BlazBlue and Guilty Gear Toshimichi Mori talked about BlazBlue and the state of modern fighting games in an interview with NOWGamer. Click here for the whole interview, but here's a sample:
The artwork in BlazBlue is stunning. Why do you feel sprite-based beat-em-ups have remained popular within fan groups when today’s technology allows for a full 3D fighting experience? How much work goes into animating a full move set for one character?
I think BlazBlue’s 2D artwork really appeals to all anime fans, not just in Japan but worldwide. I think 2D art is special in that hand-drawn images have something that is very hard to achieve with 3D – it has heart. I think this trend will continue with 2D art as long as the artist put their heart and soul into it. People often think that because it’s 2D it’s more basic – this isn’t true.
Creating a new character is a very time consuming process and it takes about 5 months to complete. The basic process would be conceptual phase to characters sketches and poses, adding animating and perfecting motion then colouring and the inevitable tweaking and adjustments – when you consider a character has over 1000 individual drawings you can appreciate how much work it really takes to make a 2D fighter."