Review: Rockman EXE Operate Shooting Star – The Case for Content
November 19, 2009 by Heat Man
Filed under Editorials, Reviews
Rockman EXE Operate Shooting Star, Capcom’s “plus alpha” remake of MegaMan Battle Network for the Nintendo DS, was released in Japan last week. Having had the chance to play the game and try out its new features, I’m here to give you my impression of this title. I must warn, this review contains a fair bit of spoilerish information concerning the game. I’m normally not this candid about a game that has yet to release in North America, but considering the kind of game Operate Shooting Star is, it’s hard to get around. Regardless, if you don’t want to be spoiled you should not read on.
Now, there’s something I want to make clear right away about my impression of Operate Shooting Star. It is not a remake of MegaMan Battle Network. It IS MegaMan Battle Network, with some additional features thrown in. If you have played MegaMan Battle Network before, you have essentially played this game already. “Plus alpha” is a Japanese expression that roughly means “a little something extra,” and in Operate Shooting Star’s case the emphasis is on “a little.” I can’t say this is a bad game though, because I do like the original MegaMan Battle Network. But I cannot understand why this game needed to be made. It is truly disappointing just how little new content was put in this game when you consider the whole package.
Since the game essentially is MegaMan Battle Network, I’ll only bother to discuss the game’s new elements. The largest new addition, of course, is what gives the game the subtitle of “Operate Shooting Star.” Capcom has made a lot of effort to hype the game as a crossover with MegaMan Star Force, a “dream collaboration” between both MegaMans. Star Force MegaMan, aka Geo Stelar, even makes a large, mysterious looking presence on the game’s box design.
In actuality, though, the Star Force connection this game has is incredibly weak. It amounts to little more than a side story about Geo needing to go back in time 200 years to stop ClockMan, an out-of-control experimental Net Navi who has kidnapped Harp Note. You first get the gist of this story in the game’s prologue, which curiously is separate from the game itself – you can only watch it from the title screen, and return to the title screen when it’s finished. Aside from that, this involvement only plays into a single additional scenario, where Geo finally does arrive in the past to stop ClockMan, who has taken Roll as well. The event itself is pretty fun and feels fresh, though it’s fairly short. The banter between Lan, Geo and Omega-Xis is very entertaining. What’s truly surprising, however, is that the event doesn’t take place until after the ElecMan scenario, which is well three fourths into the game. By this point you’ve probably forgotten that this game had any connection to Star Force, especially since the previous scenarios are exactly the same. What’s more, once the Star Force scenario is done, it’s back to Battle Network as usual. The event makes no impact on the rest of the game’s story.
Of course, after this event you can choose whether you want to play as BN MegaMan or SF MegaMan in battle. SF MegaMan generally has all his abilities from his own series. He charges automatically and rapid fires when you hold down the B button. Pressing Y generates his shield, and pressing X enters his lock-on mode, which lets him warp in front of enemies to perform chip attacks. This is way better than BN MegaMan, who doesn’t have such an easy time with short ranged attacks, although using X to lock on is a little cumbersome. SF MegaMan’s demerits are that he cannot use Program Advances, and if he’s hurt in the middle of a lock-on attack he’ll become paralyzed for a few crucial seconds. As much fun as he is to battle with, the game is nearly over by the time you get him.
The other major new feature is the Star Colosseum minigame. This is also available from the title screen, and can be played with up to six people wirelessly using just one copy of the game. The main competitive mode of this minigame plays out in the style of the game’s overworld view. Players, who can use either BN MegaMan, ProtoMan or SF MegaMan, compete to gain the most stars in either a free-for-all match or a team match. Stars appear on the overworld to be collected, but you can also steal stars from opponents by attacking them. The catch is, every player has a rock-paper-scissors attribute, and your attribute has to best theirs (i.e. if you have rock, you can only steal stars from people who have scissors). Aside from stars, other items appear on the field that can be activated with the B button. You can only carry one at a time, and there are items that can change your attribute, give you a temporary advantage, or set traps for other players.
Additionally, there is also a Vs. Bass cooperate mode. Instead of collecting stars, all players must work together to defeat Bass by using bombs on him. Bass is capable of knocking players out in one hit, though knocked-out players can be revived if another player comes to touch them. The game is over if Bass is defeated or if all players are defeated, but Bass is definitely challenging, as he continuously hunts players down, and becomes faster as his HP decreases.
I was only able to try the Star Colosseum mode with one other friend, but we both had a bit of fun playing it. We definitely enjoyed the Vs. Bass mode the most, and though we tried about seven or eight times we couldn’t defeat him. The star capturing competitive modes are a little more complex but just as frantic. I don’t think my friend got into as much, especially since he couldn’t read Japanese, so he wasn’t sure what was happening all the time. But it was still fun, and I imagine it can get extremely exciting and chaotic with six people. The matches are short but sweet, lasting roughly three to five minutes.
There are other additional features in the main game of Operate Shooting Star. The internet areas now have maps in the lower screen which can be helpful, though personally I think it would have been more helpful to make different areas of the internet have a different visual style, as all the successive Battle Network titles did. The game’s battle system takes a few elements from Battle Network 2, such as the inclusion of * coded wildcard chips, limitations to the amount of same chips in your folder, and the amount of chips you can gain with the add button. There are also a few new chips, a couple new program advances, and slight graphical updates here and there (mostly some new character mugshots).
All in all, though, Rockman EXE Operate Shooting Star is largely identical to MegaMan Battle Network of the Gameboy Advance, and I can’t really feel that its new features justify the game’s existence enough. The story is the same, the graphics are the same, the music is the same and unarranged, aside from the title theme (the Star Force event and Star Colosseum use music directly from the Star Force games as well). All this sameness makes for a rather tepid attempt at an exciting new game.
As far as I’m concerned, it’s not a big issue that what they did use from Battle Network isn’t updated at all. I can accept the same graphics and same music. Some believe they make the game feel dated, but I don’t think this is a major concern. What is a concern to me is, since Capcom did just port over so much of Battle Network’s content, why did they not very much new content? Why couldn’t they throw in more new scenarios, or switch up the game’s events a bit? Why couldn’t they add more new Navis and new enemies? As I’ve mentioned before, enemy characters are one of the biggest draws to Mega Man games, and having more new Navis would have made this game much more appreciated. As it stands, the only new Navi really is ClockMan. And I’ll give it to OSS that ClockMan is a pretty cool new character, if not very unique at the least (his personality is quite eccentric). But if you knew that Operate Shooting Star were to only include a single new Navi, would ClockMan really be your first choice? I didn’t think so.
There has been some comparison of this game to Ace Attorney on the DS. After all, it’s the same game as the Gameboy Advance version, with the same characters, same graphics and same music, with a single new scenario and other minor new features. However, this argument is rather flawed. First of all, just because Ace Attorney does it doesn’t necessarily make it a fine practice. But more importantly, before its DS porting, Ace Attorney was only available in Japan. While the new features in the DS port were to test features they intended to include in the series’ fourth installment, it was also to see how well the game would sell in North America and Europe. Of course, the game was eagerly enjoyed in those regions, which prompted the more hasty porting of the second and third titles for the DS as well. Still, I cannot imagine Japanese consumers had much reason to purchase these ports (although the original port did have a new scenario, and an additional secenario in a game like Ace Attorney amounts to much more new content than does an additional scenario in a game like Battle Network). Since MegaMan Battle Network has already been released worldwide, it will not enjoy this same advantage the Ace Attorney games had.
Additionally, people have also argued that this is a typical Capcom “cash-in;” that it’s a simply made game to maximize profits. However, I disagree with this argument as well. While I can’t imagine this game did take a whole lot of effort to make in a year’s time, I also can’t see it being that profitable since I think most Mega Man fans will realize there’s not much new going on here. Imagine this. Capcom could have instead made a brand new entry in the Battle Network series, with new characters and events, and still had a Star Force crossover and the Star Colosseum minigame. They could have still used many assets from the previous games, such as character and environment graphics, combat systems and other engines, and so on. But the game would be much more attractive for having actual new content. Such a game would not take too much more effort to create, but would easily be much more profitable because people ultimately buy (and don’t buy) games for their content.
So I cannot honestly understand the purpose this game was made. It’s hardly original. It’s a poor excuse for a cash-in. And I don’t feel Capcom had a need to make a game just to gauge how much people are still interested in Battle Network. The strong worldwide sales of Battle Network 6 should alone prove that. The only conclusion I can draw is that Capcom just needed to buy time as they work on the direction they really want to go for Mega Man’s future. I can only hope whatever they’re working on is worth it for this disappointing excuse of a remake. With the excitement that Mega Man 9 created in 2008, 2009 will look pretty pitiful in comparison with this being Capcom’s only offering for Mega Man.
In the end I can only recommend Operate Shooting Star to people who have never played the original MegaMan Battle Network, or to fans who are just really excited over Geo and other Star Force characters entering the game, however briefly it may be. And again, it’s not like Operate Shooting Star is a BAD game. It’s just hardly a new game, and I don’t think it lives up to the hype Capcom of Japan drove up for it. I just want to make sure you understand what kind of game you’re getting if you do decide to purchase it once it comes out in the western regions.









Heat Man I read a error in your rewiew.
“SF MegaMan’s demerits are that he cannot use Program Advances, and if he’s hurt in the middle of a lock-on attack he’ll become paralyzed for a few crucial seconds. As much fun as he is to battle with, the game is nearly over by the time you get him.”
Actually HE CAN, at least with Beta-Sword, and He CAN use the Lock on to attack with the 5 swords, and sometimes (I don’t know if it’s by the elements, or the attack of the Virus) He gets SuperArmor when Subaru is attacked when he look-ons someone and he is attacked in middle of his attack.
But your point is 100% correct, at least for me. This isn’t was a Crossover for me, it’s just like a Cameo or something similar like BN in SS world. I mean, they were soooooo focused for the crossover, and the game was the same that the my favorite BN game!, little changes in the attacks and the chips’ lag end but dang it, It’s not the point, I would have preferred a “RE-MAKE” and not something like that. =/
I think you’re being too easy on this game, it’s a copy and paste plus alpha, it’s a GBA game on DS for full price!
@ HeatPhoenix: And here I was worried about being too harsh. But it is true that being a port doesn’t make it a bad game, unless the original game was bad to begin with (that’s a different debate). But yes, I do feel that Capcom of Japan dressed this port up to be something special, when it actuality it is more than 90% the same game MMBN was.
Incidentally, this game is actually a discount price, compared to how much DS games typically sell for in Japan (it is nearly 1000 yen less). However, I do suspect it to be full price in North America, largely because the US dollar is a bit weaker right now.
Well that was a bummed out hype. And here I thought Geo would be playable for more time, and the events would all switch up (I.E, Dreamvirus merged with clocked man, SF megaman saves a super program, that kind of thing).
oh well, good thing i dont own BN1….
but no wifi!! thats complete nonsense, when is capcom going to let us net battle online?!?
Only thing I’d want to try is Star Coliseum mode with a bunch of people. Reading this review, I could totally skip out on everything else.
Thanks for being honest about it. I think this is actually a pretty rare case for MegaMan games. Many people see MegaMan 1,2,3,4,5,6 and think THOSE sequels are quick cash-ins. And while, in a MegaMan fan’s eyes, they see all the new work and content put into those games, OSS is definitely just a strange port.
Best thing I can compare it to is those ‘play on wii’ gamecube games. Those only got released cause Nintendo needed to get some titles out fast for the Wii, so I guess I agree with your sentiment that Capcom was just trying to get out a MegaMan title and gauge interest.
I was just hoping, since this was the only REAL MegaMan game announced to be on the way, that it would be something cool : (
Wouldn’t it be a lovely twist of events if CoA actually added content to this game to make up for what they took out of BN6? For once, Americans could proudly say to the Japanese, “Our localization is better than your original version!”
Unfortunately, it’ll probably never happen.
I as someone who loves crossovers find it just sad that there isn’t more than just one quest in the game featuring SSRockman & co.
But for someone who never had the chance to play any BN-game, would you say it’s worth buying it ?
I’ve never played BN1 so I’m straight.
Great review; I would hope they do more with OSS2. I couldn’t bear to see that game get the same treatment as OSS. Again, though, I doubt Capcom will answer my prayers.
I am looking forward to this game…port or no port. I love Mega Man no matter what they throw at us. I’m not a sucker or anything but I really want to support the Mega Man franchise. Granted that I too would prefer a whole new battle network title with new Net Navis and scenarios but for now I will be contented with this game and be very happy to purchase and play it. Also, the Star Colosseum mini game looks VERY fun. I really think that it looks like the multi-player version of Mario Kart Wii (Stealing stars, attacking with bombs etc.) It’s also really cool that you can actually play as Proto Man but more net navis to choose from would have been better. Still, buying this the day it comes out…FOR SURE!
I have the same thoughts Heat Man. It’s not a bad game, I love BN1. But it’s just a complete disappointment that it’s the same game I still have the GBA.
I would’ve liked somewhat remixed music at least. At least the way the Ace Attorney games had them. Just some instrument upgrades would’ve been nice. In OSS, it’s more like a downgrade. :[ I mean, after hearing the title theme remix, I really wanted more.
@PStart
I see the Metroid Prime re-releases as more than necessary. The controls were leaps and bounds ahead of the original Gamecube releases. I can’t say anything for other re-releases, but Metroid was definitely worth the money to play again, especially in the Trilogy set.
I knew this was gonna turn out this way, but I might have purchased this knowing that Star Force has a minimal role, but I already own BN1. Oh well.
I agree with Heatman in that the Ace Attorney argument is flawed, at least if you live in America. Here’s hoping that he’s right in that Capcom was buying time to unveil the real next big Megaman game.
…So the best thing about the game is the cover…great.
From what I’ve seen from OSS, the only things that look different and cool are playing as SF MegaMan and the Star Colloseum. It’s been kind of a while since I played the first BN, and I would actually like to have a real copy of the game, as opposed to a ROM. I totally agree that you have to have not played this game before to fully enjoy it, so its perfect for my friend who’s loved and played every BN except 1! However, it is a disappointment that SF MM didn’t have more of an impact on the plot and gameplay.
*Collosseum
OSS is so disappointing, it’s really not worth it for CoA to bring it here. I’m always all for bringing BN/SF games from Japan to America, and especially a game that combines the two together, but this game is the worst way possible to “combine” them.
If this game is localized, it is possible that CoA will improve it or it will be a financial disaster for them. Nobody would buy it. The reviewers would trash it. It’s not worth it. I wish the game was an updated version of BN1. Like, BN6 rules and innovations on an older game. Not just “back in time” and undo all the work that had been done.
Now, SSMega can’t use PAs? But I saw the sprite of him using the one stomp PA. And armor, are those dodging frames used at all then?
http://i55.photobucket.com/albums/g144/mega_rock_exe/exe_oss_sf_mega_battle.gif
I agree with this article, I am a megafan and I liked the franchise of battle network, but I think Capcom could have done better. The two megamans together and something completely new, this would have been the best, hopefully capcom will put to think about what you did with this game.
I thought the review was a little too nice, but the multiplayer does look hella fun. Just one of those things I’d pick up if I had spare cash. But awesome review Heat Man.
welll you Americans should feel lucky! us Aussies wont be getting this game till half way through next year!
I’m not exactly disapointed on the lack of Star Force material, I’m dissapointed in the lack of other added content. Remixing the music, updating the graphics (even if it was subtle, like how Super Mario All-Stars used the original NES graphics as a base for the ‘new’ graphics in most games outside of Mario 1 and Lost Levels), and a few new enemies and an optional boss or two would have gone a longe way in staving off the dissapointment here.
As for the reason for the game’s existance, well, BN1 is eight years old now. While most longstanding Mega Man fans own the game by now, there ARE some fans who didn’t come into the series until later, and thus never played the first one. This game likely exists for those people. Is this a flimsy excuse? Sure, but that’s probably Capcom’s thinking.
This sounds a lot like downloadable content on the Wii and the other consoles. Extra features…if you’ll put out some extra cash.
I actually enjoyed this despite playing bn1 before. I guess it was just for the sake of I noticed things that I didnt notice the first time through and well the thrill of playing it in japanese kinda made it interesting Also as a noted feature that the escape feature is no longer limited to the chips as it was in the original.
I think I have a solution for the next crossover between Subaru and Netto & Rockman.exe: Duo.
I really think this release is just a diversion, and that the team has decided to spend more time on future rockman games to compose a sound and complete experience to expand and appease new audiences. I’ll just pretend this game never happened nevertheless XD.
Whatever everyone else here thinks, I would imagine the Japanese fanbase pretty much agrees with the review from the looks of the sales so far.
http://www.neogaf.com/forum/showthread.php?t=380087
09./00. [NDS] Mega Man Battle Network: Operation Shooting Star (Capcom) – 22,744 / NEW
I think this is probably the worst debut week that any game in the EXE timeline has ever had. I’d be surprised if this game makes it past 150k LTD by the end of 2010.
@ Miki
You say the “run” feature is available in this game? That alone might make the game worth getting. lol
I’m just saying for only recently beating bn1 maybe a few months ago, this seemed a bit more polished for the game itself even though it is pretty much a direct port. It made it a little easier on me to actually play bn1. I mean I realise the game isnt anything special but it kinda gives me an excuse to play bn again.
I think there’s 1 more additional feature that the article missed: able to escape with L button
If I recall my memory correctly, I think in BN1 that unless you use the Escape Chip, you can’t run away from battle at all – meaning without that chip, you gotta take on all the virus coming after you @_@ (am I glad the HP always get healed to max after every battle…)
@ Blitz
You are correct, in the orignal game, you could not run from battle without using the escape chip.
Hey, are you able to choose a regular chip like in BN2 now?
Sadly no, you can’t select a regular chip, I tried it =(
It would be awesome if they make a new megaman game where you can create your own personal navi, out of thousands of parts and designs, and it had wifi where you could battle online and stuff. THAT would be fun >:]
when does it come out in the u.s.
@deathblade:
most likely around summer next year.