Wednesday, October 29, 2014

Reviews of BlazBlue: Continuum Shift

BlazBlue: Continuum Shift
Customer Ratings: 4.5 stars
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It wasn't long after the console release of the first BlazBlue entry subtitled Calamity Trigger that developers Arcsys (makers of the legendary Guilty Gear) unveiled the next: Continuum Shift. It's been a long wait (well, long for those of us who have been counting down the days to import it from Japan), but Continuum Shift has finally arrived. With plenty of new content, features, and changes, Continuum Shift shows that BlazBlue is here to stay.

Continuum Shift adds a whole lot of new things to the series, but I'll start with the 3 brand new playable characters: Hazama, Tsubaki, and Mu-12. Hazama and Tsubaki are available to be played as from the start; Mu-12 however must be unlocked through the story mode. Hazama can use his drive to shoot out a long chain with a monstrous mouth at the end (vaguely similar to Scorpion's from Mortal Kombat but much larger). He can use this to halt his opponent, throw his opponent, or even pull himself to the opponent to get up close and personal. He has a good mix up game and an extremely dangerous distortion drive that launches his opponent way up into the air, allowing him to follow it up with a combo as they fall back to the ground. Tsubaki uses her Drive to charge up a meter which she can expend to pull off improved versions of her special moves. She is very fast which grants her great potential to rush down and pressure the opponent. Her damage is fairly weak, but with a fully charged meter she can be a big threat. Lastly, Mu-12's drive summons several turrets/mirrors called Steins that can fire/reflect lasers. Not only that, but she can cause them to explode, halting her opponent's attempts to rush in. She has an excellent reversal and plenty of options to keep her opponent at bay. All three of the characters are unique (Mu-12's design does share some similarities with Lamda-11's, but their fighting styles differ greatly) and are great fun to play as.

As of now, three additional characters have been announced and will be included as Downloadable Content (DLC) in the future. The word is that these characters are Makoto, Noel's squirrel-like friend; Velkenhayn, Rachel's polite butler; and Platinum the Trinity, a brand new character with 3 different personalities that is introduced in Continuum Shift's story. It's stated that these will cost money (rumor is $7 as of writing this).

All 15 of the characters in Continuum Shift come with unlock able unlimited forms (unlike Calamity Trigger which only had 4 unlimited characters unless one purchased the DLC). If you're not familiar with what they are, unlimited characters are basically overpowered "boss" versions of the games playable cast. They have been created with almost no thought of balance in mind and are meant only for playing in a non competitive setting for fun. Don't think that these are the same unlimited characters from Calamity Trigger as most of them have had pretty significant changes to make them even more over the top and fun. Unfortunately, the only way to unlock these unlimited characters is by completing Score Attack mode with the character whose unlimited form you wish to unlock. This is a very hard thing to accomplish. There is DLC that can be purchased to unlock the unlimited characters if you do not wish to go through the agony of unlocking them all yourself, but I can't help but feel that method for unlocking the unlimited characters was made extremely difficult in an attempt to get players to cave and buy the DLC. The unlimited characters are more of a fun side attraction than a crucial part of the game, but it's still disappointing that they are not so easily accessible.

Continuum Shift features a massive amount of new stages. All the previous stages from Calamity Trigger have had complete redesigns made of them (the Calamity Trigger original's are of course here as well should you choose to use them). One stage from Calamity Trigger had you fight on a platform with pedestrians during a sunny afternoon as giant airships passed behind you. The Continuum Shift version has you fighting on the same platform but in a heavy downpour of rain which gradually stops to have the clouds break, revealing a sunset. Knowing that, the redesigns aren't necessarily meant to replace the originals rather than give them a different kind of style. Some brand new stages have been included as well like a lush royal garden, a historic museum, and a suburban bridge on the brink of the city. Calamity Trigger had absolutely astounding stages, but I find that Continuum Shift's new stages and redesigned stages take it to the next level. To be straight forward, Continuum shift has the best stages I've seen in any fighting game yet.

Several Tweaks to the characters have been made. All the characters from Calamity Trigger sport new moves, move commands, and changes to their mechanics in Continuum Shift. For instance, Ragna has a new special move called Belial Edge which he can use to rapidly dive downward when in the air. Most people will find that this new move leads to much better air combos when compared to Calamity Trigger which will cause them to relearn and play Ragna quite differently. Another example is Arakune who now has much larger and much more powerful insects, but must build a meter instead of landing a single hit to use them. Also, many changes to frame data have been made in an attempt to progressively make the game more balanced. In general, it's a much more balanced game than Calamity Trigger was and it is pretty well balanced over all, but there are still some flaws. Rachel for instance has been weakened to a point where she is at a pretty large disadvantage to the rest of the cast. Fortunately, an announcement has been made that Arcsys plans to patch the game in the future to further improve the balancing.

The core mechanics of the game have undergone some tweaking. The bursting system is no longer tied to your character's barrier gauge. Instead, both players start a match with one burst each. Another burst is given when a player loses a round. Players can gain and store up to two bursts at once. I like this system much more than Calamity Trigger's which made it effective to burst only when your character was nearly dead, taking away the strategic aspect of bursting. Ultimately though, I still find the burst system from Guilty Gear (which is tied to its own meter) to function the best out of all of them. I personally would much like to see it implemented into BlazBlue.

Another change to the game's mechanics is the new guard break system. Characters don't play tug of war with a meter in an attempt to break through the opponent's defense anymore. Instead we have the new Guard Libra system. Each character has their own set number of Guard Libras that break when an opponent attacks with a few select moves in their arsenal. Once all of a character's Guard Libras are broken, they become stunned for a long period of time which allows the opponent go in for a free combo. I, again, like this system more than Calamity Trigger's because it's a much more permanent penalty rather than a regenerating one. These moves with the potential to break Guard Libras can also cause new counter attacks (counter hits are performed by hitting an opponent while they are in an attack animation) called Fatal Counters which lead to even more powerful combos than before.

The Controls remain the same (Buttons for A, B, C, and Drive), but a new beginner mode (which is of course optional to use) has been added which replaces the easy specials from Calamity Trigger. Beginner mode really simplifies the game by giving the player 2 buttons for attack (normal and heavy) as well as a button for specials and a button for grabs. Basic combos can be easily strung together by mindlessly mashing buttons. Distortion Drives are performed by pressing and holding one of the two attack buttons and Astral Finishes are performed by holding both together. It's a nice function for those with absolutely no experience with fighting games who just want to jump in on the fun. I really do wish the easy specials option wasn't removed though. I know two friends in particular who are capable of pulling off simple commands like quarter circles, but have difficulty stringing more complex commands into combos. Because easy specials have been removed, they must either play in the extremely simplified beginner mode or buy better controllers and spend time they really don't have practicing. A quick side note is that an option for mapping the controls has been added right to the character select screen which is a very nice touch.

The sound is still top notch. New songs have been added for the new characters and game instances. "Gluttony Fang" and "Endless Despair" in particular have more of a heavy and jazzy Guilty Gear vibe to them and are easily my favorites of the game. You can also choose to have the character's voiceovers done in the original Japanese or the dubbed English. Like in Calamity Trigger, the English voiceovers are surprisingly good. It is still a bit of a downside that you cannot select the English or Japanese languages specifically for each character, only for the entire cast. The announcer has been changed too, but I found her to be somewhat obnoxious. Again, downloadable content is available so players can download individual announcer voiceovers done by some of the actual BlazBlue character's cast (if you wish to pay for them that is).

All the modes from Calamity Trigger have come to Continuum Shift (Arcade, Story, Versus, Online, Training, Replay, Gallery and Score Attack). Continuum Shift also features 3 brand new ones. The new tutorial mode shows new players the ins and outs of the mechanics as well as character strategies through several playable lessons. Challenge mode on the other hand allows players to take on 10 challenges for each character. These challenges have the player learn and perform special moves and several combos. These two modes are a welcome addition that helps newer players to familiarize themselves with the game's mechanics and the characters of their choice. Legion Mode (while not necessarily new as it was in BlazBlue Portable) has players attempt to strategically take over a map with a growing army. This mode is still rather disappointing as you can only play one of three different maps that never change, otherwise meaning that they're only worth playing once. It could be a fun mode if it is ever expanded upon in the future.

The story in Continuum Shift is just as massive as in Calamity Trigger. There's a nice "on the previous installment of BlazBlue" segment which helps explain the story of Calamity Trigger for those who didn't play the Calamity Trigger's story or where confused by it. I enjoy the BlazBlue story and I like the direction that Continuum Shift takes it, even if the final revelation feels a bit like a dues ex machina. The story is still presented in a convoluted way though, so don't be surprised if you find yourself lost and confused at times. There are also more hilarious Teach Me Miss Litchi episodes included.

The online mode is pretty much exactly the same. This is a bit disappointing as I was hoping that there might be some kind of team or tournament modes added. The net code has apparently been improved, but I didn't really notice a change since I found the Calamity Trigger net code to be near perfect to begin with. The online mode is still great; I just wish Arcsys added more to it (seeing as how it is kind of the bread and butter of the game).

Overall, I'm very pleased with how the console version of Continuum Shift turned out. When compared with standards that other sequels set today, I certainly think that Continuum Shift fits the mold of rightfully being called a sequel. If one does not believe that, then certainly everything that has been changed and added is worth the discounted price tag. Continuum Shift gives the BlazBlue name a firmer footing and proves that it is filled with potential and is one of the best, if not the best fighting game of this current generation.

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Blazblue CS is not a fighter I'm good at. As a matter of fact I was mediocre at Calamity Trigger as well. Yet it goes without saying you can love and admire something even when you totally suck at it! As you know Continuum shift is the spiritual successor of the first BlazBlue game. It's stylized presentation is also a tribute to the zany anime fighter Guilty Gear. The same people were mostly responsible for both franchises.

On the surface Continuum shift is more of the same. The characters exist in a world where magic, technology, and science hold together a fragile civilization. Because of a corrupting atmospheric essence called "sethr" most cities are constructed on mountain tops. However sethr also acts as fuel for mystic weapons that are given to an elite group of chosen defenders of the realm . Sadly using these wondrous devices comes with a heavy price. Some people go insane while others begin to become less human. Blazblue seems bent on melancholy tragic plot devices. Either you become a tar like blob swarming with insects due to sethr radiation or you wield some sort of life sucking blade which is prophesized to bring forth the apocalypse. This ground work actually makes for some interesting characters and somehow arc system works was still able to throw in a lot of cheesy humor just like in the last installment!

Assuming you know what Calamity Trigger offered it is important I go over what is new. First of there is "Legion mode". After selecting your "Leader character" you move around on a grid to defeat then recruit other combatants. Sometimes you'll get a bonus for progressing such as a health restore. Unlike a one on one confrontation you will often have to fight a whole squad. Luckily the game shows you all the rival portraits so you have plenty of time to strategize who you'll pick in the upcoming bout. If all your platoon dies its' a big fat game over as you would expect.

Worried about this game being frustrating? No problem. Continuum shift boasts a tutorial mode voiced by the sharp tongued Goth vampire "rabbit girl" Rachel as well as a Challenge mode. These are detrimental in teaching you about combos, cancels, dashes, back steps, and more complicated special techniques such as each flamboyant protagonist's distortion drives and astral finishers. Frankly these things should have been in Calamity trigger as well.

The regular cast have received upgrades and tweaks. Whether you will like them or not is highly subjective. I did notice when playing as Ragna he had one new arching slash that made chaining hits together much easier. Carl's clap trap isn't quite as effective but he seems a bit faster with more evasive tricks to rush to safety as his robotic marionette "sister" pummels away at the competition. Though a few BB fans complained Rachel was "nerfed" she still seemed plenty effective to me. That stated keep in mind I'm not the best at understanding these intricate fighting physics. However, when I asked a much more knowledgeable hardcore fighting fan friend of mine if he liked the changes he gave me a big thumbs up. That should count for something right?

In theory Continuum shift has 4 new characters. However the ones that stand out the most are Hazama and Tsubaki. Hazama manipulated events in the first game. He had green hair and dressed in a sharp black suit. His favorite weapon is a soul sucking chained grappling hook which he can use to swing himself around the environment or harpoon opponents and draw them in for the kill. Picture a cross between a knife wielding maniac Joker fan and Scorpion from Mortal kombat and you got the basic idea. Tsubaki is a red headed beauty from a noble family wearing a strange feather winged sentient hat with one eye as her hands clutch an oddly shaped book that doubles as a shield and a European styled sword. She is very fast at rush attacks and has a fighting style that resembles a valkyrie maiden. By story line Tsubaki is Jin's love interest and her "artifacts" will grant her great power yet gradually make her go blind. Her major theme seems to be "justice" thus we can surmise her situation is based on the quote "Justice is blind".

Lambda is just like V-13 (Nu) with slightly weaker attacks. "Mu" is a hyped up flying Noel with a HUGE sword which floats behind her. Why the switch from guns to a bus sized Cleaver of destruction? I have no idea but it likely involves the usual cliché of "true forms" and using naïve sweet girls as weapons of mass destruction! Aka the standard anime fare! "Mu" has to be unlocked by completing story mode and getting the true ending. Will she be worth it? Because I haven't gotten my hands on her yet I cannot say.

This brings me to my next topic. If you pride yourself on following the plot in your fighting games Continuum shift continues to deliver that in spades. Not only that but you can "continue" after being defeated in story mode. This means it does not force you to start over and if you really want to you can lose once to each character than press onward with no penalty afterwards to get a higher completion percentage rating. There are also decisions leading to branching paths that can change events aka multiple play-throughs are still highly recommended.

How is the online play you ask? Splendid! Another buddy and I played a few matches with no lag what so ever. He might as well have been visiting me in the flesh while sitting on my couch. The net-code seems near flawless.

The voice acting, music, and vibrant artwork are still top notch and there are many more breath taking lively locales to unlock for a change of scenery.

Whether you love anime or fighting games Continuum shift aims to please. It's good to see old school 2D brawlers are still alive and able to offer tons of content for an affordable price!

Pros

+ Bigger cast of characters

+ Things like "story mode" which are usually nixed from fighting game sequels have continued to stick around in Continuum shift.

+Better humor and more well thought out character development

+Tutorial mode and challenge mode make the game's complex fighting engine easier to learn.

+We finally get "Legion mode" which was only in the psp version of Blazblue before hand.

+Great net-code and smooth online play.

Cons

-Cynical about predictable anime clichés? If so this game will make you wince!

-Fan-service borders on being embarrassing at times. (Boobie Lady!)

-The combat physics and difficulty may in fact be a little too complicated for some individuals even though gamers are given plenty of training wheels in this second installment.

-The fashion choices, flaws, and epic powers of the diverse cast of characters are blown so out of proportion that it's hard to relate to them on a human level.

-Though Continuum shift is vastly improved if you own Calamity trigger this will come off as déjà vu. Aka it's the same ride with a tad more horse power!

Ps: Special Thanks goes out to Cary,IceRaven,and Carly!

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This game is a step forward in from the first blazblue. Balance improvements, and system improvements like the changes in the guard break system and bursting make the strategy simpler in these regards. The addition of 3 characters in the game and 3 dlc character will make a total of 18. People might think this is low amount of character but all of them are different in style and play so that this game does not suffer from clones like street fighter does with ryu, ken, akuma, and etc. Highly balanced but attention to individual match ups and strategy between two characters is very important to learn. Youtube videos and dustloop.com can help a beginner get into the game learning combos and strategy. also the game has some mode that help teach some basics to new player unfamiliar to the game. Besides these differences Ark System Works made the game patchable so that balance changes made could be done keeping it in line with arcade versions that come out.

Online is the best among fighters but nothing beats playing some face to face. Lay is rarely a issue because you could set it so you only play people with a connection of a certain strength.

Get this game learn how to really play and stop mashing buttons. This game has depth and is just fun to match.

Honest reviews on BlazBlue: Continuum Shift

I cannot suggest this game highly enough. Lovely hand drawn 2D sprites, over the top presentation, and an incredibly deep fighting system.

The training and challenge modes will help introduce new players to the game mechanics so you're not left out in the cold. Just stick with it.

There's also a beginner mode if you just want to play through the elaborate story mode; or in general aren't particularly skilled at fighting games.

Top notch online play so you'll never be left alone with nobody to play.

If you love 2D sprite based fighters, you must purchase BlazBlue. Support the medium!

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I love this game. Definitely a worthy followup to Calamity Trigger.

Except for Rachel players~ ;P

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