Part 2: Update 1-2: Mean Blue Mother From Outer Space (Part 2)
The very first update needs to get split. This bodes well...Double Update Bonus...?

Following a fade to white, someone's talking and it's not Geo.

Oh no, an alien!
Bad alien! Bad! Quick, someone get a can of Raid!


Upon recovering consciousness and discovering an alien camping on top of him, Geo reacts appropriately. That being, scream in fear and scramble away.





He's a two-eyed two-handed flying blue people eater, obviously.
So it's a Yeti?



I haven't mentioned it but yes, there are now blue and green glowing roads in the sky. It's kinda pretty, in my opinion.
Odd that they showed up now, though.


As soon as he flips the glasses up, both the blue alien and the weird sky roads disappear.

And then they're back as soon as he puts the Visualizer back down.

I gotta admit, I do like this pacing. We're learning just as this alien is.





This is all happening pretty fast for everyone. But basically, this is what Boreal was talking about when he said that Kelvin used them for work. They apparently gave him the ability to... see aliens and weird sky roads.





Meet Mega! He's shaped like a friend, if a friend were shaped like a dog-like alien thing.
Yeti, let's buy Beggin' Strips for our new family pet.



"No Geo, you are the zombie"
And then Geo was a zombie.


Basically, yes. When he's wearing the Visualizer, we can see all those pesky EM waves. Man, imagine wearing that while someone's streaming porn. That would be... interesting.
Help! Yeti said the p-word! Help, help!



This has got to be an incredible feeling for him, all things considered. I mean, his dad's access signal, this alien that somehow knows his dad... All of a sudden, Geo's got like ten leads to where his dad disappeared to.

Before Mega can answer, though, something is going on.



Really? More aliens? What can they do to stop us?


Oh.
...How though? It's a train, it shouldn't be able to go off of the tracks!


That too, I guess.


The good news is, this game loves "Viruses screw everything up magically" just as much as the original Battle Network series.
Good to see that in 200 years, that weakness still wasn't addressed.




Simple, just jack in and - oh.
I want MegaMan back.



In case you're wondering, he jumps into Geo's Transer.






The weirdest part of all of this is that Geo just has a blank Navi card. What's he doing with that? Can he like, throw them at a wild Navi and capture them?
Mutha fucking pokeballs.



Oh, that makes sense. Total sense.
I guess every card we get from now on will be powered up by Mega's energy. OK.





Now, where would we find something like that...?

Not this way.

Oh look, that suspicious crack of dirt on the grass!





Gotta yell exactly like that. For, uh. Reasons.


Let's hurry! We have to go bust those EM viruses! There's no time to waste!
KILL VIRUS YETI! WE NEED COMPLETION!


Oh look, a telescope.

Oh look, a light.

Oh look, a - okay, you get the joke.


I know that when I see "weird orb with rings", I think science and nature entertwined.
I just think of the Atom Bomb

Choo choo.
I'm looking up spinners.

That's enough of that. Let's go take care of the viruses in the

It's a nice little touch that the texbox takes its time for "On The Air" all spaced out.


This cinematic is neat the 1st time. It's less neat the 1000th time.
You can't skip it, so you must suffer each time.


Welcome to the Wave World. You'll notice that Geo's icon has changed from Geo to... Geo in cosplay.



Mega, be nice. You just took the form of Geo's left hand. That one was his favorite, you know.



Imagine if the Battle Network series had done something silly like 'Fuse with your Navi and get superpowers'. That would be ridiculous.
That would never catch on. Shut up.




"I need some nerd so I can be powerful and looks like you're it."


This is basically jack in and jack out except on WiFi.





This is a perfectly acceptable activity for a young child to engage in. It's like primal scream therapy, but for destroying weird EM lifeforms.



Geo with the smart answers. "What the fuck no I'm not ready to go fight something, I've never been in a fight before."
Slap fight? No seriously, I like Geo's reactions here. Perfect realism.



For as much as I like the writing in this game, Mega is extremely abrasive here. His reasons are explored a bit later, but really he's just shouting at a confused and scard kid.
I'm getting a Piccolo and Gohan vibe from this. Cripes.



At the very least, the game doesn't do any of the "What's a Touch Screen

Yeti, what's a touchscreen?



Heh. Get it?

Sure, sure.

Anyway! Welcome to the Wave Road. There's not much we can do here, but we can explore some of the changes.


If we hit the L button in Wave Form, Geo talks to us...

...and Mega yells at us to stop wasting time if we talk to him in the Real World.



Before we get to the viruses, let's talk to these little guys! They're adorable.
They're the replacement for Mr. Prog, Mr. Hertz. They're basically the same thing, messengers and equipment operators in one. They are also exactly as excited as Mr. Prog. Hope you're reading this, Echy!
In my experience, Prog fans hate Hertzes for reasons unbeknowest to me
Aww, but they're cute.

Unfortunately, we're not off the leash just yet. If we try to go anywhere other than the path that leads to the train, Mega yells at us.


Oh no, please stay safe Mr. Hertz.
Foreshadowing!




We'll explore around here more later once we have the ability to move around. For now, it's just a straight shot to the end - basically just follow the NPCs.





I just noticed this thing's eyes. I can never unsee them, and now neither can you.
This thing is weeiiird. "I see you over there."

Anyway, it's just a little bit past the delivery Navi (??? I think that's a Navi?) before we find the little bit of Wave Road that lets us jump into the train.




Game, I just gave you credit for not doing this joke, come on.
At least it was wrapped up in humor.





This makes no goddamn sense to Geo at all.

If we try to do anything else other than touch the train, Mega (again) yells at us. They really didn't leave things open in this, which... The player can't get lost, but I feel like they should have designed things better to make the guidance more organic than "Don't do this yet dum-dum".
Tutorializing is actually quite difficult. It's hard to know how a player will take information and someone will always get lost. What you see here is just the natural result of making something idiot proof.
I'm not saying it needs to be this way, but what I am saying is that we don't fundamentally understand how each of us individually processes information.


Fine, I'll tap the stupid train.

(Oh wow I didn't realize this gif looked like that, flashing light warning, I'm very sorry everyone)



Fortunately, there's no extended conversation every time Geo jumps into a Comp space.


Inside the train, Geo, did you not pay any attention at all.



Time to go find the viruses that have... somehow made this thing jump the rails and then move around on its own. I don't know how.
Start a "This is familiar" tally. This explains the rejection by a large portion of the community.

There they are!

Stop reading the script.

Surprising nobody, they're Mets! And also pretty cute.





And here's Mega's hook - he knows our dad, and can tell exactly how much Geo wants to know about what happened.



It's a shitty thing to do, but it gets Geo to do what Mega wants. Which, in this case, is fight some viruses.




Give me your angry face!

Good enough.


Hoofa. Only... about a half hour in, and finally getting to the combat tutorial. I don't remember how fast BN6 was, but I want to say it was faster than this.
All the BN games were faster than this.



Unlike the previous games, we get six cards a turn to use. There's also no codes.
THANK FUCK for no codes.



Unfortunately, we don't get to just snag all six cards like a well-chosen folder. This has led to some people complaining about simplified combat mechanics.


There's a few exceptions to this rule, but for now we're mostly going to be using two cards a turn. Think like the folder was built with alphabet soup codes, for a BN analogue.




The game also gives us the ability to read about what cards do, which is nice.



I promptly forget this mechanic exists. I've never needed to run, because the battles don't last long and why would I pass up the chance to get cards or zenny?
Because you suck dick at children's games.



In this case, I just want to move things along, so two Cannon cards will do nicely. You'll also noticed the other cards are greyed out to show you can't pick them.





The HUD is very similar to Battle Network. You've got your HP, enemy HP underneath each model, the card info, all that fun stuff.



The buster is reversed from BN combat. Hold B for continuous fire, and stop firing for a second to let the buster charge for a 10x power shot.


There's also only one row usable for Geo to wander around in. The rest of the field is for enemies to use. This is the other reason a lot of people see Starforce combat as 'dumbed down' from BN.





Custom Gauge works exactly the same as it did in BN. Nothing new or revolutionary here, at least.


The combat itself doesn't really shine for now, so you'll just have to settle for a few still images.


Needless to say, they die pretty easily. These guys are literally just Mettaurs from Battle Network, with shockwave attack and all. (Their name is Mettenna



One down, two to go.






White cards are just asterisk cards. This is the main exception to the two rules of selection.



AirSpread (far right, top card) also hits in a square-burst pattern. It'll take out two of the Mets, but leaves one alive.

The problem is, Sword has a very limited range.



This is the solution to the problem, and the reason we're locked to just the back row.




Basically, this will let us temporarily hop around the battlefield to attack enemies up close and personal. This helps out with the range issue.



...Thanks for telling us the exact thing that Mega just said? This is why this update is going to be split in two, Geo.

Anyway, using MegaAttack shows off this neat set of arrows. We can lock onto any enemy directly in front of us and on the diagonals. It prioritizes the enemy in the current column, then left and then right diagonals.


As soon as we see the lock-on icon, press A and we'll pop over. The default settings show a neat little camera angle as Geo lunges, but that can be turned off. (I'll probably leave it on.)
I prefer to keep it off. I like being able to see what other enemies on the field are doing. It also helps fight disorientation. A shifting camera angle means you need to spend extra time getting your eyes adjusted, even if it's a tenth of a second. That's a lot of time in a system like this.


Alright, only one more to go.



You might have noticed that, when I killed the last Mettenna in the last fight, it said something about Counter Hit and I had extra cards. This explains that.




Every enemy has several frames for every attack where using a chip that deals damage will cause a Counter Hit. Even ones that don't stun (like AirSpread) will count.




This will be more useful during longer fights like boss fights instead of little viruses like that. It's also integral to an optional mechanic I'll show off once.
Counters are the gateway to high level play. More counters = more damage. Learning them is key if you want to maximize your output.





I already showed that off last time, so this time I'll just erase them with the two cards.


Take two AirSpreads, set up the Mettennas like this, and then presto, triple delete. I'm not Giver (thankfully) but I'm not bad at this game.





Aww, let him stick around, Geo. He makes things happen.


Okay but seriously, don't take the combat away from me! You monster!
It's the only thing that doesn't make me SNOOZE. Even if this combat is a SNOOZE version of BN.



I've mentioned it before, but it is pretty shitty that Mega does this.




Mega's just dangling information about Geo's dad over his head to make him jump through hoops. Geo has no other leads, so he has no choice but to do whatever Mega wants.
Much more interesting character dynamic, though.


But how did you move the train.
What the fuck? Did they just control it in the Comp Space?


At least Geo is a little suspicious, which is better than Lan ever did.

Geo also has his image switch back to Geo. It'll always reflect whether he's Pulsed In or not.



Hope works an unnamed part-time job during the game. I get the feeling that this is a recent development, or at the very least it hadn't been a crucial one for the finances until Kelvin died.
A part-time job that keeps a house like that paid off?

Battle Network economics!




She wants Geo to get better, but isn't willing to actually push him out of his comfort zone. It's an ugly situation (What mother would want to make their son unhappy?) but one that could be handled better. Hope is still suffering from Kelvin's loss and this is another facet of it.


After Hope leaves for work, Geo sits up.


Almost all of Geo's toys are astronomy related. Including what looks like a really nice telescope. Neat.


It's a selfish, confusing reason, but Geo's just a 5th grader. Not everything he does has to make sense.
Much more refreshing character interactions than just "Do your homework Lan. Stop being a lazy fucker."
"hey fuck u lemme sleep"
"aaah a virus!"



Mega actually lets the ellipses play out here. The game likes to do that, to show a character delaying their response.




I do think Mega's being a bit unfair to Geo here, but again, alien.




This is a bit of a sudden shift, but Mega doesn't really care what Geo does or doesn't want.

Case in point.




Either way, that's most of the introduction stuff out of the way. We're not quite in the clear just yet, but we got most of the tutorial stuff out of the way.