Blazblue Clone Phantasma 3ds
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Dec 05, 2011 This CGRundertow video game review features video gameplay footage of BlazBlue: Continuum Shift II for the 3DS and audio commentary from Classic Game Room's TJ.
Another week, another set of weird budget titles on the 3DS eShop. This time I picked up BlazBlue: Clone Phantasma, a spinoff of the popular series developed by Arc System Works.
Monsters den book of dread den of. It should be noted that this game was released in Japan in 2012, so it isn't necessarily new- but since this is the first time Western players can download the game I thought it was still worth a review. After playing through all of the game content I'd estimate that you'd get about 3-4 hours of gameplay here, at a cost of $5.99 in the eShop.My review:Clone Phantasma is a brawler in the vein of Double Dragon, pitting your character against continual waves of enemies. Each character has a story mode which takes them through seven stages, with the objective to either take down a certain number or enemies or defeat a boss. Beating story modes earn you gallery pictures and achievements, and you can also go straight into Challenge Mode to take on a continuous gauntlet of enemies for as long as you can survive. There are occasional items that pop up on stages, sometimes with boosts like the ability to double jump.
Winning these fights comes down to mastering the three basic attack techniques each character has- attack chains, Drive moves, and Burst Drives (think super moves).The main gimmick of the fighting system is that there aren't any health bars to deal with- both you and the enemies only die from being knocked off the edge of a platform. As you take more damage your character's Level Gauge increases, making you fly further away from enemy attacks but making your own attacks more powerful. This sort of risk/reward system ends up feeling heavily derived from Super Smash Bros, but I think it works well here because it makes situational awareness more important and makes the environment feel more interactive. This system also helps masks how incredibly repetitive the game is.
The enemies pretty much all use exactly the same tactics in every single battle- run up en-masse, get mowed down by each character's knockback move, respawn and repeat. It's for this reason I find Challenge Mode totally unappealing- you're confined to one flat stage taken directly out of Story Mode, making it feel monotonous rather quickly.The entirety of the “story” in this game boils down to Kokonoe clearly having slept through her class on ethics in science, but if you're at all familiar with the series you probably already knew that. On the other hand, if you're new to the BlazBlue universe you're not going to have any idea who these people are or why they keep attacking each other. I know this game is a spinoff, but I don't think it would have been too much to ask to give us at least some character bios to read through. Personally I'm also a little disappointed with the lack of inclusion of Tager and Arakune, two of the most iconic characters in the franchise. It doesn't help that Arakune's face is the icon for the game on the 3DS menu even though he's not actually playable. What's the point of falsely building up player expectations like that?
This is a minor complaint, I'll admit, but I still find this kind of misleading game presentation annoying.While the number of characters is somewhat lacking, the game does do a good job giving each character moves and techniques that feels inspired from the source material. Jin, for instance, can use his Drive attack to freeze enemies in blocks of ice, and Rachel can use her ability to summon brief bursts of wind in combination with her attack chains to knock around groups of enemies. Even with the very limited options players are given, most of the characters are fun to play as and definitely feel unique.While a good deal of effort has gone into making each character feel distinct, that doesn't mean they're all created equal. Makoto in particular is very overpowered, being able to one-shot pretty much everything in a straight path across the screen with her level 3 Drive dash. I was able to score over 1000 kills with her in Challenge mode simply by spamming the move for 10 straight minutes before eventually walking her off the edge after realizing the AI had no way to get close enough to actually damage her. Platinum the Trinity on the other hand is frustrating to use due to her Drive attacks being clunky and ineffective, and her Burst Drive simply not damaging anything half the time (either due to atrocious hitboxes or a programming error). Everyone else seems to be somewhere in the middle, which might be fine for a fighting game but not in a brawler where the constant jumps in difficulty can make for a jarring gameplay experience.You shouldn't worry about not being able to complete the game with every character, however, because overall it's still extremely easy to beat.
This is really my biggest gripe with Clone Phantasma, and would have been alleviated somewhat if the enemy AI wasn't so atrociously bad. Enemies constantly throw out attacks when you're nowhere near in-range, being more likely to hit each other than the player in the process. They also constantly take a direct path towards you even if that means running off a cliff or endlessly slamming into a wall, which can be easily exploited on a couple of stages. The bosses aren't much better, requiring slightly more effort to beat but are still rarely able to damage you if you get in quick and mash those attack chains. The final boss of each story mode is the only enemy that requires any semblance of strategy to beat, and since each version of this fight is effectively identical they're pushovers once you get the basic pattern down.Presentation:The music seems to be taken directly from the main fighting games, which means that it works well but there's nothing here that you probably haven't already heard before. I do like that the game includes voice acting for the characters but I wish there was an option to hear the English voice actors as well. Weapon sounds and impact noises are high quality and give the game an “arcadey” feel.
Overall, the sound does the job well.This game looks great for a budget 3DS title. The chibi graphics are simple but their animations are smooth and the backgrounds are colorful and have a lot of depth.
I wish there were more stages in the game, because they help distract from the problems with the gameplay. What the game does have it does pretty well, and even makes nice use of the 3D effect.The controls don't allow the use of the stylus at all, even in the menu screens. This is odd for a 3DS game, but doesn't matter too much as the combat controls just fine with the buttons and joystick. Overall the character movements are crisp and react well, but I would have liked it if there were some options to customize the button placement.Overall:I harped on the for taking a good concept and hurting it with a lack of content or significant challenge, but at least that game A.
Had a coherent plot and B. Made you feel like you as a gamer were learning some new skills in the process. Clone Phantasma has the same problems, but only requires the ability to wade into masses of human punching bags and mindlessly mash the A button until they fly off the screen. BlazBlue fans may get a kick out of messing around with their favorite characters from a different perspective, but coming from a series known for its complex battle systems and high difficulty curve this game will probably feel like a disappointment.
For these reasons I'm giving it a 5/10.
Support BlazBlue - Clone PhantasmaRelease date:Dec 26th, 2012 Console:Nintendo 3DS (3SF) Developer:Arc System Works Publisher:Arc System Works
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