An Upgrade of Staggering Proportions
The next installment to the surprising hit fighting game, Blazblue: Calamity Trigger. Arc System Works has continued on the worthy successor to Guilty Gear with Blazblue: Continuum Shift and it delivers more than a 2-D fighter can.
The core gameplay of CS (Continuum Shift) is straightforward in the sense of objective; KO your opponent. But CS, much like CT, won't make that very easy for anyone. Computer AI on higher difficulties will do their best to make short work of the inexperienced and punishment is guaranteed in almost every corner (good thing this baby is accessible)
Akin to its predecessor, CS is more so the same thing you would expect it to be, a better version. In its essence the game is a major tweak than a full blown overhaul but the changes are sweet and satisfying. CS offers two new fighters to the brawl, a toned-down character that goes by Lambda, and a final hidden character. But there comes so much more. CS completely rebalances the roster to the point that any character will not have the staggering disadvantages that had so many of us smashing our pricey controller, such as the fearsome abilities of the blobby curse-inducing Arakune, the campy Nu, the cold Jin as well as increasing the priority of other characters and even prodigally dishing out new distortions (hyper/super moves). With a small increase in the roster and some major balance issues taken care of, the roster is only getting better and better but my complaints about it has not changed. Even with the addition of three new characters, the final roster only stands at a mere 14 (not including Mu). Aksys plans to release three new characters (as well as Nu returning as Lambda's unlimited form) and speculation will not arise for the sake of accuracy. So in the end the roster still disappoints but at least we know it can only improve on its already unique properties.
The sound is just spectacular. Every character has their theme from the first game and new ones arise with the addition of a few characters. Pairing up specific characters (much like enemies or rivals) will initiate an entirely different theme which means more rockin’ tracks to pump your ears and game with. We get a new announcer this time around and it’s an adjustment but trust me, it’s the least of your worries if you’re bothered by the constant cries and gibberish each character ceremoniously calls out with different attacks or if they sustain damage, or counter your opponent.
In essence to the core gameplay, what do you want me to say? KO your opponent. The objective is easy to follow but difficult to do. You'll need a good understanding of 2-D fighters to bring out the true colors of this little number since combos, counters, and sheer timing will be key to your victory in this harsh mistress. Guilty Gear demanded proficiency and this one is no exception. Yet all is not lost for the beginner since there is a very mode for such, appropriately named Beginner Mode. You can unleash combos like a pro without the finesse and technicality but don’t expect to be abusing this one online, not allowed after all. The game is accessible but cruel to even some of the well seasoned fighting game vets. Combos can take you anywhere from the ground to the air and being able to pull them off at a moment's notice is also part of the equation. But not to worry, in time you will feel the full enjoyment and even take on the bolstered online community. Those online are very much so the same who have indulged in Calamity Trigger, so it's not wise to jump right in to Network Mode without understanding the game. Thus tutorial Mode has made a welcome addition and you get to enjoy the hands on experience narrorated by the gothic-lolita vampire, Rachel Alucard (a playable character) to emphasize the game’s controls, objectives, and anime stereotypes. Legion Mode throws you on to one of three maps (difficulty and size dependent) and has you play Napoleon Bonaparte to conquer the entire thing with strategy but how much fun you have with this is dependent since you’re pretty much forced to slog through using the characters most unfamiliar to you if you want to conserve some of your better fighters. Story Mode has you play through every other characters’ arc and canon story in order to make sense of the world and plot that CS underlies. Some will enjoy its cheesy anime stereotypes, jokes, and references to popular internet memes and culture and a nod or two to Guilty Gear. But that’s what pretty much lies under the skin of this mode and that’s truthfully where the enjoyment will take place as the dialogue is hit or miss. There is more of it than actual fighting in Story Mode and you’ll only come back to fill out the Gallery with artwork and seeing as many endings as you possibly can. In essence this component of the game is moreso an interactive novel which allows you to manipulate the outcome base on your decisions. Arcade Mode is so straightforward that no emphasis is really needed. Just fight your way to the frustratingly hard boss at the end and win with a snippit of dialogue between characters two or three times throughout.
Score Attack is almost like Arcade but you’ll be subjected to fighting the hardest AI. You can only lose once or be sent back to start over again and it doesn’t help if that you must fight unlimited characters somewhere in there. Trust me, it’s brutal and should only be attempted if you’re a glutton for punishment. Gallery as I mentioned earlier is filled with original artwork by the designers and even fans who go nuts over this now well-established series. Here enjoy the artwork, voice acting (American or Japanese of your choosing), and even reviewing Animated Cutscenes unlocked during story mode which I speculate were created by the talented folks at Gonzo.
Training Mode is just training, practice and record your combos and tactics here and see yourself improve. Challenge is a well-executed mode that has you do specific actions and combos with any character of your choosing. This is real hands on because it helps you improve your game by giving specific directions and even demonstrates them to show you how they should look exactly and is definitely recommended to challenge and bolster your game. Going back to Network Mode, is essentially the same thing as seen in the first installment. Find someone and fight them, maybe rank up your level here and there to mirror your skill with a prized number. Now Network allows you to view the Leaderboard and where you stand on it. While you wait to fight someone online, you can initiate Training Mode or even play through the Arcade Mode while the system matches you up with another player and like the first game, someone is always raring to go. Online is as smooth as glass (even on weak sginals) and other fighters need to take a lesson.
So looking back at the gameplay is one major complaint, your thumbs. So many critical specials and distortions will test your thumbs durability if you’re partial to standard controllers and its D-pad. But the D-pad is recommended and works great with this game, you almost don’t need a fighting stick such as the ones supplied by Hori, Madcatz, and Sanwa. Just be ready to fight through the pain.
So as I look at this game as a whole, it is most certainly a fine addition that stands out just beyond an upgrade as a near true sequel and with the upcoming DLC (speculated to release just days after this very review’s post), there is only more to look forward to with this brilliant and visually stunning work! If you liked the first game either two things will happen, you already own this game, or if you love 2-D fighters then you WILL love this game. At a retail of $40, you cannot lose investing in this.