A pretty good game that has a few annoyances.

User Rating: 9 | Mega Man Battle Network 5: Double Team DS DS
For the most part, MMBN5DTDS is a very enjoyable title. But it does have a few things that may drive away some players. More information in a minute.

Graphics: For the most part, the sprites are pretty good. They are detailed, and set the mood for characters in a good way. The real world is actually very detailed, you can examine almost every object in the enviroment, and almost all of them have unique texts(I will get into this later.) However, compared to the rather detailed real-world, the cyber world in comparison somewhat... barren... Its not a huge problem, but it does stick out like a sore thumb compared to Lans world. The character dialogue boxes are, for the most part, very good. Unlike lets say... MM Zero, the characters are very active in the boxes, they blink, their mouths move while they are speaking, and they even show emotions. Many of the characters also have very nice anime faces(Big plus.) But also, many characters, like Dex and Yai, are, lets face it, plum ugly. But in a way, it makes you appreciate Megaman(Hub), Lan, Chaud, Protoman, Mayl, Glide, and Roll a bit more...(I think...) One of the neatest parts of the graphics is the bottom screen in Lans world, which shows Megaman, Protoman, or Colonial in incredible detail. If you are paying attention, they will change their facial expressions on the bottom screen depending on the situation(I've even seen Mega raise his fist once), and when you jack in they beam to the top screen(Nice touch Capcom.)

Soo, for overall graphics? Pretty good, nice anime, but the sprites do look a tad outdated, and some of the characters are UGLY. Plus, cyber-space is a fairly barren place. It does look better then Pokemon Platinum though, which is not suprising.

810 for graphics.

Story and dialogue:

Any reasonable person playing this game will get the severe feeling that the people in this game lack any real life(I mean, come on, the internet being occupied causing a national crisis? Actually... hmmm...) But, that aside, the story is somewhat good, considering that it does play off the "good-vs-bad guy" thing. Its not Zero, okay? That said, it does have a number of suprises, so that keeps it acceptable for me. The best part is being able to select two differen't team leaders(Protoman or Colonial,) each one has an entirely unique team(Megaman exempted.) Protomans team is, in my mind, superior. It consists of: Protoman, Megaman, MagnetMan, Gyroman, NapalmMan, SearchMan, and Medi. They are alot faster then Colonials heavy hitters, consisting of Colonial, Megaman, Knightman, Shadowman, Tomahawkman, NumberMan, and Toadman. The biggest advantage of Colonials team is Knightman, who can protect the whole team from damage just by parking his oversized carcas near you're other navi's during a liberation. The dialogue for this game is, while not exactly shakespear(No problem for me) not bad. The best part is that, unlike in so many other RPGs, the characters actually respond to events of the game! After an event, any event, talk to EVERYONE and almost all of them has something new to say!(Plus, as I mentioned earlier, Lans world is full of objects that you can investigate with the A button, even though mostly useless, its alot of fun) This is really, really, great. Someone put a lot of work into that, theres a lot of characters. Thats probably the best thing about the games plotline.

Overall, the story feels a tad generic good vs evil. But there is a fair amount of suprises, plus I don't(Hope) people aren't this dependent on the internet...

910 for the excellent-ever change-dialogue.

Gameplay: This is where the game lags a bit. First, things are actually longer and less convient in the cyber world(Huh?) And the whole random encounters thing is a real pain. The netbattles are NOTHING like pokemon battles, they are real-time action battles which sometimes only last for a quarter of a second. They are also very addicting, and long drawn out ones can actually really tire you out. The part is the liberation area, it first stank. I thought it was long, drawn out, and pointless. However, once I had a full team of navi's, liberating panels became a blast. During you're turn, you get to take advantage of you're navi's unique abilities, such as using Napalms ability to clear a huge area of dark panels, then rushing in with Proto. Using abilities is limited due to order points, you start with three. This means you must balance things very well in order to succeed. During the enemies phase, darkloids will strike you and try to liberate their own panels(In later stages, using dark knights) Magnet Man can protect all team members from harm by using his ability, magnet shield. However, Knightman can deflect any attacks without even having too use order points(He must be close to you're navi's however.) The battlechips are a strange mix of luck and planning. You must costomize you're folder accordingly(Lots of water-type viruses? Use electric chips) five of you're selected chips will appear at the end of each phase, and you may pick ones that either match(Vulcan, and Vulcan) or ones that have the same data(Cannon S, Sword S). An annoying thing is that you will not level up, no matter how many times you delete viruses. Instead, you must use a navi-custom device, in a tetris like puzzle. There are special rules to this I do not get into here. Its actually kinda fun.

910: Good gameplay, somewhat slow and the random encounters are a pain.

Overall 910.