3 people found this review helpful
3 people found this review funny
Recommended
0.0 hrs last two weeks / 7.2 hrs on record (1.9 hrs at review time)
Posted: 16 Aug, 2023 @ 9:10pm
Updated: 16 Aug, 2023 @ 9:15pm

Early Access Review
A roguelite with a Blazblue skin. Story and lore have nothing to do with Blazblue whatsoever.

Despite that it's a damn great looking game and runs great (it also has a mobile release go figure) along with fluid gameplay and multiple characters with their own gimmicks.

MP and SP resources aren't entirely clear as you have too look at the (tiny) skill icons to see if you have enough to use that specific skill. You acquire a character's skill moveset over the course of a run and they're either directional or hold inputs on the same button as the basic skill so you can't really bind them to separate buttons.

Two other things that weren't initially clear:

- Heavy attacks exist and can be used by holding the basic attack button or otherwise is used at the end of a combo.
- Entropy is a number that builds up as you go through rooms. Unless you get rid of it through using one of the 10 levels in a zone to Rest then you have a %chance to corrupt and get a negative mod. For why this exists I'm not sure but I saw a few permanent upgrades that activate if you are corrupted. Perhaps it can change?

Cool thing in this game is that your previous run's characters are saved in a catalogue that you can take up to two with you and you'll now have the ability to use one of the two characters' skills which both have a shared cooldown. There's up to three other benefits per character you can get but they need to have a high enough run score.

There's a challenge mode which grants tokens to unlock new characters if you beat them. You need to build up a strong catalogue character in order to beat each mission and you only get one chance per saved character before they become unusable.


Gripes:
- Blazblue game but the characters have reused JP voicelines but the robot characters all speak Chinese. I can't stand hearing the language but either way a Blazblue game should have JP dubbing.

- Dashing out of an attack only cancels the endlag I believe but I wish I could cancel out of an attack earlier as I find myself locked in at times.

- Character sprites and portraits are reused from the fighting games but honestly I don't mind this.

- (Dualshock controller) Game has O to confirm and X to cancel by default (both apply to menus). The interact key is also on O but if you bind it to X your character does a jump before the game moves on. Please fix this, I binded it back to O in the meantime.

- Shader/Storage Drive stuttering. I have the game installed on an HDD and during some boots the game has unbearable couple second long pauses at times and it's hard not to feel annoyed. I'll be running through the gate that takes me to the next room and my character will still be running at the gate despite me reaching it.

- Some boss attacks can be unclear and untelegraphed at times so I'm more reliant on memorizing what poses do what attacks more than using reaction.
* Key examples are the Serpent's sand pillars which track underneath you and barely have a tell.
* Fat guy in the first zone has multiple aoe attacks and enrages that sometimes do damage and other moves that don't despite them looking like they should.
* Arakune's dash attack can start offscreen and goes from edge to edge of the arena. The only tell is the sound effect.
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