
MegaMan Star Force 2
September 3, 2008 | 11:39 AM PST
Kombo's Review Policy: Our reviews are written for you. Our goal is to write honest, to-the-point reviews that don't waste your time. This is why we've split our reviews into four sections: What the Game's About, What's Hot, What's Not and Final Word, so that you can easily find the information you want from our reviews.
What the Game's About
MegaMan Star Force 2: Zerker x Ninja and Zerker x Saurian (hereafter referred to simply as "MegaMan Star Force 2," or more simply "MMSF2") follows in the footsteps of its prequel, which itself was something of an evolutionary step from the MegaMan Battle Network series of action/role-playing games that took place 200 years prior.
The game follows the adventures of 5th-grader Geo Stelar, who is able to fuse with an electromagnetic (EM) wave alien named Omega-Xis (or Mega, for short) to become MegaMan, a hero who is able to see, travel along, and beings in the invisible EM world. Geo and his friends do things and help people, which often leads to trouble and the call for MegaMan to save the day. As the story progresses, the more sinister motives of an evil organization start to become apparent.
So how does Geo deal with the problems encountered? The Mega Man way, of course: By blasting everything problematic to bits. Sure, there are odd exceptions, as per the RPG norm, but for the most part, if something's causing trouble, then there will be fragging afoot. To do this, the Star Force series allows players to use the standard Mega Buster default weapon, which has unlimited shots and can be charged up for more power, but prior to getting some enhanced parts, it's basically like trying to cut down a tree with a steak knife. Sure, you'll put some cuts in, but it'll take awhile.
That's where Battle Cards come in. Colored, coded, and collected for combinations, these are special attacks which deal far more damage, with more powerful cards often collected in true Mega Man fashion: From the ashes of fallen enemies along the course of the game. In addition to new attacks, you can also gain cards that will allow you to enhance other cards, to heal your wounds, increase your defense, or even lay waste to the playing field itself. There are some restrictions and limitations as well, but if you've ever played the Battle Network games, then you already have a rough familiarity with how things work here.
Since we don't have a review of the first title here (how awkward), I'll continue by saying that combat switches the graphics from 2D sprites to 3D models, and is conducted across a 6x3 field, where your enemies control 5x3 of it, and you get the back row. However, even after getting my butt handed to me in the Battle Network games, where you command a full half of the field, I have to say that the way they have it set up works amazingly well. For those who are familiar and are worried about close-range attacks, there is also a lock-on feature that allows MegaMan to get in close to attack with a dramatic camera angle.
What's Hot
Over the twenty year history of Mega Man, it has not been uncommon -- in fact, it's often expected -- for a successive game in one of its series to reuse common assets from a previous title, barring a radical change, such as a move to a more (or less) powerful console. And while the main on-screen characters look the same as before, much has been given a bit more polish. For example, the central hub of the game in which Geo lives and goes about his day-to-day business, Echo Ridge, has received a bit of a makeover; it all looks familiar, but remade. You won't be getting lost here if you played the original, but it has a new coat of paint which welcomes you back. In addition, the character mugshots have also been remade; clearly, Geo is a much happier lad now than the last time we saw him. Little touches like this do well to tell the player that this isn't just an expansion pack for the game they bought last year, but more of a sequel.
Also, a small touch to be noted is that if you don't want to have a status window on the top screen of the DS, it can be switched to provide you with a view of the sky above the action happening on the bottom. For the most part, it's rather inconsequential, acting as a bit more scenery for you as in Animal Crossing: Wild World, but on occasion, you'll see something neat up there -- often as part of the story -- such as a blimp advertising a new movie which kicks things off.
As regards the story, it should probably be said that Star Force 2 doesn't share a strong continuity with its predecessor; while playing the first will help familiarize you with some characters and backstory, most of it (if any) does not really has a serious impact on the story of the second game. This can work as both a good thing and a bad thing, depending on who you are, though.
Navigation is changed from the first game, too. Before, MegaMan would travel along "wave roads" which effectively hovered over everything in the world, much like a series of long, elaborate bridges. While some of those still exist here, the integration is revamped so that you're actually able to travel around the regular map as MegaMan, too, although you can no longer interact with humans when transformed. Likewise, EM Wave beings and items which populate the Wave world cannot be spoken to when Mega and Geo aren't fused.
One of the key mechanics in the Star Force series is the use of BrotherBands. By becoming a "Brother" (the term is unisexual) with someone, in the game or in real life, you'll gain different enhancements based on the version of the game they're playing, as well as an addition to your Battle Cards which lets you use one of their six best moves in battle, chosen at random. What's more, after a certain point in the game, you can access the Tribe power of a Brother who is playing a different version of the game from yours.
The improvements in this aspect of the game are twofold. For starters, there are three versions of the game: Zerker, Ninja, and Saurian. Fortunately, they come bundled in pairs, hence the names Zerker x Ninja and Zerker x Saurian. Therefore, you have more choice, as well as an additional save file over the single save file of the first Star Force. The next improvement is in separation of real-life Brothers from those made in the game. The prequel had six slots, period. In this one, there are separate slots for the game's characters and for those you make in real life. And fortunately, if you don't know anyone around you who has the game, you can form BrotherBands with people you know online and play against them there.
And the last major improvement in this aspect of the game is what's known as the Tribe King form. In the first Star Force, there were three versions: Pegasus, Leo, and Dragon, and each was dedicated to a single game pack, with GameStop having the third as an exclusive. You could form BrotherBands with other versions, and activate each, but that's as far as it goes. But in Star Force 2, forming BrotherBands with people who are playing different versions allows you to mix and match the three in any combination of two or three forms.
Finally, if the game is giving you too much trouble, there's no need to fret, for the game has its own built-in cheat system known as Wave Command Cards. Using this feature brings up a 5x4 field on the touchscreen, upon which you enter codes by touching six points in sequence. Doing so successfully will grant you rare Battle Cards, other forms, extra Hit Points, and more.
But before I move on, do want to make note of one minor change that I am very grateful for. In the six Battle Network games and the first Star Force, there have been scenarios which start off the game in order to teach you how to play the game and use the Battle Card system. In this title, being taught is purely optional, which allows for you to get to the game itself more quickly. Finally. These portions are often dull enough in the sequels to almost make me regret ever picking it up, but this time, they've set it so that it works well for beginners as well as old hands.
What's Not
MegaMan Star Force 2 is a strong game, and a lot of fun to enjoy, which is why it remains a shame that the greatest scourge of RPGs everywhere is what taints this title more than anything else: Random encounters.
When all you want to do is move things along or figure out where you're supposed to be going, random encounters with enemies will constantly pop up, often breaking your train of thought... especially if it's a more difficult battle. It is possible to escape some battles by running, but I found that when I most wanted to run away, I was unable to. The cost for this would be that I would have to begin a new battle without being able to select any Battle Cards, putting me at a considerable disadvantage, working to survive until my "Custom Gauge" (the meter which times how long before you can select new cards) fills again. Sometimes it's easier just to fight battles you don't want to, rather than risk being put at a disadvantage. This makes progression a lot more tedious at times.
The first game kept random encounters to a more reasonable level, just riding the line between tolerable and insane, but Star Force 2 tries to see how far it gets to that line before crossing it. And for some people I've spoken to, it didn't just step across the line, it leaped across. Personally speaking, though, I'm able to keep going... but I do wish they had included a Wave Command Card to reduce these encounters.
One turn-off for some people may be the graphics. While they are quite nice, they don't exactly scream "you can't do this on GBA," save for the 3D segments. As a result, it does tend to really look like a part of the earlier Battle Network series. However, this hasn't done much to hamper other similar transitions, such as the Castlevania titles or Mega Man Zero's move to Mega Man ZX, so perhaps I'm looking too much into it. And while I wouldn't be so bold as to say that DS owners don't care about graphics, I would imagine any who would have a serious issue with Star Force 2's would likely not be playing the DS in the first place.
While Star Force 2's music and sound effects are as good as Mega Man's has ever been, I am disappointed in the slow de-evolution that seems to be taking place when it comes to voices. While there are those who would rather not hear anything from any Mega Man character ever, I find it disappointing that MegaMan Battle Network 5: Double Team DS featured several English soundbytes from characters throughout the game. In Star Force, these were gone, but selecting menu options such as "Save" would echo what you had chosen with an electronic voice. In Star Force 2, even that is gone, which I felt is unfortunate. It's even more peculiar when you consider there is a local anime dub cast from Viz for the cartoon adaptation.
And finally, one of the game's better features also turns into a real detriment when taken online. The Wave Command Card system, which is great for adding a little muscle for inexperienced players to use to help move through the game, can really unbalance things. As one friend who is more experienced in Star Force 2's online arena told me, "it's the most commonly abused part of the game and a reason why people hate using the Wi-Fi battle option: Because everyone auto-Tribe Kings."
Final Word
While I can't say that this game is for everyone, I do feel it is a solid title in its own right. I should also emphasize that being a fan of other Mega Man series does not guarantee that you will like this game, or vice versa.
And in the interest of full disclosure, I have been a Mega Man fan ever since the franchise began, and even though I've enjoyed the vast majority of the series, including the Battle Network games, I will openly admit that I was not looking forward to playing Star Force, and actually never even touched the first one until I was charged with reviewing the second. I am very happy to say that I was quite wrong about the series, and it now actually ranks among my favorite Mega Man experiences -- even more than the Battle Network series, in fact (and that one was loaded with fanservice, on top of other things).
If you've never played a MegaMan Star Force game, or perhaps even if you happened to like the Battle Network games but shied away from it in the middle of its long, successful run, MegaMan Star Force 2 and its prequel are worth a shot. If you played and enjoyed the first MegaMan Star Force, you'll find more of the same fun here.
What the Game's About
MegaMan Star Force 2: Zerker x Ninja and Zerker x Saurian (hereafter referred to simply as "MegaMan Star Force 2," or more simply "MMSF2") follows in the footsteps of its prequel, which itself was something of an evolutionary step from the MegaMan Battle Network series of action/role-playing games that took place 200 years prior.
The game follows the adventures of 5th-grader Geo Stelar, who is able to fuse with an electromagnetic (EM) wave alien named Omega-Xis (or Mega, for short) to become MegaMan, a hero who is able to see, travel along, and beings in the invisible EM world. Geo and his friends do things and help people, which often leads to trouble and the call for MegaMan to save the day. As the story progresses, the more sinister motives of an evil organization start to become apparent.
So how does Geo deal with the problems encountered? The Mega Man way, of course: By blasting everything problematic to bits. Sure, there are odd exceptions, as per the RPG norm, but for the most part, if something's causing trouble, then there will be fragging afoot. To do this, the Star Force series allows players to use the standard Mega Buster default weapon, which has unlimited shots and can be charged up for more power, but prior to getting some enhanced parts, it's basically like trying to cut down a tree with a steak knife. Sure, you'll put some cuts in, but it'll take awhile.
That's where Battle Cards come in. Colored, coded, and collected for combinations, these are special attacks which deal far more damage, with more powerful cards often collected in true Mega Man fashion: From the ashes of fallen enemies along the course of the game. In addition to new attacks, you can also gain cards that will allow you to enhance other cards, to heal your wounds, increase your defense, or even lay waste to the playing field itself. There are some restrictions and limitations as well, but if you've ever played the Battle Network games, then you already have a rough familiarity with how things work here.
Since we don't have a review of the first title here (how awkward), I'll continue by saying that combat switches the graphics from 2D sprites to 3D models, and is conducted across a 6x3 field, where your enemies control 5x3 of it, and you get the back row. However, even after getting my butt handed to me in the Battle Network games, where you command a full half of the field, I have to say that the way they have it set up works amazingly well. For those who are familiar and are worried about close-range attacks, there is also a lock-on feature that allows MegaMan to get in close to attack with a dramatic camera angle.
What's Hot
Over the twenty year history of Mega Man, it has not been uncommon -- in fact, it's often expected -- for a successive game in one of its series to reuse common assets from a previous title, barring a radical change, such as a move to a more (or less) powerful console. And while the main on-screen characters look the same as before, much has been given a bit more polish. For example, the central hub of the game in which Geo lives and goes about his day-to-day business, Echo Ridge, has received a bit of a makeover; it all looks familiar, but remade. You won't be getting lost here if you played the original, but it has a new coat of paint which welcomes you back. In addition, the character mugshots have also been remade; clearly, Geo is a much happier lad now than the last time we saw him. Little touches like this do well to tell the player that this isn't just an expansion pack for the game they bought last year, but more of a sequel.
Also, a small touch to be noted is that if you don't want to have a status window on the top screen of the DS, it can be switched to provide you with a view of the sky above the action happening on the bottom. For the most part, it's rather inconsequential, acting as a bit more scenery for you as in Animal Crossing: Wild World, but on occasion, you'll see something neat up there -- often as part of the story -- such as a blimp advertising a new movie which kicks things off.
As regards the story, it should probably be said that Star Force 2 doesn't share a strong continuity with its predecessor; while playing the first will help familiarize you with some characters and backstory, most of it (if any) does not really has a serious impact on the story of the second game. This can work as both a good thing and a bad thing, depending on who you are, though.
Navigation is changed from the first game, too. Before, MegaMan would travel along "wave roads" which effectively hovered over everything in the world, much like a series of long, elaborate bridges. While some of those still exist here, the integration is revamped so that you're actually able to travel around the regular map as MegaMan, too, although you can no longer interact with humans when transformed. Likewise, EM Wave beings and items which populate the Wave world cannot be spoken to when Mega and Geo aren't fused.
One of the key mechanics in the Star Force series is the use of BrotherBands. By becoming a "Brother" (the term is unisexual) with someone, in the game or in real life, you'll gain different enhancements based on the version of the game they're playing, as well as an addition to your Battle Cards which lets you use one of their six best moves in battle, chosen at random. What's more, after a certain point in the game, you can access the Tribe power of a Brother who is playing a different version of the game from yours.
The improvements in this aspect of the game are twofold. For starters, there are three versions of the game: Zerker, Ninja, and Saurian. Fortunately, they come bundled in pairs, hence the names Zerker x Ninja and Zerker x Saurian. Therefore, you have more choice, as well as an additional save file over the single save file of the first Star Force. The next improvement is in separation of real-life Brothers from those made in the game. The prequel had six slots, period. In this one, there are separate slots for the game's characters and for those you make in real life. And fortunately, if you don't know anyone around you who has the game, you can form BrotherBands with people you know online and play against them there.
And the last major improvement in this aspect of the game is what's known as the Tribe King form. In the first Star Force, there were three versions: Pegasus, Leo, and Dragon, and each was dedicated to a single game pack, with GameStop having the third as an exclusive. You could form BrotherBands with other versions, and activate each, but that's as far as it goes. But in Star Force 2, forming BrotherBands with people who are playing different versions allows you to mix and match the three in any combination of two or three forms.
Finally, if the game is giving you too much trouble, there's no need to fret, for the game has its own built-in cheat system known as Wave Command Cards. Using this feature brings up a 5x4 field on the touchscreen, upon which you enter codes by touching six points in sequence. Doing so successfully will grant you rare Battle Cards, other forms, extra Hit Points, and more.
But before I move on, do want to make note of one minor change that I am very grateful for. In the six Battle Network games and the first Star Force, there have been scenarios which start off the game in order to teach you how to play the game and use the Battle Card system. In this title, being taught is purely optional, which allows for you to get to the game itself more quickly. Finally. These portions are often dull enough in the sequels to almost make me regret ever picking it up, but this time, they've set it so that it works well for beginners as well as old hands.
What's Not
MegaMan Star Force 2 is a strong game, and a lot of fun to enjoy, which is why it remains a shame that the greatest scourge of RPGs everywhere is what taints this title more than anything else: Random encounters.
When all you want to do is move things along or figure out where you're supposed to be going, random encounters with enemies will constantly pop up, often breaking your train of thought... especially if it's a more difficult battle. It is possible to escape some battles by running, but I found that when I most wanted to run away, I was unable to. The cost for this would be that I would have to begin a new battle without being able to select any Battle Cards, putting me at a considerable disadvantage, working to survive until my "Custom Gauge" (the meter which times how long before you can select new cards) fills again. Sometimes it's easier just to fight battles you don't want to, rather than risk being put at a disadvantage. This makes progression a lot more tedious at times.
The first game kept random encounters to a more reasonable level, just riding the line between tolerable and insane, but Star Force 2 tries to see how far it gets to that line before crossing it. And for some people I've spoken to, it didn't just step across the line, it leaped across. Personally speaking, though, I'm able to keep going... but I do wish they had included a Wave Command Card to reduce these encounters.
One turn-off for some people may be the graphics. While they are quite nice, they don't exactly scream "you can't do this on GBA," save for the 3D segments. As a result, it does tend to really look like a part of the earlier Battle Network series. However, this hasn't done much to hamper other similar transitions, such as the Castlevania titles or Mega Man Zero's move to Mega Man ZX, so perhaps I'm looking too much into it. And while I wouldn't be so bold as to say that DS owners don't care about graphics, I would imagine any who would have a serious issue with Star Force 2's would likely not be playing the DS in the first place.
While Star Force 2's music and sound effects are as good as Mega Man's has ever been, I am disappointed in the slow de-evolution that seems to be taking place when it comes to voices. While there are those who would rather not hear anything from any Mega Man character ever, I find it disappointing that MegaMan Battle Network 5: Double Team DS featured several English soundbytes from characters throughout the game. In Star Force, these were gone, but selecting menu options such as "Save" would echo what you had chosen with an electronic voice. In Star Force 2, even that is gone, which I felt is unfortunate. It's even more peculiar when you consider there is a local anime dub cast from Viz for the cartoon adaptation.
And finally, one of the game's better features also turns into a real detriment when taken online. The Wave Command Card system, which is great for adding a little muscle for inexperienced players to use to help move through the game, can really unbalance things. As one friend who is more experienced in Star Force 2's online arena told me, "it's the most commonly abused part of the game and a reason why people hate using the Wi-Fi battle option: Because everyone auto-Tribe Kings."
Final Word
While I can't say that this game is for everyone, I do feel it is a solid title in its own right. I should also emphasize that being a fan of other Mega Man series does not guarantee that you will like this game, or vice versa.
And in the interest of full disclosure, I have been a Mega Man fan ever since the franchise began, and even though I've enjoyed the vast majority of the series, including the Battle Network games, I will openly admit that I was not looking forward to playing Star Force, and actually never even touched the first one until I was charged with reviewing the second. I am very happy to say that I was quite wrong about the series, and it now actually ranks among my favorite Mega Man experiences -- even more than the Battle Network series, in fact (and that one was loaded with fanservice, on top of other things).
If you've never played a MegaMan Star Force game, or perhaps even if you happened to like the Battle Network games but shied away from it in the middle of its long, successful run, MegaMan Star Force 2 and its prequel are worth a shot. If you played and enjoyed the first MegaMan Star Force, you'll find more of the same fun here.





















