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Design BlogThursday, March 26, 2009 BlazBlue: Pushing Design Limitations Part 1 I mentioned before that I was looking forward to the Arc System Works game BlazBlue in an earlier post, and I wanted to take a little time to explain why I find it interesting. Now there are the obvious fanboy reasons for it, since it's made by the same team that made Guilty Gear, one of my favorite games, but from a design perspective, I find it facinating that the designers managed to set up a game that seems to have a good balance and yet also include a whole bunch of bizzare design ideas.This first part is an introduction to the game and it's predecessor Guilty Gear and how the base game system has a lot of things that are a radical departure from how most fighting games are set up. After that I'll take a few more posts to go over each of the characters and how in their own way each of them expore a radically different playstyle and how it factors into the overall game balance. And hopefully at the end, I'll have an analysis of how the game compares to other contemporary fighting games and their systems. Hopefully I won't bore anyone. ----- So as a bit of background, both Guilty Gear and BlazBlue are 2D fighting games which have a unique anime-style artwork and fast-paced, heavily offensive battles. The original Guilty Gear game was released in the U.S. in 1998 for the Playstation and subsequent releases mostly came out for the PS2. Each game expanded on previous mechanics and usually added a few new characters. The series has enjoyed a fairly large tournament scene which flourished around the time of the third game, the first game being considered a cult hit and the second somewhat unrefined. By the third game, several interesting mechanics had been developed and refined to provide a unique game experience. Specifically the mechanics I'm focusing on are: Perfect Guard - Removing Chip Damage In both games the player can hold two buttons while blocking to activate a perfect defensive manuver which prevents them from taking block damage. This mechanic also pushes back the enemy during combo strings to create space. In Guilty Gear the penalty for using this guard was the sacrifice of your super meter. In BlazBlue, it consumes a separate meter which recharges over time automatically. The advantage of the BlazBlue system is that it allows players who are not as offensive to use the technique (super meter is gained in both games from offensive actions), however if this extra gauge is depleted the player takes additional damage until it fills up again. Thus it becomes a different type of resource that the player can manage. BURST - Combo Breaker This is a mechanic that allows the player to immeditely break a combo initiated by the enemy. It makes them temporarily invincible and then causes a knockback effect in a radius around them. Both BlazBlue and Guilty Gear use this mechanic although there are some small differences. Guilty Gear used a timer for the burst, and had it charge up faster as the player gets hit. This generally allowed 2 bursts in a three round match. There were two types of bursts, one used defensively which rewarded you with the gauge refilling a bit if it hit, and one used offensively which completely charged the player's super bar if it connected. In BlazBlue the burst is given to players every round and there is no longer a recharge timer, the player only gets one each round. The penalty for using the burst is that you can no longer use a perfect guard and your overall defence is lowered. This changes the mechanic from an ability that players tended to use early in Guilty Gear, to one which players tend to use late battle because of the strong negative drawback. This new tradeoff is interesting because it requires more strategical thought on the part of the player. Roman Cancel - Custom Combo Creator The Roman Cancel or Rapid Cancel as it is called in BlazBlue is a game system that allows players to immediately stop any action that hits the enemy and allow all normal movement options again. Both games use this mechanic to allow players to create specialized combos and unique actions that couldn't otherwise be created. This action costs 50% of a player's super meter (Guilty Gear has a special version of the roman cancel that costs 25%) and so the resulting action generally needs to be worth the amount of damage a super move would do, since those cost the same amount. It's another type of tradeoff that gives the player some new options. Recovery - Avoiding Followups This is actually a more common feature of fighting games than the last few, but I thought it was worth mentioning because of the way that BlazBlue handles it. If the player is hit into the air, he can recover by pressing a button and a direction to flip away from a followup attack. In some cases it is advantageous to wait before recovering in case the enemy anticipates your recovery, so it becomes a guessing game that keeps the players engaged as soon as the previous sequence which resulted in the recovery ends. BlazBlue takes it a step further by allowing the player to recover on the ground in different directions. This is actually common in 3D fighting games, although 3D fighting games generally do not include air recovery. Since the player can be hit during ground recovery in BlazBlue at certain points it opens up new combo options and a deeper overall gameplay. Instant Kills - The Counter-Intuative Mechanic Both games have the concept of instant kills moves (called Astral Heat in BlazBlue), these are manuvers which kill off your opponent in a flashy way. In Guilty Gear they were ridiculously difficult to do and resulted in the player sacrificing his entire super bar if it missed (which means no supers, perfect guarding, or roman canceling). Also because they were so powerful, most of them were set up to be incredibly slow and almost impossible to connect with. As a result, they were rare and a gimmick at best. BlazBlue's mechanic is a little better in that the Astral Heat moves are a little easier to hit with (at least the ones shown so far) and they do not remove the super bar if they miss. However as a tradeoff this move can only be performed when the enemy is at low health and on the last round. This changes the nature of the move to simply be a flashy finish to the round. It will likely see just as little use as the original Guilty Gear instant kill, due to it being more useful in most circumstances to use the super bar for two normal supers or roman canceling, but because they are no longer as strong, the moves can be made more useful and easier to connect with. Hopefully this will increase their usage. ----- That's the end of part one. Next time I'll start going of the drive system and some characters. Labels: arcade games, blazblue, design philosophy, game mechanics
posted by Saikyo at
6:28 PM
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