When I read the "word" BlazBlue, I immediately hear Bill Cosby in my head babbling a "Blazem Blazblue Blippity BLOP". Did Bill Cosby ever actually say anything like that, or is that something we just believe due to the antics of his many impersonators? There are still so many Bill Cosby impersonators in the world; the mind reels at the sheer magnitude of their shared irrelevance. I wonder how many of them have taken to diversifying their special talent into impersonating Barak Obama? There is likely to be a lot more money in that pursuit, as Cosby hasn't had much cultural relevance in the past twenty years or so, and Obama's like, totally the president and stuff.
Oh yeah, BlazBlue- It's awesome. The review lies just beyond the fold. Hit it!
BlazBlue (Xbox 360, PS3 [reviewed])
Developer: Ark System Works
Publisher: Aksys Games
Released: June 30, 2009 (Limited Edition), July 28, 2009 (Standard Edition)
MSRP: $59.99
BlazBlue ventures to bring us an all new, anime-inspired fighting game, and it pretty much nails it. There are a few things about the game that feel a little insincere or unpolished, but for the most part, the game follows through on the promise of a fresh, fun, new 2D fighter.
Though this is the first game in what is sure to be a series, you'd never know it from the game's story. BlazBlue features twelve playable characters who seem like they've known each other for years. Making sense of the game's plot is like starting in on the fifth year of a long running anime series with no recap of seasons one through four to guide you. That's OK though, the fact that you don't always know what's going on is part of the fun, as it keeps things unpredictable and surprising. From what I can tell, the story centers around a time machine which produces a sexy robot girl who may or may not be a doomsday device. She mostly acts like a robot, unless she's near a maybe-demon-man. She loves the maybe-demon-man, which brings out the school girl in her, despite the fact that he seems to have forgotten she ever existed. The robot girl isn't the only one interested in the demon man. He's being hunted by some guy who can shoot ice swords out of his hands, who knows Alucard's blond, pouty daughter, who has a rivalry with a young boy who can control a giant puppet woman-thing.
And it goes on like that.

There's definitely a charm to the games endlessly imaginative, sometimes nonsensical world. Sadly, the game's character designs aren't always as creative. The game's cast is a weird mix of cliche's (red coated bounty hunter with a dark side, big boobed girl in red dress) and interesting re-imaginings of otherwise tired anime archetypes. The game features a spunky cat-girl, but unlike most of her type, she wears a creepy hood and remains fully clothed for the entire game: a first in cat-girl history. Bonus points also go to Rachel, Alucard's daughter, who fights with a giant, cat shaped umbrella that actually turns into a Totoro-looking cat from time to time. The Miyazaki influence doesn't end there. BlazBlue also features a pretty fun take on Spirited Away's No-Face. He's name is Arakune, and while he never eats a frog whole or vomits the contents of an entire bathhouse onto an old woman, everything else about him is pretty much pure No-Face.
The game's character designs may range from familiar to downright thievery, but that doesn't take away from how great they all look in motion. Though BlazBlue doesn't look quite as amazing as Street Fighter 3 or King of Fighters XII, it comes pretty damn close. The animation is extremely smooth, especially seeing as these sprites are high res. The jerky, fumbling movements found in Super Street Fighter 2 HD proved that HD sprites are a lot more challenging to effectively animate than their SD forefathers. To make an HD sprite move smoothly takes a lot more frames of animation than with a pixelated sprite, and on that front, BlazBlue delivers.

As for the gameplay, BlazBlue takes a lot of interesting risks. Like Guilty Gear before it, the game has a lot more in common with the anything-goes, supernatural martial arts of the Darkstalkers series than it does Street Fighter 2 or other more conventional fighters. Gladly, there are no immediately familiar shotokan-style characters for Capcom fighting-purists to pick up and overuse. To play BlazBlue well, you will have to learn the game from scratch.
BlazBlue features four attack buttons, but only three are used for "normal" attacks. The fourth is used for "drive" attacks, which deliver character specific moves that are often central to said character's fighting style. Rachel (Alucard's daughter) has a drive attack that isn't an attack at all. Hitting the drive button and the controller in unison will cause the wind to blow in that direction, which can blow away projectile attacks, blow down an airborne attacker, or blow Rachel up into the air, potentially out of harms way. Arakune (the No-Face thing) has a drive attack that curses his opponent, with surprising, insect infested effects. Litchi (the red dressed cleavage show-off) has a drive attack reminiscent of Donovan's kill shred antics from Darkstalkers. It's little touches like that combined with the easy chain combo system, the many supernatural or otherwise unreal attacks, fast pace, and truly bizarre character roster that make BlazBlue feel like a new Darkstalkers game.

Adding to the games accessibility of the "east operation" are controls that come standard to every match. If buttons and quarter circle motions aren't your thing, every special attack in the game can be done with a small flick of the left analog stick. Personally, I never understood the purpose of easy operations options, as the technique and timing necessary to play your average fighter goes far beyond the skill needed to perform basic joystick/button combinations, but if you're one of the few that likes 2d fighters but hates "down/down-forward/forward +punch", BlazBlue has you covered.
So, what's not to like about BlazBlue? Well, though it's excusable that the roster is small, seeing as this is a whole new franchise, it has to be noted that there aren't as many characters here as in Street Fighter 4 or the upcoming KoF XII. The characters that are here all play vastly differently from each other, which arguably makes up for the relatively small selection. There is no Ryu/Ken/Akuma/Dan/Sakura play-a-likes here, but still twelve characters is smaller than average.

The game's story mode is also really low budget. It's fully voice acted, with intentionally and unintentionally laughable results, but beyond that, it's pretty cheaply produced. Static images of the game's characters standing talking to each other for many minutes is all you get for cinemas, and they are generally long and boring. They feel like Metal Gear Solid codec conversations, except even more uneventful. You can't skip them first time through, but after that you can, which helps things a bit (thanks for the correction, commenters!). There are multiple paths and choices to go down in story mode, which does a little to make the mode feel more cared about, but not much.
My final gripe related to story mode, but involves the game as a whole, is the lack of single player replay value. The game lacks the unlockables and challenge modes needed in a modern fighter to keep it interesting for the soloist. There are four alternate versions of regular characters to unlock (though they look exactly the same) and the story mode to sit through, and that's pretty much it. There is a replay mode used to record matches you're particularly proud of, but it will only appeal to those who love to show off big combos. The game's devs would have done well to include a beat 'em up mode like those found in Super Smash Bros. Brawl or Guilty Gear Isuka, just to give lonely, offline fans or 2D fighter fans an excuse to keep playing the game after arcade mode is over.

BlazBlue's limited edition is already sold out across the country, and the same thing may happen to the standard edition to be put on sale later this month. The game is already a hit, and it deserves it. Still, BlazBlue isn't quite up there with my favorite 2D fighters. The sometimes cliche' character designs, cumbersome story mode, small roster, and limited single player modes keep the game from being truly "top tier". That said, it's still a more interesting and provocative game than most current-gen fighters, as it doesn't rely on variations of the game overused characters and gameplay mechanics we've seen for over ten years (I'm looking at you, Street Fighter IV). The fact that BlazBlue's combat system feels so original is quite an achievement. Add a high level of accessibility, solid online play, and beautifully detailed animation, and you have a must buy for any fans of hand drawn, 2D fighters.
Score: 8.0- Great (8s are impressive efforts with a few noticeable problems holding them back. Won't astound everyone, but is worth your time and cash.)
I only usually play fighters with my mates anyway.
Holmes, I gotta know, what character did you play as the most? I'm partial to Noel and Ragna myself.
/end language policing
The second comment is that I do sort of disagree with you about the story in general. It seems like every fighting game has a action-movie quality storyline, but you never see it. Outside of a couple lines of dialogue between certain characters, you have to check the wiki to know that there is any reason for all these people hitting each other. BlazBlue's storytelling is far from perfect, and (probably deliberately) raises a zillion questions while answering, what, three? But I think it's a positive step for stories in the fightan gaems.
Other than that, I more-or-less agree with your review, and I absolutely love this game. I love Bang the most, but I'm just shy of being comfortable going Random. This needs to be an FNF staple.
Also seemed like he didn't play through much of the story to fairly criticize it because he referred to Jin hunting down Ragna as "some guy who can shoot ice swords out of his hands" and I still don't know who the "red coated bounty hunter with a dark side" he is referring to is. Plus you can skip the cinematic scenes in the story line the second time through.
Sorry for writing this much, had nothing better to do and I really like BlazBlue
Some notes (to supplement the review):
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- As mentioned, there are twelve characters.
- The online mode supports lobbies for up to six players--the last fighting game I recall doing this was Dead or Alive 4 back in 2005.
- The replay mode's real value is viewing how pros play, and slowing the playback down to learn how to improve one's own game., and those replays are updated extremely frequently.
- Many of the cliches are meant to be parodies of stereotypes (see Litchi, Bang, and many side characters).
- The story mode definitely isn't for anyone (not me, either). My understanding is that it's sort of an adventure sim in the amateur Japanese game form. In fact, the theme song is sung by Kotoko, a popular artist in the amateur realm.
- You can skip cutscenes in story mode, just not once the dialogue (floating heads) begins.
- Score attack mode alone is about three to five hours of single player value. The term "score attack" is a misnomer--this mode really has almost nothing to do with score. Score is kept, but this is really more of a harder-than-hardest mode, where you fight every other character, four in their unlimited forms.
- This is an odd plus for me: I enjoy that if I have Japanese language on and you have English, then your character speaks in English while mine still speak Japanese. I also enjoy the ability to choose not only what stage to play, but what background music plays.
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My gripes:
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- While the fighting has very low lag once it starts, the load up to it can be chuggy.
- Sharing replays from ranked modes for public download is not on by default. You can't share locally saved replays.
- The story, while it does come together with surprisingly few loose ends (if you play 100% through each character), is sprawling to the point of making the player stop caring. The true ending was alright, I guess...
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Personally, after about 50 hours logged, I'd give the game a 9.0.
My bad.
But noel sucks. She's spammer heaven.
Firstly, there's twelve characters rather than ten. That's kind of a big deal.
Secondly, cliche characters I.. guess I can understand in some aspects. I would say the no-face/arakune comparison is a little off, the only real similarity being that they are blobs with masks on. No-face I don't think was capable of emitting a massive energy cannon out of his guts. Also Ragna isn't a bounty hunter, which isn't really notable except that bounty hunters/vigilante's in BlazBlue are in the majority, so to get that wrong is statistically admirable. I can agree with the general archetypes though.
Thirdly, I think it offers more single-player content than other fighting games, especially Street Fighter IV. If the Visual Novel style story mode with branching paths and multiple endings appeals to you then that's a rather well developed time sink, though clearly not too replayable. Score Attack doesn't even have a mention in this review though. Usually the throw-away arcade mode it's actually the survival mode of this game, where you have to fight through every enemy in the game including the boss characters, each one being a difficulty above even the highest selectable difficulty mode, as well as the unlockable artwork in the gallery and the animated shorts of 'Teach Me Litchi Sensei' and I think that's a fair amount of single-player content without greatly deviating from the main formula. A mission mode would've been a welcome extra but I could never say there is a vastly limited amount of content here, and certainly no worse than other beat 'em ups. Soul Calibur IV excluded (though fuck that story mode).
I'd also like to make a quick mention of the localisation, which is a pretty fantastic job I'd argue given that the entire production is fully voiced in both english and japanese including pre-battle quotes, post-battle quotes and the win-lose quips at the end of fights. I honestly can't think of a single example where this has been the case in a 2D Fighter before.
At least that's the way I think of it. I think an interesting comparison would be with the soon to be released KOFXII, because if you were disappointed with this for extra content you'll be seriously dicked off with that.
Thanks, but no thanks, i prefer the Soul's and Sword's of SoulCalibur 4.
Anyways, BlazBlue is awesome indeed. Also, no mention of online at all in this review.
Bang Bang Bang Bang! The spirit of bang! Like the fierce flame that can crush mountains!
your belief, your heart, the brightly burning sun, flare them up!
Become a dragon that's faster than light! BURNING BANG!
bang bang bang bang bang bang! bang bang bang bang bang bang! bang bang bang bang bang bang! bang bang bang bang bang bang!
Now your foes are suddenly before your eyes. Can you overcome them with your overwhelming dragon?
Its your chance to raise your guard and fight! I hate people who proclaim their victory so calmly!
What about it!? It's not like you to give up so quickly! My victory will proclaim justice! Quit crying and rise up!
BANG BANG BANG BANG! I am so envious of you! So much that my primal spirit is going to burst!
DAN DAN DAN DAN! YAY! A dynamite spirit! The burning ground shakes!
Not darkness, nor rain, can waver this power that I have! That I have right her in my hands! It will break through the endless darkness! SUPER CRASH![/url][/i]
JAM Project is the unofficial band of the D-Toid network.
Also, why do I see no mention of how awesome the soundtrack is?
The story mode is EXTREMELY expansive and it took me about an hour to and hour and a half for each character to actually get them 100%.
And I can't fathom ANYONE calling this mode "really low budget" with how much spoken dialog, character art, branching paths, and content in general that there is. Holmes is just plain wrong.
SF4's story mode is non-existent, SC4's is retarded at best, Tekken's (all of them) are only good because of the ending cinemas, most of which suck and aren't even done in CG anymore, KoF games have never had half a decent sotry mode. What is he comparing this game's story mode to that it looks "low budget?"
I also can't understand how people can think this game looks worse than KoFXII (which is supposed to be horrible, by the way). The characters are large and full of animation and detail and the backgrounds are just awesome. KoFXII's characters have pretty much the same level of animation (both are CLEARLY jerky during combos), but are more clearly sprites (which I guess could appeal to classic SNK fans).
8 is indeed a good score, but since he docked it for a few "problems" that don't actually exist (I've skipped cutscenes HUNDREDS of times), I wonder if it would have turned out better.
Anyway, it's a 9 from me. I caved a week after release after thinking up until then that there's NO WAY this game was worth $60 and I'm VERY happy I did. It's an amazing fighter that's fun and decently balanced. What more do you want?
The other thing is your complaint with the size of the roster. I agree with you that it's always fun to have upwards of 30 fighters to choose from in some games, but given the choice between a roster like SoulCalibur IV (with its padding from similar fighting styles and outright clones) and BlazBlue's, I'd easily pick BlazBlue. When every character is completely distinctive in how they fight with few overlaps and fairly balanced to boot, I'd consider 12 fighters to be a great number. Besides, having a smaller roster is pretty standard for almost any new fighting game.
Graphics great - cool character designs, imaginative attacks, smooth animation
Characters great - diverse and bizarre as you could hope for
Fighting great - the GG-like combo and cancel systems and novel drive attacks are really dy-no-myte
Online great - broad support and good netcoding
The story is a forgivable catastrophe, combining the most distinct (note, I didn't say good) elements of both fighting game and anime plots. If you play through the whole story mode, you know you saw something, but what it was, who can say?
I don't know about anybody else but when I wasn't fighting my brother, I was soloing the content, and I really enjoyed working to fill in the gallery.
When I first fired it up, my impression was very bad, swearing about weeaboos followed as I waited for the first fight as Ragna to start...
After a while I got used to it (instant text display option helped) and there was definantly quirky charm on some of the alternate goofy plotlines. I actuallyed LOLed a few times, but I was also crazy tired, which helped the goofiness seem funnier.
On further consideration and reading of comments, I gotta say 'solid 9'.
Also, I need Hazumen and Makota to be playable next game. squirrel girl FTW.
IIRC you hadn't even played it before you started bashing it. Has that changed at all?
Lose a match, well you get something for your troubles, at least you pulled off a first hit or something; beat someone leveled higher than you and you get a nice bump up. Much more preferable to the pass/fail of SF. This is all coming from someone who is trying to get into fighting games. I have high hopes for this series.
The multiplayer lobby btw is amazing, you can skip your turn if you're so inclined to let the other 5 players continue the rotation. also, Infinite mode for the four characters that have it add dmg, more hits in combos, and other small things that add up. The other characters without infinite unlock their Astral Finishes, which are last round flashy finishes and such.
anyways, review is pretty good, but needs work.
@ Necros- I agree %100 that it's better to have ten (er... twelve) original characters than a bunch of play-a-likes. I hope that came across in the review.
@ Everyone else- I can't believe that I wrote ten instead of twelve. Yes, I am embarrassed.
I stand by everything else though. Great game, with a few things about it that I actively didn't like.