In the world of fighting games you'll find that not all games are
created equal. You have your easy to play, and understand fighters such
as that of the "Street Fighter" series, and then you have the more
elaborate fighters such as "BlazBlue", and "Marvel vs Capcom" which
demand so much more from the player. While BlazBlue, in general utilizes
the same core practices as that of 'Street Fighter', or "King of the
Fighters" including things like special button inputs to release certain
attacks, and combo oriented fighting it still stands apart from the
rest of the fighting game genre's offerings by making the applied
mechanics more meticulous in nature.
Additions such as BlazBlue's exclusive 'OverDrive', 'Astral Heat', and
'Break Bursts' greatly alter the gameplay at hand. In doing so it
demands dedicated attention from the player in order for that said
player to come out victorious amongst the top tier players that make up
it's faithful online community. Another huge thing that sets Arc System Works
latest fighting franchise apart from the rest is the massive amount of
content that comes with every game. A fully fleshed out 'Story Mode'
with it's own in-depth character mythology as well as intricately laid
out character specific interactions are among the many features that
make the setting, and it's inhabitants all the more realistic, and
relative.
In the beginning ...
In 'BlazBlue: Calamity Trigger' (The first game in the series) we, the
gamers were initially introduced to the unusual cast of characters
through the available offline offerings. A tale of a 'Dark War', and a
fight against a monstrous 'Black Beast' set the tone for the epic
battles at hand, and made them more meaningful than some mere clash of
interests ever would. Details on organizations such as the NOL (Novis
Orbis Librarium), and the opposing scientific faction known as 'Sector
Seven' were also shared during the plot based encounters. While there
was plenty of background material to catch up on regarding these two
highly regarded organizations the main focus turned mostly to the
individual characters whose roles gave further meaning to the
interesting mixture of scientific, and magical mythology. Divided up
like gangs these otherworldly characters held strong to their own
personal beliefs, and fought against insurmountable odds in a world of
forced order, shady dealings, and ongoing conflicts meant to bring about
an end.
In the world of BlazBlue three things dictate how one lives. The
pollution known as seithr which has been a constant thorn in humanity's
side since the 'Dark War' is one such thing. This ethereal pollution not
only negates the once high quality of living, but in a more positive
way also allows the surviving districts to feed off of it's energy in
order to create 'Ars Magus' weaponry known as Grimoires. Of course Ars
Magus (the magic created to defeat the Black Beast) also has it's
unearthly origins which originated during the 'Dark War' during a battle
between the fabled 'Six Heroes', and the dreaded 'Black Beast'. With
the land polluted beyond livable means, and persons of interests
fighting over control of what remains it makes living one's life in the
seithr saturated hierarchical cities an even more difficult situation.
You'll find that the common folk such as Taokaka, and Ragna fight for
their own reasons as a result of all that has taken place. Taokaka, for
example fights to feed her family, and to apprehend wanted criminals
such as 'Ragna the Blood Edge' as a hired Vigilante. Ragna on the other
hand is running from the organization known as "The Library" as he is
the target of the many Vigilante officers they've sent after him. In
essence each character carries with them a legacy, and a destiny that
will in some way effect the others involved. The collective character
based tales, while ever-branching still intertwine on occasion
continuously weaving the mythology that makes up BlazBlue's history.
This origin story continues throughout the follow-up BlazBlue titles
including that of "BlazBlue: Continuum Shift", "BlazBlue: Continuum
Shift II", "BlazBlue: Continuum Shift II EXTEND", and the newly added
"BlazBlue: Chrono Phantasma".
The here & now ...
In past BlazBlue installments we've seen the clash of interests, the
creation of a new weapon at the hands of Hazama, and the unrelenting
fight of "Magic vs Science". Continuing with the battle of mind over
matter Kokonoe, and Sector Seven are still out to end NOL's global
control in this latest story arch. With the indirect aid of Ragna, the
remaining "Six Heroes" team members, and a select few other main persons
of interest the story reaches it's final climax. Once secret dealings
such as that of the Imperator, Hazama, Yuuki Terumi, and Relius Clover
are brought into the light while new characters of interest are
introduced, and a seemingly final engagement ensues as said characters
either live up to their potential, or fail miserably at it.
The once trusted, and revered Hazama returns to the forefront with his
plan of utter destruction in his true to life form (Yuuki Terumi). This
mastermind who had infiltrated NOL, and played everyone within like a
fool continues to seek the ultimate devastation with his living weapon
of mass destruction know as the Murakomo unit Kusanagi (aka, Sword of
the God Slayer). New characters of interest such as the female mercenary
'Bullet', the cross-dressing fighter 'Amane Nishiki', Sector Seven's
former prisoner 'Azrael', and 'Kagura Mutsuki' are also added to the
elaborate tale being told through the game's lengthy "Story Mode". Along
with these new additions also come faces of the past such as Relius
Clover who return to haunt the major roleplayers. Ragna is now seeking a
fabled Lynchpin, Bang is still pursuing justice for the civil war that
broke out in Ikaruga, Kokonoe is up to her usual experiments, Jin
Kisaragi & NOL are still pursuing their own enemies, and Rachel
Alucard is still meddling in everyone elses' business. While the roads
to absolution, or destruction are many in BlazBlue you'll find that they
are all finally brought to a conclusive intersection in this latest
tale.
With the Six Heroes putting their plan to thwart Relius Clover, the
Imperator, and Hazama's scheme into play, and Kokonoe and Sector
Seven getting their own plans in order you can bet your bottom dollar that the
escalating conflict between the phantoms of the past, and the new
generation of fighters will soon come to a climax that will affect
everyone involved.
What's new ...
BlazBlue: Chrono Phantasma brings with it a lot of interesting
changes, and additions. In a lot of ways this latest installment has
more to offer than any BlazBlue game before it. The new characters
(Bullet, Amane Nishiki, Azrael, Izayoi (aka, Tsubaki Yayoi), Kagura
Mutsuki, Yuuki Terumi (aka, Hazama), and Kokonoe are but a tip of the
iceberg when it comes to new features. You will be glad to know that
each new playable character carries with them their own story within the
"Story Mode", and "Arcade Mode". The "Story Mode" this time around is
just as detailed as before, and contains a novel's worth of dialogue as
well as arcade style fights thrown in to flesh out the conflicts at
hand. you'll find that story mode is branched off into three different
chapters including the game's origin tale involving the Six Heroes, The
current plight between the main characters of interest, and Sector
Sevens behind-the-scenes involvement in what's currently taking place.
In arcade mode you can also catch the ending cutscenes of each new
character which will shed additional light on their involvement in this
latest fight.
Other modes of interest, which can be accessed via the multi-layered
main menu include "Abyss Mode", "Score Attack Mode", and "Unlimited Mars
Mode". Abyss mode is a lot like a ladder match in other fighting games.
It features a map of Kagutsuchi that is divided up by area, and
according to difficulty. In each area you will face off against a series
of characters, and boss characters with a single bar's worth of health
as you advance in depth. The depth, and added character difficulty
relies heavily on the area that you are accessing. Sometimes you'll have
to go '100' deep (Think Guilty Gear's "Survival"), or even further to
reap the benefits of your playthrough, and earn a "Conquest" finish. The
matches are single round oriented, and are enhanced by
obtainable/usable special effects (SP) as well as 'Strength', 'Defense',
'Speed', and 'Heat' stats. After each boss fight you will have the
opportunity to pick from one of four obtainable perks including the
previously mentioned ones as well as some bonus loot for spending in the
mode's shop. The Abyss mode shop allows you to unlock 'SP (Special)'
perks that you have collected during playthroughs which range from
colored auras to regeneration, and other mechanics boosting items. The
shop even allows you to set the stat levels of your character including
that of Strength, Defense, Speed, and 'Heat' supposing you have chosen
to upgrade them when the perks become available.
Score Attack Mode on the other hand is a lot like an "Arcade Mode"
playthrough, but does not include story elements. Instead your goal is
simply to amass the highest score possible during your playthrough. Each
playthrough is course oriented (A, B & C), and features a set
selection of opposing characters. The score that you earn, supposing you
complete a full playthrough is then applied to your online gamer card
which details everything about your offline, and online achievements.
Lastly the "Unlimited Mars Mode", which is a lot like "Score Attack" in
some ways places you up against highly intelligent CPU characters
(Mostly "Unlimited" versions) as you fight for a spot on the global
leaderboards. This mode is not for newcomers at all, and will require a
complete understanding of BlazBlue's latest in-game mechanics in order
for a player to even contend. It too plays out in a course base manner
with a selectable course, and a set series of characters which must be
defeated for your score to count.
Aside from character, and mode offerings you'll also find that certain
fighting game mechanics from past BlazBlue releases have been tweaked,
or changed. OverDrives, Break Bursts, Crush Triggers, and certain
Distortion Drives are amongst the alterations/additions. While I could
go into detail about each new feature, and type up a book about every
one of these new features there's no need to, because the game's
"Tutorial mode" explains things well enough once you know how to read it
properly. What I will do however is help you to better understand what
the 'Tutorial Mode' is telling you ...
Tutorials, Training, and Missions ...
While you play through the various parts of the tutorial (basics,
beginner, intermediate, advanced ...) you will notice that the
instructor often times explains button presses in a manner that only
seasoned 'BlazBlue' players will understand. This unfriendly method of
ushering new players in will no doubt confuse anyone who opts to skip a
look at the game's default control layout. Button presses such as FN1
(L1), and FN2 (L2) will more than likely cause you to have to pause the
game, and reference the controls repeatedly throughout your tutorial
mode playthrough. As I mentioned though I will help you out. When it
comes to the "A, B, C & D" button orientation that the game is based
upon you will find that these alphabetical references are in fact your
controller face buttons. The "A" button refers to (SQUARE), The "B"
button refers to (TRIANGLE), the "C" button refers to (CIRCLE), and the
"D" button refers to (X). When it comes to taunting you simply need to
press the (R1) shoulder button. Other than that you'll find that FN1,
and FN2 are linked to the (L1 & L2) shoulder buttons on your PS3
controller. This should help you better understand what the tutorial is
trying to explain. Btw, definitely go through the tutorial as it will
help you refresh your knowledge, and help you learn about the new
in-game mechanics. Even the seasoned BB player will need to do this.
As you might have guessed from my previous ramblings BlazBlue is in
essence a four button fighter. Three of the buttons (A, B & C) are
your Light, Medium, and Heavy attacks, respectively. The "D" button, or
"X" button as it were is the equivalent of a special attack button. By
applying directional inputs via the "Left Thumbstick", or the "D.Pad"
along with one, or more of these attack buttons you will get different
results. These results I speak of can be simple attacks, special
attacks, or the mechanics that I spoke of earlier. Once you understand
the way the buttons are explained in the tutorial the better equipped
you will be to grasp all of it's teachings. Things like combos as well
as offensive, and defensive gameplay are a huge part of what BlazBlue is
all about, and the only way you'll really learn the ropes, or improve
upon your skills is to visit the tutorial, training, and mission modes
that are included in this massive fighting game sequel.
Aside from the "Technical (manual controls)" control setup I briefly
went over in the previous paragraphs you'll also find the return of
"Stylish". While facing an opponent with the "Stylish" control setting
in place can be absolutely unfair, and annoying it is meant to be there
for those who want to jump into the game without practicing. Combos can
be hammered out with repeated button presses, specials and finishers
(Distortion Drive, Astral Finish) can be performed in a simplified
manner, and even new mechanics such as the 'Overdrive', and 'Break
Burst' can be performed with ease. Even with this newbie welcoming I
strongly urge players to learn the game's controls properly via the
"Tutorial", and "Challenge" modes as 'Technical' controls make for a
more precise style of fighting. Stylish is more are less a spammer's wet
dream, and is a dick move if the player using is just doing so to troll
their way to the top. Btw, in order to tell if an online opponent is
using "Stylish" just look at the color of their character's name. If it
is green then that player has set his/her controls to "Stylish". Be sure
to call them out for it!
As far as "Training Mode" goes it is your basic fighting game practice
area where you can hone your in-game skills against a motionless, or
active CPU opponent. Of course there is an extensive setting menu in
place, so that you can adjust the practice settings to your liking.
Meters, health gauges, time limits, positions, and even character
selection can be tweaked. In the way of "Missions/Challenge" you'll find
that 'Arc system Works' has provided a new way to hone your skills. Basically,
"Missions/Challenge" is a mode that helps you to get familiar with each
character by having you perform every function that the said character
is capable of. Special attacks, Distortion Drives, Overdrive, Break
Bursts, Crush Triggers, and other in-game mechanics are all a part of
this character-by-character mission based mode. For those of you who
have played "Marvel vs Capcom 3" you will know exactly what this type of
mode entails. Missions for each character can reach up to "30" missions
in number according to the character you choose.
BBCP Online ...
It seems that this time around Arc System Works, and the development
team behind the latest BlazBlue experience have went out of their way to
make the online mode offerings as grand in scale as the offline ones.
In online BBCP you will not only find some new features, but you'll also
find some features that seem to have been borrowed from the ideas of
other fighting games. The lobby matchmaking options, for example can now
be accessed via a SCV-like (Soul Calibur V) map that takes in account
all global locales in which players are currently playing. These lobbies
which can be accessed via an in-game cursor will each reveal a
multi-tier listing of lobbies for that particular area. Along with each
tier, or room you will also find the number of occupants who are
currently battling it out there. This makes finding a game nearby in
your region a much easier task than it was before.
For those of you looking for special secrets within BBCP's lobby you'll
find that 'Arc System Works' rewards their fans who continually return
for lobby matches. At times special events are held in which a secret
Asian lobby will appear on the main lobby map, and once accessed you
will earn exclusive dress-up items for your character avatars. Keep in
mind though that the lobby menu, and offerings are exclusive to the PS3
version of the game. Sadly the lobby mode is not included in the PS Vita
port.
If you are looking to skip out on lobbies, and rooms you have a few
options that will no doubt suit your fancy. The standard "Ranked", and
"Player" match searching options are still very much intact in both the
PS3, and PS vita version of the game. These matchmaking options each
contain a simple menu that takes in consideration your applied
preferences in regards to area/region, skill level, connection, and
other significant details. The only problem I found with these
matchmaking options were that often times the preferred skill level type
was ignored, and I was placed in a match against a gamer who was way
more skilled than myself. This will certainly scare off any newcomer
once they experience it for themselves. I should also note that the
preferred connection speed is often times ignored as well leaving you
paired with someone who has a lesser connection speed.
In the way of personalization the developer has gone out of their way to
include some personally identifiable bobbles. These purchasable, or
applicable extra items include titles, icons, and frames. While some of
these extra online features can be unlocked via offline achievements
some of them will have to be purchased with the in-game currency that
you collect for doing certain things in the offline/online modes. The
titles which will add a personal flair to your in place PSN ID come in
the form of words (both Japanese & English), and can be paired to
form a three word phrase/title. I for one was glad to see my Twitter
moniker "Mr. Awesome" available for choosing. As far as the frames go
they are all character oriented in design, and are just in place for
visually complimentary purposes. The icons/avatars which reflect a
characters' likeness are another story altogether though ...
After selecting your lobby region, and room preference should you decide
to go that route you will be taken to a retro game lounge filled with
applied social elements (emoticons & Avatars/icons), and retro style
1-v-1 arcade cabinets. After selecting your preferred character icon,
and their accessory attachments (yes you can dress up your character
icon like a digital doll for a price) via the "D-Note" setup menu along
with your title, and frame of choice you will be able to waltz about the
mock game room with other icon/avatar replaced players from all over
the world. Not only that, but you'll be also be able to share your
feelings with your opponent via a simple emoticon menu system. If you
think the match was shite then all you have to do is select the picture
of poop via the (TRIANGLE) menu, and your onscreen icon/avatar will show
off that emoticon image via a thought bubble. Of course there's a
handful of other emoticon options in place for each feeling you may have
while playing against the world's BlazBlue players.
Aside from matchmaking options, and personalization options you'll find
that BBCP (BlazBlue: Chrono Phantasma) also has a replay menu in place
for all your replay needs. As you confront opponents in online ranked
matches you will have the option to go back, and view them in their
entirety. By doing so you can find out if you went up against a player
using the "Stylish (auto-guard + auto-combos)" play style, or if they
played more fairly, and went with the "Technical" play style. Speaking
of which there is a way to tell the difference between the two. As I
said earlier if you take a look at the character's name on the game's
HUD (Display) you will see either gold, or green lettering. If the
player your up against has gold letters they are playing the "Technical"
play style. If they have green letters showing this means they are
playing with the "Stylsih" play style. While both forms of play styles
are acceptable online the "Stylish" play style is recognized as being
one of a newcomer's, and an easy way out.
It should also be known that the replays that are saved will help you to
become a better player if you use them for improvement purposes. Often
times top tier players will study the opponents that they run into in
case there is something that can be learned from the match in question.
Aside from study material you can also use the replays to go back, and
add the players you've fought against to the "Good", or "Bad" player
list. This will help you to avoid online fights against people who you
don't want to go up against, or help improve your odds of encountering
the ones that you favored again. If you like to upload replays as well
that is supposedly an option yet I cannot find it in the online menus.
My guess is that the uploads only apply to matches you've won. If this
is the case it's kind of a bad way to go about things as it keeps
Youtubers, and social media personalities from sharing near wins, or
matches that were good even though the player lost.
About the visuals & audio ...
BlazBlue: Chrono Phantasma is a vastly different game than
previous installments in regards to overall visual presentation. Some
characters within the game have received a visual overhaul, and look
worlds better than before. Others look almost the same. The art in
general has taken a slight departure from traditional BB offerings, and
shows character representations in a whole new light. In the way of
artistic extras you will find character panel art scattered throughout
the game's different modes of play. Some of the art such as that in the
'Arcade Mode' playthrough looks like the BB anime we once loved, and
other artistic representations like that of Azrael's looks as if it were
ripped from a Disney cartoon.
The menus themselves feature a moving 3D accent that is wholly unique to
the BlazBlue series. Portions of the menus are animated in a 3D style
using special effects that look as if they were designed like ornamental
tattoos. Other artistic extras can be found in BBCP's "Extras" menu in
the form of commissioned virtual art with comments from the artists
themselves. Anime inspired videos, and story mode panels can also be
unlocked within the game's "Extras" menu. For those of you looking for
extra sound oriented features you'll find that the "Extras" menu has
character localization tests which include voices from each of the main
characters. Some extras in the game such as the voice, movie, and art
related ones will require a certain amount of in-game currency while
others must be unlocked through gameplay.
When it comes to the available match backgrounds they are still as
impressive as they were in "Continuum Shift II". They incorporate the
usual 3D visuals, and 2D art in a complimentary way that is similar to
"KoFXIII (The King of the Fighters XIII). It's basically the same as it
has always been, only that you'll find new locales/stages available to
play on this time around. The music for each stage, some of which is new
or has been re-arranged includes a mixture ranging from a more
classical style to death metal with applied harsh vocals. Both the
stage, and the song choices can be set to your liking before a match,
and done so separately in a mix-n-match manner.
In regards to voice-over offerings you can set the settings to the
native Japanese, or keep it on the default English if you prefer. Each
voice-over, whether in English, or in the native Japanese is done in a
manner that suits each given character's personality. For the most part
voices seem to be the same with the exception of a couple English dubs
which seem to have changed slightly. Rachel Alucard still speaks in her
modest English accent, and Taokaka still blabbers on like an immature
child talking about boobies, and such. Even Platinum returns with her
dual immature voices meant to represent her split personalities.
About the PS Vita port ...
In a nutshell, the PS vita port of "BlazBlue: Chrono Phantasma" offers
everything that the PS3 version does with the exception of the
matchmaking "Lobbies". You'll find that the avatars that are associated
with the "Lobby" menu system are completely absent along with the Lobby
option. All that is available in regards to the online multi-player settings are
the "D-Note" options including the naming system, character icons, and
frames (No Avatars). Ranked, and Player matchmaking options are also present for
those who wish to put their learned skills to the test. As far as the
"Ranked", and "Player" options go you can set the game's parameters
(player region, skill ...), character of choice, costume color of
choice, and enter into a waiting state (via the "Entry" menu option) in which you can continue to play
'Arcade', or other select single player modes while the game tries to
pair you up with another player.
There's also the option to receive
challenges via 'Pop-Up" messages (which I recommend), or have the
challenge matches activate automatically. When assigning the setting to the "Pop-Up" keep in mind that the pop-up challenge notes will take up a good portion of the playing screen if you are playing 'Arcade' while you wait for a match. Another thing to note is that when you tag a player as "Bad" using the (R1) button in the "View History" ranked, or player match menu their PSN ID will become purple. This helps you differentiate between the good, and bad players. It should also be known that some players who have a perfect match-to-win ratio, and their win score is high the player's PSN ID will be red in color. I think this signifies that the player is more highly skilled than you. I'd strongly advise against engaging players with red PSN IDs, trust me.
When it comes to controls some things obviously had to change, because
of the Vita's lack of two additional shoulder buttons. These two main
differences that you will find included in the PS Vita experience are
the "FN1", and "FN2" button functions which are now assigned to the
"Left & Right Thumbstick" respectively. As a result of the swapped
controls 'Arc System Works' made this game more of a DPad fighter, and
less of a thumbstick oriented one. In regards to functionality the game
still plays just as good as it it did in the PS3 version, if not
slightly better. The DPad, and face button functions work as they
should, and afford any previous PS3 player the same experience as
before.
In the way of graphics you'll find that "BlazBlue: Chrono Phantasma"
fits the PS Vita screen perfectly. There are no border lines like the
ones included in the PS3 version, nor are there any HUD display issues
like the ones that occurred with the PS3 screen resizing options. The
graphics to me looked more vivid, and smoother than their PS3
counterparts. The sound on the other hand did suffer from some issues on
the Vita. For some reason during intense vocals, or loud music
sequences the sound would distort through the Vita's small speakers in a
static-like fashion. It's like the effect you get from playing music
too loudly on a stereo speaker. The issue with that problem is that the
PS Vita's volume does not have to be turned up high for the sound flaws
to occur. Other than that the game sounds, and looks great.
In the online environment you will still find the same mixture of lag
heavy, and smooth multi-player matches. The connection status of players
does not apply most of the time due to forced lag (aka, lagswitching)
that often occurs though. As much as everyone in the fighting game community
wants to deny it BBCP is plagued by hackers, and lagswitchers who are
intent on making themselves look like top tier players. Due to the
unbalanced cast of characters, and the return of "Stylish" gameplay
options the online portion of the game has become a cesspool of cheap
fights with keep away artists, and spammers at the lead. It's the same
on both the PS3, and on the PS Vita.
Conclusion ...
BlazBlue: Chrono Phantasma is by far the largest installment the
series has seen yet. The offline modes offer a lot of good options for
those looking to perfect their BB skills. There's plenty in the way of
training, and there's plenty of replay value in the core modes such as
'Arcade', ' Abyss', 'Score Attack', and 'Unlimited Mars'. The 'Story
Mode' alone could be it's own game. Also for those of you just jumping
in the series without buying, or playing past BlazBlue games there is an
extra mode in 'Story' called "Teach Me Ms. Litchi!" in which Ms. Litchi
(aka, the Boobie lady) explains the encounters of the past in a
Chibi-like presentation along with other characters from the series.
Things like the rehashing of past plot material, and in-game features
are explained in the form of mind numbing theatrics. It's an all
inclusive source for BlazBlue knowledge.
For those of you looking for an online arena in which to present your
BlazBlue character mastery Chrono Phantasma's online modes offer plenty
of ways to do so. The online menu setup is easy to understand, and easy
to tweak should you feel like taking your game to the next level. You
will not find any problems engaging in an online match, and can do so
any way you see fit. You can go all out in Ranked, or you can play it
safe in Player matches. Proper lobbies, and rooms are also there for
your matchmaking needs if you are playing the PS3 version of the game.
As far as downsides go I found plenty that I was upset with. The way the
offline CPU was constructed is up at the top of my list when it comes
to complaints. Instead of fighting fair every character you fight
against offline will constantly retreat without being negatively
penalized. This does not stay true to the online negative status game
mechanic, or the push to avoid such gameplay tactics. If you were to do
the same your meter as well as your health gauge would be negatively
effected. Not only does the CPU constantly retreat, and back dash, but
it also exploits projectiles, and baits you to come in for a punish.
This latest CPU is by far the worst the BlazBlue series has seen. While
you'd expect such tomfoolery from online noobs, and trolls this is not
how a professional top tier player plays. It is not how someone who is
intent on playing the game properly plays, and it is not how a CPU
should act.
For those of you concerned about OP, zoning heavy characters, or
exploitable characters BBCP has it's fair share of them. Some characters
such as Ragna have special attacks that will allow them to regain
health. others such as Azrael are OP powerhouses that can take a helluva
a lot of damage, and an dish out even more than others can. To say BBCP
is a fair game would be a lie. With players flocking to projectile
heavy characters like 'Platinum', or OP characters such as Yuuki Terumi
finding a fair fight in the online environment is a damn near
impossibility. Japanese players who had this game years before it
reached our states here in the US have the home field advantage, and
continue to muscle their way to the top of the game's global
leaderboards with their advanced knowledge of the game. Being the top
tier dedicated players that they are they utilize all the exploits, and
know all the secrets to an easy victory.
Sadly, most of the players you run into online will be these dedicated,
and top tier Japanese players who have taken over the game in both the
offline tournament, and online settings. I'd be lying to you if I said a
newbie had a chance to defeat a seasoned BlazBlue player. BlazBlue has
always been, and always will be a game for advanced fighting game
players. Unless you have the dedication, the determination, and the
drive to train like a fighting game pro you might want to pass this game
up for something like "Ultimate Street Fighter IV".
Before I close I should also mention my issue with the tutorial mode.
There's a reason I went over the game's mechanics like I did. I feel the
'Tutorial', and the 'Mission/Challenge' modes offer better explanations
of the new mechanics than what I could give. With that being said
though the diagrams of the buttons that were used in the teaching of the
tutorial lessons were anything, but user friendly. The developer
incorporated a system that was geared entirely to and seasoned BlazBlue
players. It did not display the actual buttons you'd have to press in
order to perform the onscreen action/s. I found this method of teaching
bothersome, and felt it should have been simplified for the sake of
those who would dare to learn this game from this point in the series.
Instead of including "Stylish" again they could have made learning the
game easier than it was in "Tutorial".
In the end I found myself liking, and despising both versions of the
game. They had plenty of pro's each, but also had a few significant
con's as well. The offline, in my opinion was the richest this series
has ever seen on both console formats. Once I picked up on the new
mechanics, and began learning my favorite characters I was able to
thoroughly enjoy what the offline had to offer. The PS3 with it's
offline modes of play, and extras was superbly done. The exclusive
inclusion of the "Lobby" menu is still one of my favorite go to areas of
the game despite the lackluster online matches. The absence of the
lobbies on the PS Vita however was a huge letdown. As far as the online
goes you'll find as I did that the netcode has been exploited to hell,
and back, and continues to be abused by cheap ass gamers. As a result
you are hard pressed to find any good matches on either console. With
the roster being as unbalanced as it is it too does not do the game any
favors. You'll only see a small fraction of characters used in the
online scenario due to those characters' OP, and exploitable nature.
The question that remains is do I recommend either console version, and
if so which one is the better of the two? There's no doubt that this
latest iteration of the BlazBlue series would be a near perfect "9/10"
if it weren't for the players who were ruining it's intended online
experience. This applies to both versions of the game. The offline in
both versions are highly recommendable, and are alone worth the retail
value due to the immense amount of content included. When you factor in
the online offerings though both versions' value deplete ever so
slightly. I will say that in a console comparison the PS3 version
outdoes the PS Vita port simply, because it has the "Lobby" matchmaking
options included. If you like your fighters on the go though then BBCP
on the Vita is not all that bad. If I had to recommend a favorite I'd
definitely say that the PS3 version takes top spot, and that it is
actually worth the retail price, especially if you have local buddies to
game with. With the lesser price difference applied to the PS vita port
I could see it being worth the asking price ($39.99). The absence of
the "Lobby" matchmaking option definitely calls for such a price
difference.
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Looking forward to what you have to say. Keep it clean, and keep it real. I will reply as soon as I can. Thanks for stopping by!!!