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3/16/2012

Blazblue: Continuum Shift Extend

One of the riveting battle game, BlazBlue : Continuum Shift  is a 2-D fighting game developed by Arc System Works. The game is the official sequel to BlazBlue: Calamity Trigger. As with the previous game, BlazBlue: Continuum Shift first came to arcades before both the Xbox 360 and PlayStation 3 versions as the game was currently released for the Taito Type X2 arcade system board, with a 16:9 ratio and 768p resolution. It was released on November 20, 2009 in Japan. A console version was released on July 1, 2010 in Japan and on July 27 in North America. In Europe, the game was released December 3, 2010 along with a region-exclusive Limited Edition.

BlazBlue: Continuum Shift retains the traditional 2D fighter gameplay of two characters participating in a duel on a two dimensional plane. A match can consist of one to five rounds known as "rebels". To win a round, one player must either deplete the other player's life gauge to 0 by inflicting enough damage through various attacks or by having more remaining health after the round's timer depletes.

During each rebel, players fill a Heat Gauge which can be used for advanced techniques such as Distortion Drives, Rapid Cancels, Counter Assaults, and certain characters' attacks (Jin/Hakumen). The Heat Gauge can be filled via dealing damage, taking damage, and perfectly blocking attacks. However, some mechanics from the previous installment have been changed or completely replaced in the transition.

The Guard Libra system which utilizes a tug-of-war gauge has been replaced with the new Guard Primer point system. Each character has a certain amount of points (e.g. Tager has a maximum of 10 primer points while characters like Carl or Ragna have 4 and 5 respectively). These points are depleted whenever moves with "Guard Break" properties (e.g. Jin's "Gale" or Hakumen's "Forward C") are blocked. Upon depletion of all points, the character is immobilized for a certain period of time known as Guard Crush. Barrier blocking can be used at critical times to prevent a Guard Crush by consuming 50% of the Barrier gauge instead. Primer points regenerate over time or after all points are depleted.

Barrier Burst has been replaced with Break Burst, a similar ability but with different penalties. Break Burst can only be performed twice in a single match, and its second use only becomes available if you lose a round. It no longer permanently drains your Barrier Gauge or gives you the "DANGER" penalty. A free unused burst is required for Astral Heats. Bursts have different properties depending on when they are used, as the offensive "Gold Burst" has high bounce and combo-ability, while the defensive "Green Burst" will provide invincibility for the entire burst motion, at the cost of permanently halving your maximum primer points. All lost primer points due to Green Bursts will not recover until the next round.

The conditions to use an Astral Heat, a flashy finishing move, have also been changed. Instead of requiring it to be the final round, having 100% Heat, and your opponent having 20% health or less, it now only requires it to be your match point round and your opponent being within 35% health, in addition to the aforementioned requirement of one free burst.

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