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Platform: Nintendo DS
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Publisher: Capcom
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Developer: Capcom
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Medium: Cartridge
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Players: 1 - 8
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Online: No
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Also on: (n/a)
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A barely enhanced Game Boy Advance port.
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When I say that Mega Man Battle Network 5: Double Team DS is the same game that was released on the Game Boy Advance earlier this year, I'm not trying to make a comment regarding the series tradition of formulaic sequels. In fact, I'm being serious - Double Team is a slightly-enhanced DS port of the Game Boy Advance's Mega Man Battle Network 5. The Double Team in its title refers to the two versions available on the Game Boy Advance, Team Colonel and Team Protoman, which are both included on the DS cartridge.
Because of this, Ernie's review of Mega Man Battle Network 5 on the Game Boy Advance is still an accurate depiction of the game's main strengths and weaknesses. So instead of needlessly repeating what Ernie has already said, this review will focus on the merits of the changes made for the DS iteration.
Most obvious of these changes is the use of the DS' second screen. While the main game takes place on the top screen, the bottom screen is mostly used for menus and maps. Navigating the various menus by the touch screen is a tad more intuitive and a tad easier than past GBA versions, as is organizing the Chip Folder by dragging chips in and out of it. A polygonal representation of Mega Man appears on the screen while LAN is in the real world, meant to mimic the PET screen LAN himself interfaces with.
However, it's the map function that really makes the best use of the second screen. The various cyber-dungeons of Double Team can be maze-like and confusing, so the ability to toggle a map on the second screen and have it stay there while exploring is quite handy. But short of a few touch-based mini-games, that's pretty much the extent of Double Team's use of the second screen. And while the map is extremely welcome and convenient, that's not much of an incentive for those that have already battled through those dungeons on the GBA version.
The lack of second screen use in battle is disappointing, as the screen just displays a static logo. In fact, the only new feature in battle allows players to use the DS' built-in microphone to literally "cheer" Mega Man on. Why not display available chips on the second screen? What about additional information about the selected chip or enemy? Why not put health information on the bottom screen? Why not toss in some new chips that would let players cause damage by tapping enemies with the stylus or something of that sort? The second screen provides a lot of potential for gameplay, and it's just frustrating to see that squandered away on maps and menus.
Moving down the list, a new tournament mode supports up to eight players through local wireless multiplay. The downside here is that it's limited to players in the immediate area, no Nintendo WiFi support here, and each player must have their own copy of the game. Various voice samples were also added in the DS conversion, though the quips tend to sound forced ("Jack in! Mega Man! Execute!") and grow annoying with time.
Taking advantage of the DS's GBA cartridge slot, the presence of certain cartridges will unlock bonus content in Double Team. More specifically, past Mega Man Battle Network titles will power up a corresponding Navi during Liberation Missions. Additionally, Konami's Boktai 2 will temporarily unlock the exclusive Soul Cross Mega Man, and the presence of any Boktai game will unlock some mini-games.
Last among the changes, and perhaps the only one those who have already played Mega Man Battle Network 5 will care about, is the ability to swap Navis between Team Protoman and Team Colonel. However, there's a slight catch, being that the player must have already completed the other version or have the GBA cartridge of the opposite version. Owners of the GBA version are also able to import their chips into the DS edition.
Sadly, none of this radically alters the gameplay experience of Mega Man Battle Network 5. Except for the few differences made to support features specific to the DS hardware, there's not much to separate the DS and GBA iterations. The core gameplay is the same, the storyline is the same, the graphics are the same, and, well, you get the idea. There's no added story, no added missions, no added incentive for those sane folk that have already played through either version to grab the DS version and play through again.
Of course, none of this will matter to those obsessed with the series, as they will absolutely adore the slight enhancements and changes. Likewise, newcomers and the series veterans who held off on picking up the GBA version will find Mega Man Battle Network 5: Double Team DS a solid entry in the series. It's just not as solid as it could be, the unrealized potential suggesting this was more of an excuse to put out a third version of Mega Man Battle Network 5 instead of a legitimate, well-intentioned port.
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