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    BlazBlue Continuum Shift

    Nothing better than a rainy day to have the right excuse to spend a day visiting arcades; I was searching for Continuum Shift, which I found and played plenty; what I didn't found was some opposition as everyone was unwilling to play against a Lambda user.

    To tell the truth there weren't many players around and everyone wanted to mind his own business, I was wondering how all characters have been changed and how the two new characters, Hazama and Tsubaki play, so it was for the better.

    Off with Tsubaki, a good all-around fighter with a lot multiple-hit normal and special attacks. She's fast and good defense and she hits moderately heavy. By pressing the drive button (D) she charges up a gauge which is used during one of her distortion drives to power up moves. her second distortion drive is short range, limited to the horizontal axis. Most of her basic moves have a good range and she is a good character to play with, maybe a bit slow in recovering all her moves.

    Hazama...oh, I like him. With D he launches a snake-like chain (Ouroboros) that can be used for a quick attack or to move across the screen. Hazama, like Haku-men, can only do a small sprint forward and he cannot even dash in mid-air, so using his drive to get out the way of special moves or getting near an opponent is very important. His forward strong (C) attack is a three-hit blow with some range that makes him jump back, exactly in range for two of his special moves. His first distortion drive is ground based and has a good minimum range, but it's the most damaging and good to see; the second drive is short-range and can be used an anti-air; not particularly powerful but fast to pull and he does it with minimum delay.

    All other characters have been rebalanced, someone got new moves and someone else got them remapped.
    Noel saw her Fenrir distortion drive remapped to hcff (instead of qcfqcf) and Rachel calls her thunders with a qcb instead of dd; both work in the same way as before but the Fenrir is faster to pull, still undecided on Rachel...sometimes it's better, sometimes it's not.
    Continuing with Rachel, her frog George XIII cannot be spammed anymore: after disappearing you have to wait a gauge to empty before summoning him again; she has a new drive where he calls giant bats, cows and a royal frog for a hilarious multiple-hit attack which probably can be aimed a bit, I saw the CPU using it with a arched trajectory while the standard move pulls out a simple horizontal streak.

    Noel is mostly unchanged, she no longer leaves a green shadow behind while in drive mode but a black shadow like Ragna during one of his drives. Her speed during the drive is a bit slower and it's easier to pull out moves but it's probably a bit more damaging than before.

    Ragna is basically unchaged, Jin is slower to pull off his ice projectiles and they also have a slower acceleration and a couple of frames more when using his standard drive, where he glows bright blue; maybe a bit less HP or less defenses.

    Taokaka got a new air special attack but she's essentially unchaged. Tager too, maybe he does less damage with his throws and distortion drives; magnetic pull is probably a bit stronger, which can also works against Tager, as targets can get away if timing is wrong by few frames.

    Haven't played with Carl, Bang a Litchi, but she apparently got a new air combo from her bo.

    Haku-men saw all his drives reduced in damage, got a new sword stab (b+C) and the stomping kick (f+B) now hits twice and has a longer range. He's much funnier to play than before, you don't have to rely on short/air sprints or magatama-consuming special moves to get near the opponent.

    Arakune keeps his standard moveset but how he curses is completely different: before cursing, he has to hit enemies with one of his standard drives until a gauge is full: once full, what was a cursing move before actually curses the opponent and the curse cvannot be broken until the gauge is empty; the drain speed is not that fast so there's plenty of time to spam insects like before. Insect while cursed are a tad slower and a tad bigger.

    Nu is now Lambda, she's struck into armor form (sigh) and saw most of her D-related moves changed. Swords summoned by pressing D appear much farther away and the second sword is slower to hit. qcf+D can still be linked to the basic four sword combo but now the scythe appears at roughly the same distance as the swords, does not travel forward or backward if not for few pixels but allocates four hits - do it close and you're open to retaliation; recovery and launch timing are slower too, so it's better to base fast strikes on the new qcf A/B/C moves, which are more dangerous as Lambda throws herself toward the enemy, but she goes a good distance and it's very fast; the B and C variant make the enemy fly away which can be exploited for her gravitational pit, now with a stronger and wider attraction area but can be used only when a new gauge is full. Other combos are essentially unchanged as long as they don't use swords really close. Her close-range distortion drive (hcff+D) has now a shorter range and the sword appears slightly smaller than before.
    She also the only returning character with her basic color scheme changed...well, her personality too...somewhat.

    The arcade mode is the standard 12 character gauntlet where in the end you meet

    Hazama in unlimited form, less cheaper than Ragna but has a nasty poisonous zone around him that slowly heats HPs away; this zone goes away when Hazama is hit but immediately return when he recovers.
    Unfortunately most endings in this mode are exactly the same, Hazama telling your character that the master Murakumo unit (Noel) is now ready to lay waste on the world and here it is

    Noel/Mu-12 that the home users will see and probably be able to use.

    When you beat Ragna with Lamba,

    Kokonoe orders her to kill Ragna (if I understood correctly) but she refuses, using Nu's old voice, probably saying it's wrong. Ragna also call Lambda with her old name before she retreats.



    All previous stages have been updated as well as the HUD. The system is essentially the same, but it underwent some changes. Barrier Bursts no longer lower defenses of the triggering player and an extra Burst per round is "awarded" to the loser; this new BB can be used to knock enemies down as it is invincible. The Guard Libra is gone, now replaced with bullet-like counters, depleted when the defending character uses his/her perfect guard. Those counters recharge over time.

    Hopefully I'll find some opposition in the following days as beating the CPU around stopped being fun long time ago.
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    #2
    Awesome first impressions, many thanks.

    Many of the changes actually sounds quite good from a balancing sense to me. Jin's ice, Rachel's frog, Arakune's damn bees, and Nu's D hits especially. Even as a Tager player I will admit less damage sounds on his throws sounds like like a fair decision too.

    Hazama does indeed sound quite interesting and from first impressions I may end up experimenting with him.

    As a side note, damn you, I'd love to play this. Italian arcades have always been awesome. I used to know a guy who supplied pretty much the entire country with loads of the latest Bemani cabs, and when he tried to do the same in the UK he just couldn't get the interest.

    Comment


      #3
      Originally posted by fuse View Post
      Italian arcades have always been awesome.
      If there was an arcade near home with Continuum Shift I'd live there, not simply go there - it would me it had other interesting games/games I want to try, like Muchi Muchi Pork. Unfortunately arcades in Italy are spread very thin and they get smaller and smaller as time goes by...in big cities like Milan and Turin there are none.
      I'm Kyoto right now and tasted the game at Round 1 (4:3 CRT screen with excellent sound but poor contrast, it was hard to see Tsubaki's charge counter and the finest details, blurry) and A-Cho (big 720p screen, probably CRT, costs half than Round 1, there were more cabs -6 instead of 2- and other players beside me).

      Oh, ArcSysWorks changed the speaker. Now it's more Engrish than ever! The first time I heard "the wheel of fate is turning" I almost LOL'ed out of the chair. Also, no more "L"s.
      Last edited by briareos_kerensky; 12-04-2010, 13:57.

      Comment


        #4
        Originally posted by briareos_kerensky View Post
        If there was an arcade near home with Continuum Shift I'd live there, not simply go there - it would me it had other interesting games/games I want to try, like Muchi Muchi Pork. Unfortunately arcades in Italy are spread very thin and they get smaller and smaller as time goes by...in big cities like Milan and Turin there are none.
        I'm Kyoto right now and tasted the game at Round 1 (4:3 CRT screen with excellent sound but poor contrast, it was hard to see Tsubaki's charge counter and the finest details, blurry) and A-Cho (big 720p screen, probably CRT, costs half than Round 1, there were more cabs -6 instead of 2- and other players beside me).

        Oh, ArcSysWorks changed the speaker. Now it's more Engrish than ever! The first time I heard "the wheel of fate is turning" I almost LOL'ed out of the chair. Also, no more "L"s.
        I used to go to A-Cho when I studied in Kyoto. Between that and some of the arcades in Osaka (there's one in Den Den Town) I think you've got the best location to thrown down right there. Not to say Tokyo didn't have good offerings too but in terms of price and sheer number of fighting games/different games I'd say A-Cho is the best. Man, now you make me want to go back again (I'm sure I will with my next trip to Japan. All four islands this time!)

        Comment


          #5
          More impressions, I was finally able to joust with other human players.

          To rectify what I wrote earlier, Ragna got a new diagonal, air-to-ground dash with multiple hits that can be used to link air to ground combos.
          Bang got a new fire-based distortion drive, short range and fast, but easily avoidable with either a fast attack or a perfect guard.
          I'll have to check out Litchi's moveset, but I have the impression that they remapped at least on her of distortion drive to hcff, which now appears to the standard motion for the most commonly used distortion drives.

          As nor Nu/Lambda, I'm having great fun using her.
          Knowing that her swords and qcf+D are basically a suicide, finding new combos is a must, and she can still be quite damaging, around 3000 by using the new qfc+C (which slams the opponent to the edge of the screen with a long recovery time) and a mix of her standard sword moves and finally a qcb+D. Mixing swords and the new Act Parser moves is a must now and makes her less predictable.
          My first impression is that Lambda players will be much easier to juggle if they continue to rely on swords and qcf+D but anyone else will offer a better fight as swords will only seldom be released on ground...of course for air jugglers like Hazama (which has a 20 hit combo by mixing D, C and double jump) will be happy to counter.

          I also confirm that all distortion drives have been reduced in power and now being on the receiving end is not as dramatic as before.

          The new Barrier Burst system is also a welcome change: it can be used to break free of combos or even starting new ones by knocking your opponent off his/her feet, and works great.

          It's great fun - the best thing is that you can't have ragequitters or lag problems fighting other human players, nor you have to wait for the game to search for opponents, they just came one after an other . If only arcades were no-smoking places...

          Comment


            #6
            Minor correction: Hazama can ground and air dash, although they are very limited.
            Also, Tsubaki can feather her descent from a jump, not sure if it uses her meter because I was busy being on the receiving end against a skilled player...
            But scored the third highest character-specific score in arcade mode with Lambda! I just hope they don't reset machines every day nor anyone will beat my record soon :P

            Comment


              #7
              Between getting the PSP port of Calamity Trigger, playing it for a bit in Casino this afternoon, and then watching this

              I am pretty psyched about this. Arcade Infinity's Youtube (where the above video is from) has more videos of really good players going at it too.

              Comment


                #8
                Unwilling to get beaten around by everyone I've spent some time with the single player part of the game, namely arcade, score attack and mission mode, leaving legion and story mode for the US build.

                However, what strikes first is the new interface, which has been updated to reflect the (partially) new style used in Continuum Shift, with sound effects and BGM being the same as in Calamity Trigger.

                The main menu has been reworked: it loads faster and it's easier to move between modes but it feels much cheaper than the main menu in Calamity Trigger.
                After booting the game for the first time one of the last voice was blinking yellow, capturing all attention: a PlayStation Store option.
                While I'm sure CS is going to be DLC-tastic, having the PS Store button more visible than anything else was a bit disappointing.

                Loading times have been shortened, but there are some unwanted pauses between matches and drawn cutscenes. There should be an install option to further slim down loading times, but the interface is completely in Japanese if not for the main menu options; there is the possibility to switch battle voices (and only battle voices) to English but nothing else.

                Score Attack works exactly as the Score Attack in CT, with the same opponent sequence.
                The AI in CS rarely uses the new moves available to the pre-existing characters though it feels less like a pushover when facing certain opponents; it's still possible to have the AI fall in loops and stupid traps in the same way as CT, but the impression is that, overall, the AI is a bit more aggressive than before.

                I've tried only the first mission from Lambda's list.
                As the name implies, you have to perform something to win the scenario: in Lambda's case it was all about landing special moves an invincible opponent that doesn't retaliate. Due to the all-Japanese interface it was hard to understand what to do but there's a "sample play" option hidden in the pause menu for this mode, so it's easy to understand what you have to do.

                Arcade mode is exactly the same as in CS non-domestic release.
                10 matches culminating in the battle against

                Boss Hazama and the subsequent release of the true Murakumo unit

                .
                Unlike CT, completing the arcade mode does not unlock a character's unlimited mode, which has been moved to clearing the Score Attack.

                Comment


                  #9
                  Oh god, you mean you have to clear score attack with every character if you want to unlock everything??? Impossible. I could only get past unlimited Rachel & Ragna in the first one because I knew my chosen character so well.

                  edit - now that I think about it they probably made it more difficult so they can sell more of the instant unlock codes :/

                  Comment


                    #10
                    Originally posted by briareos_kerensky View Post
                    U there's a "sample play" option hidden in the pause menu for this mode, so it's easy to understand what you have to do..
                    Nice spot, thanks.

                    Comment


                      #11
                      Originally posted by Darwock View Post
                      Oh god, you mean you have to clear score attack with every character if you want to unlock everything??? Impossible. I could only get past unlimited Rachel & Ragna in the first one because I knew my chosen character so well.

                      edit - now that I think about it they probably made it more difficult so they can sell more of the instant unlock codes :/
                      Yeah, at most I'm looking at unlocking about 4 characters if this is the case. Bit of a crappy thing to do.

                      Comment


                        #12
                        Just returned from my first online outing.

                        Won, which is great, but the match was laggy. I wouldn't say the worst lag I've ever had but on near the top of lagginess.
                        Getting an opponent in a ranked match took long enough, 30 or so seconds each of the three attempts I made...and yes, I've only played once. With the matchmaking taking so long and the first not-so-good first match (connection-wise) made me go to other 1P modes and see what I could do.

                        Completed two more missions with Lambda (Distortion Drive, Astral Finish execution and basic combos) and then tried my hand a the Score Attack mode again...now I doubt Arakune's changes were for the best, he's able to mount a relentless assault while in fever mode; but the more I think about it the more options to escape such situations come to my mind, so it's just inexperience.
                        As said before the AI is a bit more aggressive but still falls for some stupid traps: all AI opponents during score attack still fall for Lambda's 3C at the start of the match and Arakune always opens by dashing behind the opponent, which is C fest for Lambda.

                        Beaten arcade mode with Hakumen and unlocked this in the gallery, which promptly replaced my wallpaper. I hope there are more Lambda/Nu-themed wallpapers than in CT :P
                        Last edited by briareos_kerensky; 10-07-2010, 14:53.

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                          #13
                          Tried Legion and Story mode today.

                          Legion mode is available in three difficulty levels and your character of choice has to conquer a map composed by various nodes, where one or more enemies await. Defeating all enemies lets you recruit one and "bonus" nodes replenish all your team's health, which will otherwise carry over from fight to fight. If one of your character is defeated, it is permanently removed from the available roster.

                          Story mode opens up with a recap of the events in Calamity Trigger and lets you only select Ragna. Completing Ragna's storyline opens up other characters and so on.
                          Illustrations are good as usual and looks like there are more than the story mode in CT.
                          Unfortunately there are also animated cutscenes.
                          Done by Studio Gonzo, the quality of these cutscenes varies between decent and horrible, with the average being bad. It's not only a matter of drawing and animation quality, but also of direction: cutscenes fail completely to recreate the original character design (I swear, Ragna and Hazama looked they were out of a Tales of OAV series at their best) with what should be action-packed sequences less involving that the standard dialogues...I can understand that Gonzo might be dirty cheap nowadays, but there's also a reason to that.

                          [edit] Random spoiler on what can be seen with Ragna:

                          "the Bloodegde" comes from from his sword; young Ragna and young Taokaka meeting when he was training under Jubei. Tao's mother (I think).
                          Platinum (the magical girl announced as a DLC) is schizophrenic and holds at least two personalities (I'd go for three as her full name is Platinum the Trinity). She also heats as much as Tao. And of course she's treated by Ragna at a Chinese restaurant.

                          And there's also a new background.

                          Also, there seem to be all previous Tell Me! Dr. Litchi! episodes plus new ones too. I'm using a different profile from my standard one and so I don't know if having a CT save will unlock all previous episodes from the get-go.
                          Last edited by briareos_kerensky; 12-07-2010, 07:24.

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                            #14
                            More online fights, the first two plagued with lag, the rest smooth.
                            As with CT, Continuum Shift shows a lot of synching effort before the match begins and then stabilizes at a certain rate.
                            At the worst, the fastest combos and crouching attacks will fail to register, but so far no connection drops (nor ragequitters - yeah!). It does make the game less enjoyable, but at least it's not a general problem.

                            I can't really tell if I played against US players, but it was great to have fought almost the entire character roster without fighting a certain character twice. Even the Jin player I met was less inclined to spam D and ice swords/cars...or is it me that I learned to *gasp* block? Unfortunately that was one of the matches with some lag and it was very evident that both me and him were cautious due to connection woes.

                            Also fought my first Mu-12, which in concept is similar to Nu/Lambda, with a lot of zoning attacks materializing away from the character and the crazy ability to spawn funnel-like things to fire or reflect laser beams. Graphically attack resemble Nu's/Lambda's: Mu has the same set of floating swords with her, but instead of having multi-hit C attacks, she goes for a single, strong blow.
                            Can't wait to unlock her or to go against other Mu players.

                            And then there's Unlimited Arakune in Legion mode...which I don't think it's even beatable. Curses with one hit and fills the screen with insects in every direction.
                            As far as the Legion mode goes, I'm relatively hooked to this mode, having to save health for favorite characters while doing the best possible with other to clear a map full of Unlimited characters is fun...even if a bit frustrating if there's an Arakune waiting for you.
                            I skipped the PSP version and never really cared about DLC Unlimiteds in CT, seeing Unlimited Tager run was almost scary
                            Last edited by briareos_kerensky; 12-07-2010, 07:24.

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                              #15
                              Thanks for the detailed impressions - my initial urge to get it is weakening. The first game was such a benchmark of quality, both in terms of the online performance and the overall content of the package. It's sad to read that the sequel has failed to match that, with the lack of full language options and apparently sub-par online.

                              It seems unlikely that it is the distance between Europe and Japan that is causing the lag because it was very rare for me to get laggy matches in CT, no matter where the opponent was.

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