Shit is blazing. To borrow hiphop slang from 1993.
Personally I like it because it took all that was good with Guilty Gear and finally made a new game. I will admit I was patient and played a decent number of the ggxxac#rslash, but after a while I lost track of what the differences are… At least with BB we can try again.
Oh my God. You’re right. Where the fuck is the time machine? ?_?
On topic, BB is pretty good, and close to amazing, and has the best netcode I’ve seen to date, along with beautiful lobbies. However, it’s the first in Arc System’s new series, and has it’s shares of imbalances, much like how GG started. This will be looked at in later games, but I don’t find it terribly balanced right now and I’m not sure how fun it will be competitively until it is evened out a bit. Still, absolutely fun game and my most played fighter at the time of this writing. Just don’t play Tager.
I like big combos.
It’s a great game, but in all reality my BB collects a lot of dust. Kinda sad since I had quite a bit on anticipation for this game.
I can’t seem to tear away my friends from KOF for five minutes to play this game. My friends have shown great distaste and animosity towards unbalanced fighters in the past and SFIV is good but it has it’s problems. Like KOF or not so far it is the most balanced fighter of 2009, despite the weird patch glitches they are fixing with a patch.
But even though my BB collects some dust, you can’t deny the presentation is sterling.
the creativity allowed in this game is unbelievable. dio’s carl is a thing of extraordinary beauty. kazu and hamebo/hamepo’s (i can’t read japanese so don’t know if it’s the same guy) taokakas are also things to aspire to.
you really can’t grasp the depth of this game without going into training mode and trying out carl. the learning curve for that guy alone throws ALL fighting game characters out of whack. hands down he’s got to be the hardest character to play with competently in all fighting games. i’m not saying win with, because there are low tier characters in games that are extremely disadvantaged but easy to use. i’m talking about just being able to utilize effectively.
people talk about the balance in the game, but most of them don’t even play at a level where tiers matter, not even close. i would bet a top tager player would mop the floor with over 95% of the nu’s in existence. by the time anyone who started playing the game now masters a character, arc sys will balance the game with a revision of sorts.
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THIS IS WHY!!!
Top level balance is one thing, but games, especially those that aim to appeal to new players, should aspire to be balanced at low level play also.
This usually means that there shouldnt be moves that require little knowledge / skill to use, but more knowledge / skill to counter/punish.
Take Jin’s icecar. It’s easy to spam, works well against people who arent good at blocking. And once they start blocking, its still fairly safe against punisnment - many characters seem to need to IB to have enough time to punish. Either that or use a dp move to hit it out beforehand. Neither option is trivial to execute, especially online.
I’d suggest that the icecar’s recovery / blockstun be modified so most characters, if you block the thing and then proceed to mash A or B, will be able to hit Jin cleanly and go into combo.
Of course, this means that icecar is only usuable in guaranteed situations, but oh well. Jin has other safe options.
The existence of many moves/characters that are simple to use but harder to counter (even if this means the move is useless in top level play) contributes to the perception that a game is unbalanced.
The small yet diverse cast of characters.
The amazing visual effects
The beautiful music
How awesome the controls feel
And finally how complex ( at least for a fighting game) the story is.
The good, as others have said is the stunning presentation (visual and sound), plenty of people have gone into rhapsodies about how good it looks. Also, good package of other features, etc. Its the ultimate expression so far of a ‘fast/hyper-agressive game’
The bad is the way their reach often exceeds their grasp: Too many things in the game are ‘cool ideas that they couldn’t quite get right’, or just iffy execution.
first of all, all games aspire to appeal to new players. secondly, making all characters easy to pick up and use makes for a very generic and boring game. there would be no lasting appeal to play a game where one character is as easy to use as the next. they already made easy input commands, now you want easy counters too?
your last statement doesn’t round out your argument… you’re saying that a move that is easy to do should be easy to counter, therefore there should be balance at low-level play. then you say the game just seems unbalanced, but really isn’t.
Dustloopers would like you to think that most of the charters were damn near impossible to play without the dexterity of brain surgeon ( it is like the entire group is made of of new yorkers), carl is hard period.
The game is fast, but not too frantic
The combo system is lax for the most part, but there is room to improve with harder to perform, stricter links.
Diverse Cast, interesting designs, without being too wacky.
Good online play
Pretty balanced
All the character have potential for big damage.
Good “generic” tool set available to all characters (IB, burst, FC, etc)
Good art, music and presentation. Some nice little bonuses for single player.
Really, I think its an excellent example of “easy to learn- hard to master”
Dustloopers also have difficulty taking off their nostalgia goggles. Overall gameplay in BB was designed to be more simple but Carl isn’t even close to “a drop in the bucket”.
The game is perfect save for this. Having 2 extremely popular higher tier characters that destroy 2 lower tier characters is a rather obvious problem for a fighter with so few characters.
I feel like the idea of fewer characters is to put more focus on balancing and making every character ‘viable’, and the developers certainly seemed to have achieved that with the lower 10, but they seemed to have shot themselves in the foot with Nu and Arakune.
Aside from that though, everything else in this game is great. Even the story is -fairly- good (as far as fighters go anyway). Although, I can see how spammy Nus, Drive spammy Noels, and Icecar spammy Jins could turn off new players more accustomed to slower, perhaps less offensively oriented fighters.
BlazBlue completely took me by surprise, it’s really getting me back into fighting. I actually feel for the characters, and it motivates me to play more. The music rocks, animation is great, and it’s a faster paced fighting game, which I love. It’s also the game that made me finally decide on buying a fighting stick.
I like the great art style and the fast pace fighting.
It collects dusts because you play KoF with people who think the game is good.
Balance is one thing.
Playing a bad game is another.
I would rather have an uphill battle (as a Bang player) and win, than play a bad game and have even matches across the board, which - mind you i’m sure is not the case with KoF. Fact of the matter is, no one cares enough about the game to find godlike things in it.
KOF at least has some speed to it with hyper hops, super jumps, runs etc. It should be pretty easy for you to convince them to play BlazBlue; it’s a fast paced fighter so it’s not like trying to convince slow SF4 guys to play it.
I do like BB, but I’ve been playing GG for years. Don’t some of you think the game is a little easy? I mean I like that to an extent b/c you can have more than one character and not suck, but I shouldn’t be able to do ALL of a character’s combos the first day.
Also the big 3 kind of kept this really good game from being a REALLY GREAT game b/c they’re just flat out broken. It’ll be okay though. After all people STILL play mvc2 and that has the most broken tier list ever.:lovin: Seriously though, watching Arakune vs. Bang is like watching Cable Vs. Guile or some shit.
I really do enjoy the game, but it’s obvious to me that there needs to be some changes for the next one.