo no damage, nem os chefes do bn 4 são tão ruins assim.

Esse é o sexto jogo, e por algum diabos de motivo ainda não tem mapa nele, sei que no bn 5 tinha um mapa na versão de ds, mas era tão difícil criar um menuzinho no start? Caramba, parece que é má vontade. O level design não é confuso, porém um mapa ajudaria aos iniciantes à se localizarem.

O que ficou fraco aqui foi a trilha sonora. Não sei porque elas enfraqueceram tanto, nem as de combate dão tanta emoção assim, a maioria dos temas são esqueciveis, a não ser a dungeon final que tem a obrigação de ser boa.

Não entendo direito o motivo de trocaram os amigos de lan, ainda mais com eles tendo um vaso desenvolvimento, e ao invés de aprimorarem os personagens já estabelecidos e amados na série, eles decidiram colocar 2 bonecos novos, um é inútil na trama e só serve pra preencher o estereótipo de nerd, e o outro é o Mick, que possui sua graça. No início, Mick sente inveja de lan, por possuir um navi mais poderoso que o dele, então ele decide se juntar com um navi problemático para se provar superior, uma motivação simples e que consegue ser superior a do bn 2, que era "oh, eu odeio todos os humanos porque eles me menosprezaram", vão tudo se fuder, eu quero ver personagem humano com motivações identificáveis.

O que não entendo na história é eles ficarem repetindo toda hora que o megaman é o irmão do lan. Pô, cara, isso já aconteceu umas... sei lá, 4 vezes? E lan ainda continua tratando hub como seu cachorrinho, isso é meio psicopata, e já aconteceu tantas vezes que nas novas vezes, perdem o peso, e isso também ocorre com bass. Todo santo jogo esse desgraçado está de alguma forma, e já perdeu a graça da aparição dele, nem me importo mais com a revelação dele na trama, isso era previsível.

E outra coisa que odiei foi o desenvolvimento de personagens, a iris aparece como um boneco misterioso, e que é bom ver o desenvolvimento dela, para no final revelar que ela era uma navi controlando um boneco, o que explica bastante o como ela ajudou na trama, e sua morte é triste de certa forma. Por outro lado temos o colonel, que se tu não jogou a versão dele no battle network 5, tu nem vai ter afeto pelo personagem, e ainda mais pelo dono dele. Eles simplesmente só são utilizados na trama para fazer ela se movimentar, sem dar uma real motivação ou motivo pra eu me interessar por eles.

Acho triste a série terminar assim, um final fraco que soa como "quando o sétimo jogo vai lançar agora?", no que ele tem de bom, ele tem muitos pontos fracos que deixa ele inferior no ponto de história, a gameplay sempre foi boa em battle network, porém não devemos nos esquecer que eles são rpgs, e rpgs servem para ter foco narrativo, ou temas no qual querem abrangir, infelizmente battle network peca muito nisso, querendo focar no bobo e no infantil, ao invés de seguir simples como o primeiro jogo, ou ter uma boa trama como o 3.

Gameplay-wise it's the strongest entry in the series. I really missed Liberation Missions, but everything else in the game is amazing. The story is cool, changing most of the side characters was a good move, as they got boring after 5 games. Classic MMBN filler is still here, but there's just so much content here that it's barely noticeable. CrossSoul is much better than DoubleSoul as a mechanic, and Beastcross enhances it even more. PvP is also at its best here.

Scenario and some of the more intricate mechanics might not be as strong as BN3, but hot damn the amount of freedom this game gives you in folder building is unparalleled. It feels like nearly any chip in this game you can base an entire deck around and still have a great time.

Unlike the other Battle Networks I had only played 6 once as by the time it came out I was more occupied with other consoles. It's a much stronger entry in the series then I remembered.

The cross system does away with the need to sacrifice a chip of the element type of the power you want to use but still buffs that chip type in some way. It preserves the reward for folder building around the ability Souls had while not punishing you if you drew no chips you can sacrifice in the opening. . There's also no turn limit and instead it ends if you take a hit you're weak too. A good change that makes the system easier to use. The only downside is they are too strong if anything and combined with the next topic they make the game very easy, more so then other entries. It's really fun though and aside from being a little too strong its the best power up this series has had.

The bosses, unfortunately, are a weak point. None of them have attacks that are hard to dodge and/or movement patterns/defensive abilities that make hitting them difficult. For the first few bosses that's fine as I wouldn't expect or want that early on but this persists until the end of the game. I found that some crosses charge attacks were so strong I could rely on only those to easily clear any boss without even bothering with chips which left me with little reason to strengthen my folder. The final boss was the only one that gave some level of challenge and that's partly because it had more health then other final bosses. Even then I'd rank it low in terms of final boss difficulty.

Issues with difficulty aside, I really liked everything else about this game. The pacing was the best in the series for the story and there was very little backtracking in the main game. Most crosses being obtained outside the story when you want them really helped in that regard and even though they have you retread old areas they have neat gimmicks and are usually done fairly quick. Other games had some scenarios I'd dread replaying but here there wasn't really any low point.

Story isn't anything I've really cared about in these games but I did feel this one mostly handled setting up later twists well enough and did a good job keeping much of the cast, like minor villains, relevant until the end. An improvement over previous games.

If this just handled boss difficulty a bit better I'd probably hold it above 3 as my favorite in the series.



4/23/2022- Battle Network 6 is the culmination of a series that spanned six games. It was the perfect end for something I held so dearly to my heart. Gameplay is as crisp as its ever been, the dungeon gimmicks are super fun, cross system is wonderful, OST is peak and the story is just so enjoyable, it's hard to dislike this game.

4/27/2022- 100%. I really did enjoy this game a lot. It's such a shame that the crisis track was looping after you beat the game, it became incredibly grating after the first two minutes. Also, a shame that postgame content was cut from the western releases. In general, I can't help but feel that I preferred BN3's post game to BN6.

The best BN game HANDS DOWN, the least amount of backtracking, the best side quest system, the best combat, the best soul cross/soul unision system, an interesting story that isn't incredible but it works and delivers, some great designs for all the megaman forms and for the enemies, the dungeons are fun and engaging for the most part, it is the DEFINITIVE battle network game, the most fun i've had with any of these games.

Where is the Battle Network Legacy Collection, Capcom