BlazBlue: Continuum Shift II

Firstly, a little clarification for the understandably confused or uninformed, BlazBlue: Continuum Shift II is not really a sequel to BlazBlue: Continuum Shift. The II refers to the patching level/arcade revision and a couple of additional characters, all now available as DLC for the console release of BB:CS. As such, this review will focus on where this portable version stands in comparison as it is essentially a port.

BlazBlue: Continuum Shift II is the third ‘legitimate’ fighting game to be released for the 3DS, a pattern I look forward to seeing continue. I like my 3DS, you see. I don’t really play it much but I do enjoy it as a platform. It’s still a little bit magical and it was a huge surprise to me that the game I play most is Dead or Alive Dimensions, a game that unexpectedly managed to translate all of its fighting systems to the 3DS perfectly. Super Street Fighter IV: 3D Edition, while a technical marvel and still fun to play, did not manage this. The systems in play in Super Street Fighter IV are just too complex to translate to a small screen and portable controls. BlazBlue: Continuum Shift II unfortunately suffers in the same way. The core BlazBlue fighting engine is complex and this is further exacerbated by each character having their own unique systems and meters.

What I’m getting at here is that dedicated ‘Blazers’ are not going to be tearing up stages and unleashing eye melting combos that they can execute at a whim with an arcade stick. With that in mind this game becomes something different: a way to take a game you love on the bus with you and played like this it is a lot of fun. With 18 unique characters there is an absolute ton of things to do. Probably the most impressive of those is what impressed me most about the console release, the challenge and tutorial modes. When you bear in mind that the tutorial mode will teach you the fundamentals at the center of just about every 2D fighting game ever made you can see how this would be useful in a portable package.

BlazBlue: Continuum Shift II also features an entirely new mode called Abyss. In the style of Dissidia you progress through a series of battle while earning points, items and experience. Of all the fighting modes on offer I had the most fun with Abyss mode as it seemed more suited to the portable form factor and was a good way to try out some new characters I had previously ignored.

There is no escaping the fact that the 3DS controls are not suited to motion based fighting games, and in this case we are not given the option of using the analogue stick as a pseudo arcade stick so you are stuck with using the uncomfortably placed D-pad. There is the addition of the easy input ‘Stylish’ control scheme and while this works well it does take the edge off the wonderfully complex systems in play and will leave any experienced player feeling cold.

The BlazBlue series has always been visually stunning, with high resolution sprites over deep and complex animated backgrounds, and while all these sprites and backgrounds are present and correct they have suffered at the hands of the 3DS hardware. Animation is less smooth and there are some jagged edges on show. The 3D effect however is very nicely done, even if it is a little bit odd. 2D items such as the sprites and interface elements are layered in the foreground with the 3D stages behind them. It’s a little strange, for sure, but the effect is enjoyable (and optional).

When I was given this review I was offered the choice between the 3DS and PSP versions. In content these games are identical but the lure of using my 3DS again was too much so I chose that version. Having now played the game it is fairly clear I made the wrong choice. The better D-pad, button layout and screen of the PSP far outweighs the 3D effect offered by the 3DS. If you have a choice take the PSP option.


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