Well, I’ve been on a roll lately with these “X
Years Later” posts, so I figure I should go ahead and keep the streak
going. Although since I’m dealing with a
wider time gap than the last two posts, it’s probably worth mentioning that
leap years aren’t taken into the title’s calculation. Then again, I can’t imagine those extra days
having too big of an impact. It’s just
something to think about, should you decide to take me to court over it. I hope it doesn’t come to that.
If you’re just joining me here, I’ll admit that
part of the reason for this post is a
knee-jerk reaction to my brother’s opinion (because as discussed, he’s the
inspiration for an insane number of
posts). Even though BlazBlue: Central Fiction just got an update and a new character,
he’s about ready to drop it for reasons I can’t begin to fathom -- one of
which, in his words, is that BB is “Guilty Gear for babies”. Is it really, though? Is BB as
a whole worthy of any scorn it’s received over the course of its lifespan? I’ll go ahead and spoil it right now: no, I don’t think it’s worthy. That doesn’t mean there aren’t parts that
deserve some dirty looks, but I’ll get to that.
So let’s not delay. Here we go -- starting with my favorite
arcade opening.
Chills every time.
Every. Single. Time.
--I’m tempted to jump directly into my personal
picks among the BB crew, but I think
for now I’ll focus on the general gameplay.
For the uninitiated: two players do battle in sprite-based, one-on-one
duels with a variety of fighters, weapons, and special moves. Like any standard fighting game, rounds and
matches are won when you make the opponent’s health drop to zero.
--But what makes BB different is that each character (save for wild witch Nine) has
what’s called a “Drive” -- a special ability tied to one button that gives them
access to moves, modes, movement, and more.
Main character Ragna has really low health -- but to compensate, his
Drive, Soul Eater, gives him attacks that sap enemy HP each time he lands a
hit. Rival character Jin has Frostbite,
so his Drive (or simply D) moves freeze foes and open up new combos for him.
--Cards on the table: I love the Drive system. It’s
a game mechanic that pretty much FORCES every character to be unique -- and not
just standard permutations of shotos and archetypes. (As a reminder, Street Fighter IV had six shotos -- nine, ostensibly, if you count
Evil Ryu, Oni, and Sagat.) Not only does
it work from a gameplay perspective, shaping strategies and complimenting move
sets, but it’s also a tool that can characterize each fighter in the absence of
a story mode. Not that there’s a story
mode missing, but I’ll get to that.
--The Drive system exists alongside the general
gameplay style and flow from Guilty Gear. In terms of offense: you’ll chain together
light, medium, and heavy attacks with (relatively speaking -- or at least
compared to Street Fighter) generous
input time for each button in your combo sequence. Your meter is used for super moves, as usual,
but you can also Rapid Cancel to return to a neutral state after an attack --
which means you can move into a new attack, OR use it to bail out of an unsafe
attack before you get hammered. Good
stuff.
--In terms of defense, though? Just like Guilty
Gear, you’ve got plenty of options.
Put up your Barrier to reduce chip damage and progressively push back
pressuring foes. Blow back an aggressive
enemy with a Counter Assault. Save
yourself from an enemy combo with a Burst, a last-ditch effort that can
potentially decide a match. You have
options to protect yourself. You’ll need
them, given the aggressive style of the game.
And that’s made possible because of your mobility options.
--Outside of a handful of characters, every
fighter in BB runs across the ground
-- a stark contrast to Street Fighter,
where a short-distance dash is the norm.
More importantly, you have a ton of aerial options; super jumps take you
high, double jumps let you extend air combos (or screw up your opponent’s
guard/anti-air attacks), and of course there are air dashes that let you close
the distance from the sky. Given that
you can “instant air dash” to go from the ground to the air…uh, instantly…it helps make BB an inherently offensive game.
--It’s actively enforced, too. Back off too much, and you’ll get hit with a
meter-hammering Negative Penalty. You don’t want to get hit by one of those.
--The weird thing about BB -- from its original outing, Calamity
Trigger, to its fourth iteration Central
Fiction -- is that it’s overhauled its defensive mechanics multiple
times. Back in the Calamity Trigger days, the Guard Libra system put both players on a
scale, and the one who stayed on the offensive could tip the scales enough to
score a guaranteed guard break on the defender.
Then Continuum Shift came out,
and replaced that with the Guard Primer system -- i.e. each character had a set
number of points, and taking hits from certain attacks (like Ragna’s Dead
Spike) erased a point. Lose all your
points, and your guard gets broken. Then
they dropped that, so now there’s just a universal guard break attack. Problem…solved?
--It’s pretty gutsy to make overwhelming changes
to gameplay mechanics each time there’s a new entry in the franchise, not just
mess around with frame data. I’m happy
with things as they are now, for sure.
But to be honest? I kind of miss
Guard Primers from CS. On one hand, it means that you have a
surefire way to open up an opponent even if they keep blocking everything --
which, in my experience, means you can land a super move or even a match-ending
Astral Heat. On the other hand, because
only certain moves can sap those points, you and your opponent alike know
exactly what to look for -- and, potentially, counter.
--I think that what gets to me about the latest
editions of BB is the Overdrive
system. If you use the Burst command
(the four face buttons by default, but I have it set to R1) while you’re
getting hit, you’ll blow off an enemy.
If you use the Burst command in a neutral state or mid-combo, you’ll
enter a special state where the clock stops ticking -- and more importantly,
your character will gain a special property that’s tied to his or her
Drive. In any case, it’s always my
personal fear that I’ll go Overdrive when I want a Burst, and that I’ll burst
when I want an Overdrive…which has happened before.
--The bigger issue is that Overdrives are another
wrinkle to combat that you have to have a firm understanding of
beforehand. Know how to maximize your damage
with Noel once you tap her Overdrive? I
don’t. Know what Noel’s Overdrive even
does? I don’t. And really, it kind of seems too risky to
even use. Sure, you can pop it when
you’re going in for the kill, but I’d personally save it for Bursts.
--To be fair, though, Central Fiction added Exceed Accels, AKA free supers that you can
only use in Overdrive state. The damage
on them, when done without being in the stat-boosting Active Flow state, isn’t
game-breaking -- SFIV and its Ultra
Combos meant that you could lose 50% of your life in one random Hail Mary --
but the amount of invincibility you have on activation means you can shift the
momentum and stage a comeback.
--Also, some of them are pretty cool.
--It’s at this point that I have to be
upfront. I honestly, legitimately don’t
get my brother’s complaint about BB being
too easy. At the absolute basest, it’s GG in a different style -- but if you
want to go down the shallow route, then yeah, it’s literally just GG.
That’s not to say that there are no nuances that separate the two,
because there are; the Drive system is an overt example, but I suspect that BB’s action, as kinetic as it may be,
moves at a slower pace than its older sibling. The offensive and defensive
options, coupled with mobility, make for a lot of in-game actions and choices
made in fractions of a second. And
crucially, it’s an insult to the franchise to say it’s for babies or dumbed
down just by looking at the cast. If you’re looking for complexity, try
learning the puppet master character. Or
the other puppet master character. Or
the other puppet master character.
--But I’ll play this game. Let’s say that, for whatever reason --
something that a moron like me can’t grasp about BB that an ace or pro can -- BB
really is a dumbed-down version of GG. Those that say “it’s for babies” aren’t just
blowing smoke. My response to that is: so what? Does being easier or simpler invalidate
everything else that makes a game a game?
If so, then that means that there are people who’ll willingly dump all
over 1) the visuals, 2) the music, 3) the aesthetic, 4) the cast, 5) the
gameplay mechanics, 6) the rush of battle, and god knows how much else.
--To be fair, it’s not as if extreme complexity =
bad, just like extreme simplicity =/= good.
There should be some sort of an execution barrier (and in a similar
vein, a genuine difficulty level in some form) when it comes to games, because
otherwise you go from DMC4 to DmC.
But using that execution barrier to lock out people who are otherwise
interested in helping a franchise or genre grow -- and holding up that barrier
as something to celebrate or glorify -- means holding back on what a game, a
genre, a community, and even an industry can
be.
--So to sum it up?
I see why people might argue against BB
for being a simpler game (to an extent, given that it’s got wakeup/OTG/oki
gameplay mechanics that GG doesn’t). But that’s not to the game’s detriment, and
it never should be. A good game is a
good game, in spite or because of its simplicity or complexity. You don’t
need three different versions of a move cancel to be a quality fighter, so
let’s just drop it and move on.
--So here’s number one with a bullet.
--I feel really bad for not knowing this well in
advance. Apparently, Bullet -- an
addition to Chrono Phantasma -- is
more than just a punch-happy rushdown character. As I discovered a few weeks ago, she’s actually a grappler. Maybe not in the same league as Tager or
Zangief, but she’s got an SPD-style input, a running grab, a close-range grab
that launches (and sort of acts as her DP), and a super that not only uses a
720 input, but also has three stages…with the last input required being the
rare 1080-degree input.
--But to generalize? Bullet is so freaking cool, and I’m sad that
I didn’t play her at all back when I used to play BB more regularly. Part of
it has to do with the fact that my bro used her (albeit VERY briefly), but a
bigger part of it is that, well, I think her default stance is pretty
dumb. It looks really awkward, having
her bent over so much; the implication is that her chest is so large and heavy
that it weighs her down, which isn’t great for a physically-active
mercenary. Alternatively, they wanted a
pose that made her butt protrude as far out as possible, as a reminder that she
wears cutoff shorts just long enough
to count as shorts.
--I swear, if they just made her stand up
straight, she’d be pretty god-tier.
As-is, she’s still pretty up there, though; apparently, once she powers
up with her Drive, she gains access to extended versions of her moves. One of them makes it so that her SPD drags
foes across the ground, only for her to fling them across the screen in a fiery
burst. It’s utterly amazing.
--Aaaaaaaaaaaaaaaaaand of course, in my first
trial run with her against my brother, I lost 5 times straight. But I ran it back by winning 6 times straight
with…
--Say hello to Celica, the potential secret hero
of my stable of characters. And I’ll
explain why…next time. Pardon me for
leaving you in suspense, but that’s just the way it goes sometimes. Got a problem with it?
See you next time.
Because there are more characters I want to go over -- alongside with
that hungry hydra looming in the distance, the story.
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