MEMBER ACCESS

TWITTER

     

     

    FG COMMUNITY LINKS

    MAILING LIST
    This form does not yet contain any fields.

      « INTERVIEWS WITH MAGUS1234 AND CRACKFIEND | Main | NORCAL'S HOTTEST TOURNAMENT YET! »
      Monday
      29Jun2009

      iPW REVIEW: BLAZBLUE CALAMITY TRIGGER - 9/10

      Since fighting games have come back into the main stream, it seems like all I hear lately is "I want a high-def 2D game that gives me a diverse set of characters, promotes aggressive game play and has solid netcode." Well, ARC System Works and Aksys Games have answered your prayers, kids—enter BlazBlue: Calamity Trigger.

      Rebel 1 - ACTION!


      Over the past six or so years that I've been active in the competitive fighting game scene, I've always tried to give Guilty Gear a chance, a game that BlazBlue is often compared to, but it never seemed to click with me. For whatever reason with every release there seemed to be this barrier of entry that I couldn't get around. Perhaps it was the cast of characters (I never could settle on a main), the complex game play system or maybe even the fact that the competitive scene was so far ahead it seemed hopeless to get into it.

      I assumed I would have a similar experience with BlazBlue, but after playing it over the past two months or so I can say that is not the case. With it's rich HD 2D graphics, interesting set of characters each with their own unique "Drive" moves and easy to pick up combo system I found myself looking at the clock and wondering how 6 hours had already passed each night I would play it.

      Yes, you have been warned, this game is very addictive. As mentioned before, the game heavily promotes aggressive game play, so once you learn a few combos and mix ups with your character, you will start to see that there is seemingly an endless amount of rush down options at your disposal.

      For instance, when I first picked up the game I settled on Ragna to get a grip on the game play system and after learning about his simple B button to C button chain combo I soon realized either on block or hit I could continue with numerous other follow ups to continue to pressure my opponent. Following C with D, his two hit Drive move, I could either cancel out of the hit and dash in or simply cancel the hit with quarter circle back and D which acts as a defensive barrier to give me a little breathing room before rushing back in.

      This is just one simple example of how you can mix up and pressure your opponent with Ragna. You will find similar strings and set ups for virtually every other character in the game that you will continually want to add to and refine. The fact that there are so many ways to approach and engage your opponent—ground dashes, air dashes, Rapid Canceling special moves; the list goes on and on—is just one of the many reasons I've been interested in the game for this long. No staring contests in this game, it's all about the rush down in BlazBlue.


      Gameplay System


      It seems people can be a bit intimidated by BlazBlue with all it's air combos, life bars and meters, but the game is a lot easier to pick up than it looks. Most aspects of the game, with exception to the wake up game, are fairly easy to understand and execute.

      BlazBlue uses a 4 button layout for attacking, A B C and D. Buttons A through C are more or less normal attacks that each have variations depending on which direction you press on the joystick while attacking. D is your character specific Drive move that has it's own properties that are vastly different than the other three buttons.

      Throwing is a big part of BlazBlue and is performed by pressing B + C. This feels pretty awkward at first due to the button layout and having been trained for so long to press another set of buttons to throw in Capcom games. However, the throw break window is fairly large in this game so it doesn't take too long to get used to breaking throws.

      As far as movement is concerned, you have a ground dash, back dash, super jump, double jump and air dash. All of these different movement options allow you to attack or retreat from your opponent in many different ways.

      To give you a quick break down of the HUD in this game, at the top of the screen you have your life bar, and below that you will see a Barrier Gauge. You can hold back and A + B to perform a push block, which will give you some space between you and the attacking opponent, and as you do this the Barrier Gauge will deplete. You can also press all 4 buttons to perform a Barrier Burst that will use up your Barrier Gauge completly. This is more or less a combo breaker to get you out of damaging combos and give yourself another chance to bring back the round in your favor.

      In the middle of the screen between the two life bars you will see a guard meter. As you block your opponents attacks, this meter will fill up and once it reaches max you will be guard broken and unable to defend against attacks for a short time.

      At the bottom of the screen you will see your Heat Gauge which acts as your super meter in this game. Once the meter reaches 50% you can either perform a Distortion Drive (super move) or a Rapid Cancel. A Rapid Cancel allows you to cancel out of a special move much like a Focus Attack Dash Cancel in Street Fighter 4 or a Roman Cancel in Guilty Gear and is executed by pressing A + B + C upon impact of a special or normal move. Once the Heat Gauge is at 100%, in certain situations you perform an Astral Finish which is more or less an epic super that finishes off your opponent.

      Once you are knocked down you can quick rise, which is an important and advanced aspect of BlazBlue. You can also quick rise forward or backwards depending on where you want to position yourself on the screen.

      Negative Warning is another interesting game play aspect that actually penalizes a player for being too defensive. if you run away and turtle too much you will see red streaks along your character and the text "Negative Warning" will appear on the screen. At this point you will end up taking more damage than before so be sure to stay active and always be pressuring your opponent to avoid this status change.

      Characters


      What really makes BlazBlue so special and fun to play is it's unique cast of characters. This is really the first time where I've been very torn on who to pick up and play considering no character in BlazBlue plays like any other and yet they are all so interesting and full of depth.

      As mentioned earlier, each character has their own unique set of Drive moves which adds a lot to their individuality and game play. Ragna's Drive allows him to steal life from the opposing player and bust out some insane juggle combos in the process. Rachel can control the wind which will manipulate not only her move set but the positioning of the other player on the screen. Arakune can curse his opponent which allows him to send bugs flying all over the screen that in turn set up some very dangerous combos and corner traps.

      So as you can see, even though there is a basic game play system in place, no one character plays the same and you really have to rethink how to approach each character when you pick up someone new. This adds a lot to the replay value of the game and also makes knowing match ups extremely important if you want to be a competitive player.

      When starting out with BlazBlue, I personally recommend that everyone pick up Ragna at first to get a feel for how the game works. He is fairly straight forward with some very easy combos so you will find yourself able to compete right off the bat once you have a couple combos and mix ups down with him.

      After sometime with Ragna I started to branch out and I have now settled upon Arakune. Due to his insane zoning abilities, high/low mix ups and a virtually inescapable corner trap I figured he would be a good choice for me. What can I say? I love cheap characters in fighting games.

      I started to rack up the wins with Arakune using the tactics I learned from the tutorial DVDs included with the game, but before long I started to run into some very skilled V-13 and Rachel players who made me realise that there are no free wins in this game. Even with Arakune, one of the most powerful characters in the game, there is still a serious need to understand every aspect of the opponent and what they are capable of.

      Right now I am trying to refine my Arakune game, but looking forward I would really love to pick up Rachel. After that, who knows? Like I said, every character is worth sitting down with and learning some basic combos and set ups.

      Raising the Bar - Online Matchmaking and Netcode


      I've been lucky enough to spend a lot of time playing BlazBlue online and it is truly one of the most impressive aspects of the game itself. Of course, the most important thing is: does it play smooth online? After playing people on the West Coast, East Coast and even out in Japan, I can say that in my experience so far it plays much smoother online than any other fighting game released on console thus far.

      Keep in mind it wasn't always this smooth. When I first started playing online, anyone who wasn't on the West Coast seems to have a bit of lag, but since Aksys Games has rolled out an updated patch for the game everything runs much better. Once you start your match online, the pre-fight load screen will look like it's lagging a bit, but once the match starts it's extremely smooth. I'm not sure what they did with the netcode in the update but it works and that's all that matters.

      As if smooth online play wasn't enough, BlazBlue contains more options for creating lobbies and playing others online than any other fighting game out there right now. The lobby system allows to create custom rooms and rotate through and play everyone that you invite, but as an added bonus, those who aren't playing can spectate and chat about the ongoing matches.

      Another interesting aspect of the online play is you can reassign your spot to another player even if you are up next to play. So for instance, if you have a fat win streak but receive a phone call, you can give up your spot to another player and let them battle it out with someone else in the lobby while you handle your business. This is just one example of the many innovative aspects of BlazBlue's online match making system.

      When playing a Ranked Match, you can simply have the system search for an opponent for you. Once the system finds the opponent you will see their "player card" that displays their main character (character who is chosen the most), win ratio, level, number of incomplete games among other interesting details about the opponent. After the match is completed, win or lose you will be presented with details of the match such as who landed the first attack, whether or not you used your barrier burst and how close you are to the next level.

      Let's not forget that you can save replays of your online matches as well. This is not dependent on your rank or anything else - every last match that you play you can save to your system. This is obviously an extremely welcome feature within BlazBlue in that not only can you view epic matches that you won, but also analyze matches that you lost and figure out where you need to improve.

      All in all, BlazBlue has raised the bar for online play for a fighting game. We can only hope other developers are taking note of all the options within BlazBlue's online match making system and implement many of the same features into future fighting games.

      Training Mode


      As enjoyable as it is to battle it out with others, there of course is always the need to practice your combos on a dummy, and that is where training mode comes into play. Much like the online match making system, the training mode in BlazBlue goes above and beyond what is typically seen in a fighting game.

      The amount of options available to you is pretty overwhelming at first; there are about 6 different pages of options within the training mode. This will allow you to manage the training dummy to prepare you for all sorts of different situations that may occur in a real match such as tech rolling forward or back wards or escaping an attack string that is not a true combo.

      You can also set the dummy's life to either recharge or simply completely deplete so you can see how many combos it takes to actually kill off the opponent. Once the training dummy dies off, there is a quick pause and they will be at full health again. Subtle aspects of the training mode like this will help players refine and develop their game in the long run.

      Tutorial DVD


      By now you may be thinking to yourself "Wow, Haunts, you sure do know a lot about this game for only playing 2 months!" but I will admit I did not figure out most of this on my own. The limited edition version of BlazBlue comes with a phenomenal set of training DVDs that were put together by the pros over at DustLoop.com.

      Each character has their own section for strategy, combos, explanation of moves among other little tid bits of information to help you level up your game. To my knowledge, nothing like this has ever been released for a fighting game on this level.

      After watching each characters video it's very easy to jump into the game and start using them the way they should be played. This helps a lot with getting right into the game and feeling comfortable with your characters move sets so you do not feel the need to just mash out attacks hoping for the best. This is just another example of Aksys Games going above and beyond for their fans and their dedication to bring new players into the fighting game scene.

      Although I am sure creating these DVDs was an insane amount of work, I hope other developers follow Aksys Games lead and provide similar tutorials in the future. Whether tutorials are offered in-game or on a separate DVD, this is a crucial aspect of being able to easily pick up and play a fighting game such as BlazBlue.

      Desired Changes


      Although BlazBlue is an excellent game, just like any other fighting game in it's first iteration, it is not with out its faults. The main aspect that needs to be improved is character balance. There needs to be some changes made to some of the top tier characters such as Arakune and Rachel or maybe some buffs added to some of the lower tier characters such as Tager.

      I am not an expert at the game but I can already see that some characters such as Tager have a very, very difficult time competing with these top tier characters due to their incredible zoning abilities. Again, I am still relatively new to the game so I am not sure what specific changes should be made to remedy this, but there are some areas that need to be tweaked to balance the game.

      Also keep in mind this is more of an issue with high level game play. At a a low level or even intermediate level of play it will be hard for most people to see these imbalances between characters so don't let this stop you from picking up the game.

      I also would love to see more characters added to the roster. Even though each character is a lot of fun and is very unique, the over all roster is fairly small compared to most fighting games. Adding new characters can always mess with game balance, but with such a small roster in BlazBlue, a handful of new characters would be a welcome addition.

      One last, small gripe is about the sound effects, which I personally find to be a little over-the-top. The English voice acting is fine, but there is a sound effect for virtually everything in the game. For instance, anytime you land a counter hit you will hear a woman yell "COUNTER!". With BlazBlue being such an aggressive game, counter hits are a very common occurrence so this can get a little annoying after a while.

      Final Thoughts


      Overall BlazBlue is the complete package when it comes to fighting games: interesting and enjoyable set of characters, smooth online play, solid user interface and a robust set of options. Throw in the tutorial DVD and soundtrack and it makes it difficult to think of what else ARC System Works and Aksys Games could add to improve the game.

      BlazBlue is also a welcome departure from what else is currently on the market with it's fast paced aggressive gameplay and 2D graphics. So if you're looking for something fresh and new to add to your fighting game collection go out and pick this up as soon as possible so you don't miss out on the limited edition version of the game.

      iPW SCORE: 9/10

      Reader Comments (17)

      Great read. It's made me very sad however :(.

      It's a great year for fighting games but bad year to be strapped for cash. /cry

      June 30, 2009 | Unregistered Commenterfobi0

      Excellent review haunts. This should be taken as the standard for how fighting games should be reviewed. Your review and Arlieth's quick magazine review really got the message across that would satisfy A) the competitive fighter's interest B) the anime freak fanboy and C) the casual gamer. Good job.

      June 30, 2009 | Unregistered CommenterMarkMan

      Is there a way to shut the characters up when they fight? Holy crap...

      June 30, 2009 | Unregistered CommenterMelonman

      Great fucking review, I rather take the word of a real fighting game player than most of these big time game reviewers.

      June 30, 2009 | Unregistered CommenterQ Boro

      Hanuts, this has to be one of the best fighting games reviews I've ever read--or more like the ONLY good fighting game review I've read. I agree with you about the sounds, just watching the youtube matches you posted had me reaching for my volume control. Is there a way to turn certain sound effects or voices down kinda like SFIV? Anyway, your review has me stoked for the day my copy arrives in the mail. Good read.

      June 30, 2009 | Unregistered CommenterDangmug

      good review and more importantly a fair review.

      haunts, i'm down for coming to your place for bb any day of the week. just hit me up.

      June 30, 2009 | Registered Commenterquash

      dope review, im still waitng on mine in the mail.

      July 1, 2009 | Unregistered Commenterkfergthegreat

      great review! this was just the kind of review i was looking for for this game. keep up the good work.

      July 2, 2009 | Unregistered Commenterzelrim

      Looking forward to playing this game...
      Also, "Rebel 1 - Fight!" is wrong.

      *Action

      July 2, 2009 | Unregistered CommenterLoveHaet

      Glad you guys enjoyed the review, and more importantly hope you're enjoying BlazBlue!

      July 2, 2009 | Registered Commenterhaunts

      Haunts. Best review for a fighting game I've read. It isn't often you read an in-depth review of a fighting game by a competition player like yourself.

      And yes, I am enjoying the hell out of BlazBlue. My problem right now is that many of the characters are so interesting and awesome that I am seriously having a hard time figuring out who I'm going to main to start. lol. I'm thinking Ragna until I get the hang of the game and then moving on to someone more complex...

      July 6, 2009 | Unregistered CommenterAvatar2

      I've seen Tager run down everyone, up to and including Nu, so I'd have to disagree with the bit about him needing balance. I know the sheets put him -15.0, but the Arcade Infinity tourney results make me doubt those numbers. ( http://www.youtube.com/watch?v=vkOTCa-1YoI )

      On the other foot, Rachel is really easy to deal with so long as you can close the gap on her. And I've never really considered Arakune anything more than a floaty pain in the ass. His set means you will do a lot of waiting, but that's not really something that I'd call a balance issue.

      If I was to complain about anyone it'd be Jin, but that's mostly because I don't have my HRAP3 yet... Ice Block throwing sack of ass. Or Carl with his clap loop.

      Also, half the fun of an Arc game is the insane over-use of sound effects for everything. Hell, that's how I get people to hate me for using Jam in GG. Gets them off their game hearing "PAO! PAO PAO PAO!" every half second.

      Still, I should say I dug the review part. Good work on that bit, all whiny nitpicky bullshit aside.

      July 6, 2009 | Unregistered CommenterRandall Fitzgerald

      @Randall

      I've also seen Guile and Vega players beast on Sagat and Ryu players in SF4, but that is more of a testament to the players skill more than anything else. Again, I am not an expert on the game, but it's easy to see that the superior zoning capabilities of Arakune and V-13 force many other characters in the game to work much harder for a win.

      July 6, 2009 | Registered Commenterhaunts

      no, haunts is right, the top three in this game are too powerful. personally i find arakune the hardest to deal with, though there are many who would say that nu is their hardest matchup.

      still, i don't think it's really a matter of giving characters like hakumen and tager more ways in, rather a matter of giving the top three less ways of keeping their opponents out. it would be nice if rachel's silpheed meter wasn't full on round start and had to be manually charged, much as it would be nice if arakune could only mark with his cloud/didn't have re-mark combos. as far as nu goes, she just needs more aggressive proration on her combo starters and mixup staples (5D, 4D, 2D, j.D, 236D) and needs to be far more prone to negative penalty than she currently is (right now for some asinine reason she takes the longest to get into np than any other character in the game).

      now are they unbeatable? no, but the ways you'll have to go about beating them are incredibly nerve racking because you can't afford to make a single mistake against them. one hit from nu = damage + knockdown, then she has a 50-50 on knockdown with her low swords- and if you tech through the low swords, she has a guaranteed 4D. a bit overpowered if you ask me.

      July 7, 2009 | Registered Commenterquash

      Haunts is correct: Arakune and Nu are beasts.

      With Arakune, it's when he has you cursed--a single combo linked with his bugs can do insane amounts of damage. And he can curse on block. Meh.

      Nu...holy crap. Her swords need some kind of meter or something so people can't just throw them out arbitrarily. Also, so one knick can't combo into 1/3 of someone's healthbar gone.

      I wanna say Taokaka sucks too, but I know that's just me--I go f*** stupid everytime I fight a really good Tao.

      Regardless, I almost hate to say it, but right out the box I'm having a lot more fun with BB than I did with SF4. I still love me some SF4, but gameplay that has less focus on footsies and staring contests is a nice breather.

      July 7, 2009 | Unregistered CommenterMonsterGoGo

      @quash

      I always have hesitations with making the strong characters weaker because I fear the developers will go overboard and make these great characters suck. I love Arakune and would hate to see him get nerfed too bad you know?

      I would rather see the weak characters get buffs. I hate to keep using SF4 as an example, but look at Sagat. People wanted to nerf everything he had but as time goes on people are learning how to deal with a lot of his moves (blocking Tiger Knee high, crouching mk to get out of TK pressure, taking advantage of his slow walking speed, etc etc). He is still a pain in the ass, but not as bad as people were making him out to be when the game first dropped. Id rather see Guile and Vega beefed up rather than a well designed character like Sagat get nerfed.

      Same concept with BlazBlue, but too bad I dont know the cast of characters in BB as well as I know the SF4 roster to suggest changes. lol

      July 8, 2009 | Registered Commenterhaunts

      @haunts

      i feel you on that- the thing is that most of the lower tiers already have ways in. hakumen, for example, has projectile autoguard on all of his C moves and all of his on hit counters give him complete invincibility when they connect. tager's sledge also has projectile autoguard and he has magnetism as well as his A 360 which has startup invincibility. the lower tiers in this game weren't an afterthought tacked on at the last minute- they took a lot of effort to make and you can tell from all of the (good) intentional design choices made with them. however, they still have a very hard time beating the top three.

      the problem comes when nu, a zoning character that doesn't have a bad rushdown game either, takes the longest amount of time to reach negative penalty of any character in the game. or when rachel, another zoning character with a solid rushdown game is given full wind meter at the start of the round (compared to say, tager's magnet shot meter, which has to be charged manually). and the fact that arakune can re-mark at the end of combos (for no meter or anything, mind you) is downright asinine considering how easy it is for him to mark already.

      the thing is, the top three are the top three because they don't have to work nearly as hard as the rest of the cast does to use their strengths. even the higher tier characters like ragna and jin take a significantly larger amount of effort to play well than the top three, and some people bitch about them being broken (they aren't, lol). as a hakumen player myself i personally love the challenge of a good nu/arakune, though any time i beat one i can't help but feel it was all by chance, considering they only have a handful of moves that can really be punished and virtually no weaknesses as far as character design goes.

      what i would ideally like to see in the next revision of bb is just an overall re-thinking of the choices they made for every character, not just the top three. hopefully the revision will be seen as an opportunity to try to balance out the risk/reward of every character the same way they did to guilty gear throughout the XX series. while i do still predict that nu will be top tier in the next revision, i think that they will have made her a more sensible character with more exploitable weaknesses than she has right now (as i said earlier, virtually zero).

      as far as buffs for hakumen go, i'd like to see a few things:

      1. no hit stop on projectile autoguard. the fact that arakune can punish hakumen full screen for slicing clouds/bugs is ridiculous (this is just one example).

      2. an on guard counter that doesn't suck (as his current counter assault does). the problem with his counter assault right now is that it's his 6D counter, which while it does start up in one frame (as opposed to 5D's seven frames of startup), has a minimum range, meaning that you can actually get behind the counter if you're close enough. this is fine for a free alternative to 5D, but if i'm going to spend 50% meter on an on guard counter, it had better not have a minimum range.

      3. a better mixup game. right now he only has two overheads (one of which is such a shit overhead it shouldn't even count) and they both cost three bars of meter. currently his core mixup game comes from his 623AA (upper body invincible command dash into uppercut) being guarded and him jump cancelling it into either j.214C (three bars of meter) or crossing up with j.B/j.C/j.2C. if he was given one meterless overhead (6A maybe) that would be ideal, considering he already has some deadly lows (6B, 3C, 214B).

      as for changes i'd like to see to the game's engine itself:

      1. reset air options after air techs. the single most frustrating thing about this game right now is that if you air tech after you air dash you can't double jump or air dash. a glaring oversight on the part of arcsys and i hope they fix this.

      2. make it so that you cannot get thrown during guardstun. try to justify it all you want by them giving you ten or so extra frames to break it, but it's downright silly that this was even implemented in the first place. it's a common staple in 3D fighters but it doesn't translate very well to 2D.

      3. nerf the shit out of negative penalty. holy crap is it harsh in this game. if you haven't experienced it yourself, negative penalty cuts your defense so drastically in this game that if you get hit once during it you may as well just unplug your controller. all negative penalty did in guilty gear was drain your meter, though i think a better idea for blazblue would be for it to do that as well as put you in danger mode (as if you had just bursted).

      i could think of more, but i'll spare you all.

      July 9, 2009 | Registered Commenterquash

      PostPost a New Comment

      Enter your information below to add a new comment.

      My response is on my own website »
      Author Email (optional):
      Author URL (optional):
      Post:
       
      Some HTML allowed: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <code> <em> <i> <strike> <strong>