BlazBlue... did I miss something?

DrEmo

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May 4, 2009
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Hype says BlazBlue is the greatest fighting game in recent history and that if you like fighting games you should play it cus it's awesome.


Well, I must've gotten a defective copy that didn't spit out a wad of cash every time I played it because I didn't see anything amazing about it, let alone anything good. Why is this game held in such high regard?

I'll give you a little background, before anyone starts saying that I can't handle a "Deep and complex" game. I've played a lot of fighters before, and I've liked all of the ones I've played (Even King of Fighters: Maximum Impact) and they all have something in common: When you start playing them, you suck at them, but you can still have fun learning the more advanced mechanics by playing the game. Blazblue is a different story; you can't learn the advanced mechanics by playing, you have to sit through over an hour of tutorials to even find out that some of these mechanics exist. They're incredibly situation-specific and odd. No one would've figured out that you could cancel CERTAIN moves by pressing 3 of the buttons when you have a specific amount of specials.

The controls were another issue. Attacks differ depending on how the joystick is positioned; attacking with the joystick in a neutral position does one attack while attacking with the joystick in any other position performs a different move. It sounds fine in theory but in practice, it becomes a nuisance. I don't know if it's just me, but I'm used to pressing towards my opponent while I attack. In my experience it's madness to combo with the joystick in a neutral position, it's just not something a sane person would do.


On a more personal note, I hated the characters. In fighting games I've never played I always go about selecting my first character like this: First, look for any known characters (In cross overs) if none are found, go for any small characters (they're usually fast) if not, look for any female character that's not dressed like a stripper (The female characters that dress like normal people aren't usually main characters and they usually have a well-rounded move set. Fighting games are built around a lot of stereotypes and templates.) In Blazblue, I found a few characters I thought I could play as, but for personal reasons, I didn't want to play as any of them. Would I like to play as the generic anime pretty-boy with a sword? What about the generic anime pretty-boy with white hair and a dark past? What about the generic lolita goth who looks like she robbed a Hot Topic store? The catgirl? The androgynous little kid with a puppet or that girl with the guns from Melty Blood? None. I didn't want to play as any of these. I asked myself "Where are all the cool characters!? Where are the badass cops? Where are the robots, the kangaroos or the American stereotypes?" So I settled for the ninja guy, who was designed by someone who has been watching too much Naruto. Yes, the only tolerable character, is a Naruto reject.


TL;DR: I didn't like BlazBlue because I felt it was annoying and complex just for the sake of being complex. It feels like it puts being a 'serious' tournament fighter over being an enjoyable fighter. I also believe that most of the people who rave about it do so so they won't be called "softcore" or noobs.

Another over-long post, from Emo, PhD.
 

NeutralDrow

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Mar 23, 2009
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To each his own, I suppose. I never had any problem with the controls (pretty similar to Guilty Gear, with a new Drive mechanic), and I find Hazama, Taokaka, and Litchi to kick marvelous amounts of ass. I love the game.
 

CD200

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Nov 10, 2009
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Well Im a fan of it so im biased but I love the controls. It find it follows better when I can use the same button for different moves depending on the position of the stick (though I use the D pad). And as for characters you moan about Japanese stereotypes then complain there arent any American stereotypes? Its a Japanese game so what do you expect.
 

John Funk

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Dec 20, 2005
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You... have a problem with different directional inputs giving different attacks?

Dude, that's been a staple of fighting games since Street Fighter II. Neutral+attack is a weaker, faster move, forward+attack is a stronger, slower move. That's how it's always been. That's how it is in every single fighting game I've ever played.

I'd take BB's cast of imaginative characters over the regurgitated crap in Tekken or Mortal Kombat any day.
 

lvl9000_woot

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Oct 30, 2009
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I like most fighting games. I enjoyed the art style and character designs but overall I felt it was kinda....meh.
 

Chairman Miaow

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Nov 18, 2009
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The only problem I agree with is the characters (who I hate). And as has already been said, the direction+attack thing is fairly standard....
 

Rusman

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Aug 12, 2008
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You complain about the characters and that you don't want to play as a generic anime type guy/girl, guess what, it's a Japanese fighting game that's what your going to get.

Personally I really liked BlazBlue and I generally hate fighting games. But then again I loved Guilty Gear as well. i also think it's nice to see some weird and wonderful characters in fighters than generic western ones. But that's just me.
 

Kurokasumi

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Aug 11, 2009
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I still prefer Melty Blood 1000 times over blazblue, but it was still a fun game. One to play with your friends here and there. Not one to go through the effort of learning mechanics and advanced move sets etc etc. Then again I don't think I have ever taken the time to learn that shit.
If you actually go through the trouble to learn and memorize all 60 some minutes of tutorial lessons with blazblue, or any fighting game, it becomes more like homework then just enjoying a game.
 

WorldCritic

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I liked the characters, the cliched story, the music, and the fact that it was one of the only fighting games I've played in a while that I actually enjoyed. Except for that thing in the first BlazBlue where you had to lose almost every fight at least once in order to get the true ending.
 

-Seraph-

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May 19, 2008
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Your rant makes you come off as someone who doesn't play fighting games that much despite the fact that you say you have....

You can't learn the mechanics while paying? Nonsense! The advanced mechanics are set up the same way and are learned at roughly the same pace as any other fighting game. You don't have to sit through any tutorials at all, one quick look in the manual and trying them out in practice mode is all you need. Even then, BB isn't as advanced as you may think, other than rapid cancels which aren't used too much, it's all quite standard.

Your complaining about the standardized controls that have been used in every 2D fighting game ever? Others have already stated how it's set up, Neutral+atk= weak version, forward+atk= stronger etc... How is this complex or unintuitive at all? On the mechanical side of things, it's more concise and saves space without the need of adding a bazillion buttons. Can you imagine if there was an attack button for ever non-special move? There be almost 20 buttons!! This is why I never liked (still put up with it) Street Fighters button layout because they have 6 buttons when they can remap the heavy punch and kicks to forward mediums or something. It's more mechanically sound.

As for characters? well some of em may be generic but that was sort of the point. the game is full of anime cliches and what not and relishes in it. It knows what it is and takes full advantage of it. I found plenty of the characters to be imaginative; it doesn't matter if they fall into some sort of trope, that doesn't make them any less imaginative.

Really, this rant does sound like something a person who doesn't play fighting games often would put up. But if you say you do then whatever, guess the game wasn't for you. It's praised by a lot of people for it's tight controls, smooth pacing, relatively moderate learning curve, awesome music, and just being an overall great fighting game that newbies can pick up and enjoy.
 

Eldarion

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Sep 30, 2009
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Being esy to pick up isn't a point against it, I menaeged to get pretty good at Noel without looking up any tutorials. Dash canceling isn't that hard and blazblue isn't the first game I have played with this mechanic. The joystick direction attack thing is also pretty standard in plenty of games dude, what have you been playing? These things have been true of every 2D fighting game like....ever.

I don't find it complex or counter intuitive, I would go so far as to say I don't have to think much at all about the buttons I am pressing in blazblue, it just flows.
 

mindlesspuppet

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Jun 16, 2004
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Sounds like someone never played Guilty Gear. Also a bit perplexed by the whole "even King of Fighters: Maximum Impact" thing, but whatever...

-Seraph- said:
snip..

Really, this rant does sound like something a person who doesn't play fighting games often would put up. But if you say you do then whatever, guess the game wasn't for you. It's praised by a lot of people for it's tight controls, smooth pacing, relatively moderate learning curve, awesome music, and just being an overall great fighting game that newbies can pick up and enjoy.
Basically this.
 

AngelicSven

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Aug 24, 2010
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DrEmo said:
Hype says BlazBlue is the greatest fighting game in recent history and that if you like fighting games you should play it cus it's awesome.


Well, I must've gotten a defective copy that didn't spit out a wad of cash every time I played it because I didn't see anything amazing about it, let alone anything good. Why is this game held in such high regard?

I'll give you a little background, before anyone starts saying that I can't handle a "Deep and complex" game. I've played a lot of fighters before, and I've liked all of the ones I've played (Even King of Fighters: Maximum Impact) and they all have something in common: When you start playing them, you suck at them, but you can still have fun learning the more advanced mechanics by playing the game. Blazblue is a different story; you can't learn the advanced mechanics by playing, you have to sit through over an hour of tutorials to even find out that some of these mechanics exist. They're incredibly situation-specific and odd. No one would've figured out that you could cancel CERTAIN moves by pressing 3 of the buttons when you have a specific amount of specials.

The controls were another issue. Attacks differ depending on how the joystick is positioned; attacking with the joystick in a neutral position does one attack while attacking with the joystick in any other position performs a different move. It sounds fine in theory but in practice, it becomes a nuisance. I don't know if it's just me, but I'm used to pressing towards my opponent while I attack. In my experience it's madness to combo with the joystick in a neutral position, it's just not something a sane person would do.


On a more personal note, I hated the characters. In fighting games I've never played I always go about selecting my first character like this: First, look for any known characters (In cross overs) if none are found, go for any small characters (they're usually fast) if not, look for any female character that's not dressed like a stripper (The female characters that dress like normal people aren't usually main characters and they usually have a well-rounded move set. Fighting games are built around a lot of stereotypes and templates.) In Blazblue, I found a few characters I thought I could play as, but for personal reasons, I didn't want to play as any of them. Would I like to play as the generic anime pretty-boy with a sword? What about the generic anime pretty-boy with white hair and a dark past? What about the generic lolita goth who looks like she robbed a Hot Topic store? The catgirl? The androgynous little kid with a puppet or that girl with the guns from Melty Blood? None. I didn't want to play as any of these. I asked myself "Where are all the cool characters!? Where are the badass cops? Where are the robots, the kangaroos or the American stereotypes?" So I settled for the ninja guy, who was designed by someone who has been watching too much Naruto. Yes, the only tolerable character, is a Naruto reject.


TL;DR: I didn't like BlazBlue because I felt it was annoying and complex just for the sake of being complex. It feels like it puts being a 'serious' tournament fighter over being an enjoyable fighter. I also believe that most of the people who rave about it do so so they won't be called "softcore" or noobs.

Another over-long post, from Emo, PhD.
Well, you've commited a few problems. Don't ever let anyone tell you something is the best thing ever until you've had a crack at it yourself. Also, this isn't like other fighters, unlike most companies. This game is not skewed to the general audience. it was market almost purely for people who played Guilty Gear. As it is like an identical twin, so the mechanics are totally easy to understand an do if you were an end-game GGX player which, again, this was marketed to. Also, direction + attack isn't odd and has been around for 20+ years as people have stated.

I personally love the characters of the series (GGX and BB, I find them much more creative than SF, SC, and Tekken as by your description you picked out generic fighters like 'the robot' 'badass cop' and such.), some characters are annoying but I don't really pay it much mind since I'm really just concerned with, "What one is gonna allow me to kill my opponent the most efficiently with my playstyle?" Turned out to be Noel of all people.

If you wanna pick up an easy to learn but hard to master fighting game that has more tournament plays then BB, go with SSF4. It's essentially the best game for that out right now, MvC3 looks good too.
 

Eldarion

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John Funk said:
You... have a problem with different directional inputs giving different attacks?

Dude, that's been a staple of fighting games since Street Fighter II. Neutral+attack is a weaker, faster move, forward+attack is a stronger, slower move. That's how it's always been. That's how it is in every single fighting game I've ever played.

I'd take BB's cast of imaginative characters over the regurgitated crap in Tekken or Mortal Kombat any day.
Exactly, the main selling point of blazblue for me is that each character is radically different in how they play. Most of them have a unique mechanic to menage that is totally different from the next characters. Not like street fighter where several of the characters might as well be palette swaps for the lack of new meaningful combos.
 

Ghengis John

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Dec 16, 2007
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DrEmo said:
Well, I must've gotten a defective copy that didn't spit out a wad of cash every time I played it because I didn't see anything amazing about it, let alone anything good. Why is this game held in such high regard?
Probably because you have a large spectrum of people to whom it appeals to. But to each their own.

They're incredibly situation-specific and odd. No one would've figured out that you could cancel CERTAIN moves by pressing 3 of the buttons when you have a specific amount of specials.
Well all games have advanced tactics that won't easily be revealed to the average person trying to discover them by themselves. In the least Blazblue is nice enough to give them to you without requiring you buy a thick guide or scour the internet eh? But you don't need such tactics to enjoy the game with other people at your skill level. As for "who would have guessed that?" I dunno, how about anyone who played Guilty Gear? They had the exact same three button cancel system in Guilty Gear, also by Arc System Works and Aksys Games only there it was called "Roman Cancel". Dead or alive has a "free cancel" that can be activated at anytime to break combo chains but almost nobody knows about it, Soul Calibur lets you cancel some unblockables but not all unblockables and sometimes, as is the case of Cassandra you have to hold down two attack buttons and a directional input to do it. So no, this might not suggest itself but in the field of fighting games it isn't so odd.

The controls were another issue. Attacks differ depending on how the joystick is positioned; attacking with the joystick in a neutral position does one attack while attacking with the joystick in any other position performs a different move. It sounds fine in theory but in practice, it becomes a nuisance. I don't know if it's just me, but I'm used to pressing towards my opponent while I attack. In my experience it's madness to combo with the joystick in a neutral position, it's just not something a sane person would do.
This is also incredibly common. Even in King Of Fighters this is the case. Pick Ryo Sakazaki. (Orange Gi) Press forward and strong punch. He will do an overhead chop thing. See? Now forward and light punch. He does a high-mid parry thing. See? Every fighter has these moves. In the perennially popular Street Fighter Guile does an axe kick with forward and fierce, even Marth in smash brothers does a different attack and well Tekken, Dead Or Alive and Soul Calibur live on these inputs. Maybe it's just who you've been playing in KOF but I play Terry and Ryo and they both have different attacks if you hold the forward input so I learned early on that this was not a good habit. If you unlearned that habit it would probably help you in fighters in general. This system is a staple of fighting games, has been for a long time.


On a more personal note, I hated the characters.
Bang's supposed to be fun. The game doesn't really take itself that seriously all the time which is one of the charming things about it. The cat girl for instance talks like a lolcat. "Can I haz a meatbun neow rawrgna?" That might not be for everybody, I'll admit. If you can't find somehting good about the game go return it, it's probably not for you. But I gotta ask did you pick up Calamity Trigger or Continuum Shift? Because 1: Continuum shift is very well balanced and currently getting regular updates from Arc System works (it just got v 1.02 last month which nerfed my main, that ninja dude, Bang Shishigami.) and 2: This may be the character for you:


Her damage isn't the best if you ignore her charge mechanic but her damage set ups are very traditional, her combos are easy to string and she has a move for every occasion. To improve matters most of her simple combos start with her strong "B" which stays the same no matter what input you press (other than jump or down obviously). As far as your sense of aesthetics goes: she is fast, she's a girl, she isn't dressed like a stripper and she is a member of a crack imperial assassination squad. Who's here to kill her two best friends.


TL;DR: I didn't like BlazBlue because I felt it was annoying and complex just for the sake of being complex. It feels like it puts being a 'serious' tournament fighter over being an enjoyable fighter. I also believe that most of the people who rave about it do so so they won't be called "softcore" or noobs.

Another over-long post, from Emo, PhD.
That's fine, to each their own but I'd ask you to give it another go. Maybe if you played it with a friend you might see some of it's charm. That is after all, where any fighting game shines. I haven't had too much of a problem on the technical aspect of things. This is a fighter with some depth but it doesn't get complex for the sake of being complex like say, Virtua Fighter. If you are a King Of Fighters fan as well (which I am) then I really have to tell you, if you stick with this it's just a perfect game for you. It's got a lot in common with KOF, it's fast, the combo systems feel familiar and projectiles are not something you spam all day without fear of reprisals.
 

Deathkingo

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Aug 10, 2009
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I think the big draw to BlazBlue was that every character played completely different from the other. There were no Kens and Ryus. I also think the media was just hungry for another very fast fighting game Guilty-Gear style. I mean, I agree, I didn't really see anything game-changing, but it still is a good game...
 

RedEyesBlackGamer

The Killjoy Detective returns!
Jan 23, 2011
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You ever play any Guilty Gear games? BlazBlue is the spirtual succesor to the GG series and plays and feels very similar to it. Anyway, you complain about mechanics that are in virtually every 2d fighter and bash the characters for being over-the-top, which they are meant to be. And no, we like the game for being a complex fighter with a rocking soundtrack and a sense of humor, not to sound "cool".
 

kinggamecat

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Aug 7, 2010
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So what if it doesn't have fancy or complex combos, it's visually stunning, funny and just plane fun to play, if ya want to play a fighting game for complex moves then play Mortal Combat or something, but ya don't need to press a sequence of 30 buttons in an exact sequence and pull something not all that worth it to have a good fighting game, that makes it just as easy to lose to a button masher who doesn't wait for you to pull of a massive combo so all I'm saying is if ya think yer too good for a game don't go complaining about it when ya can do something fun like play a game ya actually like yer highness. Jesus!