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  1. #161
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    snipped from DustLoop:

    Summary of Famitsu's article...

    - Playstation 3 patch planned for around May
    - There will be no loke tests
    - No cross play with PS3 and Vita versions Online Lobbies ...But Ranked/Player Matches do work
    - All chars will be available in arcade, but Terumi and Kokonoe will still be DLC for Vita (and for PS3 after patch). DLC is shared between Vita and PS3 versions.
    - Command problems fixed
    - If you walk forward and input 236, you now get 623 move out.
    - If you walf forward and input 41236 you get 236 move.
    - Genral idea is that the characters who posses reversals got nerfed, and the ones without reversals have been buffed.
    - Backstep abilities and negative resist differed too much between chars, so they decreased the "variance" in properties by a bit.

    - Bang's Iron Storm's command changed from the new one (41236A) back to the previous command from BBEX (632146B)
    - Tsubaki's charge command move (Yami wo Ugatsu Agari) changed to a normal command. They don't say what the new command is...

    Kokonoe:
    - Restrictions added to Kokonoe's combo rate and revolver action, so overall combo damage gets nerfed
    - Activate only has a hitbox during combos now, not during blockstrings or otherwise.
    - New DD "Equipment No08 Flying Greed Climb Ver. 1.00" added
    - Overdrive versions added for other distortions

    Kagura:
    - It becomes a bit more difficult to punish Kagura's "Black Gale" moves on block.
    - Now needs a bit better situations for good damage, so overall mid screen damage nerfed.
    - Motions of his C moves aren't quite as large anymore. They're still large compared to other cast members, but it's been toned down a bit.

    Terumi:
    - Garengeki made long combos too easy, so it has been adjusted.
    - Has "few" new moves added
    - Orochi now has a low variant. But its start up is slow enough for it to be reacted and blocked.
    - So, and since the B Orochi is an overhead, you can now do 50/50 mix-up with B Orochi and the new version.
    - Anti-aerial version of Jarin Renshouga added. OD version is unblockable
    - They've added more "points" when you can cancel his specials with distortions has increased
    - Jagaku can now be DD cancelled even when first hit is blocked.
    - So you can now close with Jagaku and throw 50/50 of two Orochis

    Izayoi and Bullet has a lot of changes

    Izayoi:
    - Izayoi's combos were a bit too difficult before, but now number of cancelable moves has increased and her revolver action is now easier to connect.
    - More differences between her modes.
    - Gain Art mode's "Hover Dash" can now be used in air. Movement is reverse from the ground version (from high to the ground) and stick can be used to control its movement.
    - Aerial backstep also changed to the same as her ground backstep, where she floats diagonally backwards
    - Sonic Saber now costs 2 blocks (previously 1)
    - Mirage Thruster now costs 1 block (previously 2)
    - Combining new hover dash and Mirage Thruster creates interesting movement.

    Bullet:
    - Miquilette Capture and 3C changed so you can get close to zoners.
    - the amount of pressure she can do has increased
    - 5C chargeable. Normal version is more compact than the currect one so really safe on block. Charged one is the old one. Punish mashing with it.
    - 5B>5C (uncharged) is a legit blockstring.
    - You can now use Blackout is now useable with no meter, if you have 2 heat levels


    Edit: Many thanks for hakimiru for corrections. Cleaned away the "mistranslated information" just in case...

  2. #162
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    - No cross play with PS3 and Vita versions Online Lobbies ...But Ranked/Player Matches do work



    A shame the balance patch won't be out in time for the American release though. Those command input issues when moving look irritating as hell.

  3. #163
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    the 'May' might be a typo for what it's worth, the first thing I saw about the patch said March so I'm not sure which it is. Also the input issues were actually an issue when standing still; if your character had both a quarter circle and SRK move that shared the same button(e.g. Ragna's Dead Spike became 236D instead of 214D so Dead Spike and D Inferno Divider overlap) and you tried to do the DP move, but inadvertently got 6236 instead of 623 you would get the quarter circle move instead of the DP. Not the biggest issue because you can just buckle down and input your DPs cleanly(it forced me to use a second stick with a square gate since I normally use octo for SF4 and it's hard to get clean corners consistently on that), but it does run opposite if pretty much every other game out there, including every previous version of BB. Now they're making the DP moves take priority when you get overlapping inputs like that.

  4. #164
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    Okay May confirmed

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    Vita version announced for NA in Summer 2014
    Aksys Games announces today that BlazBlue: Chrono Phantasma, the upcoming 2D fighting game, will also be published for the PlayStation Vita handheld entertainment system! Featuring all playable characters from the PlayStation 3 version, BlazBlue: Chrono Phantasma for the PlayStation Vita system will also include an additional story, an enhanced Abyss Mode and more! Now you’ll be able to battle with your favorite characters on the go! Players will also be able to purchase the two DLC characters Kokonoe and Terumi and unlock the character Kagura Mutsukia!

    About BlazBlue: Chrono Phantasma

    With the Cauldron shattered and the cycle broken, Ragna begins his final mission: Hunt down the villainous Terumi. Noel’s life and the fate of the entire world hang in the balance as Ragna the Bloodedge marches toward one last confrontation.

    New Characters – BlazBlue: Chrono Phantasma adds five new playable characters to the original cast, as well as two downloadable characters, the scientist Kokonoe and the villainous Terumi and the unlockable character Kagura Mutsuki.

    Ragna Begins His Final Mission – BlazBlue: Chrono Phantasma’s story mode contains more than 30 hours of gameplay, delving further into the epic journey of Ragna and the others than ever before. The PlayStation Vita system version contains a summary that takes you back to the events of Calamity Trigger and Continuum Shift to help refresh your memory!

    Additional Story Content – Ever wonder what Noel, Ragna and new characters Celicia and Kagura would do if they hung out at a beach? Wonder no more because BlazBlue: Chrono Phantasma for the PlayStation Vita system offers just that: a completely new story featuring your favorite characters at the beach! Did we mention bathing suits?

    Modes for Every Player – Featuring traditional BlazBlue modes such as Arcade, Unlimited Mars, Survival, and more, BlazBlue: Chrono Phantasma for PlayStation Vita system also offers an enhanced Abyss mode.

  6. #166
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    I'm not sure if it's mentioned there, but I don't believe Vita version has PS3 crossplay, just in case someone was interested in that.

  7. #167
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    Official patch notes released today: http://www.dustloop.com/forums/conte...end-JAEPO-2014

    Arc System Works' title update to Blazblue: ChronoPhantasma, which includes the three previously console exclusive characters: Yuuki=Terumi, Kagura=Mutsuki and Kokonoe; as well as balance tweaks and adjustments to the entire cast (including the aforementioned three), is set for a March Arcade release in Japan, with the character balance tweaks coming to PS Vita in April and finally to home consoles (PS3 exclusive) in May. In the meantime Arc has released a HUGE changelist on their official website for everyone to gawk over.

    The Update has also been announced to be playable at this weekend's JAEPO 2014 by Toshimichi Mori himself via Twitter. Check out the specific change log details for all characters after the jump.

    System

    Break Burst � Increased the active frames of the attack portion.
    236 Commands � An 6236 input will give a 623 motion priority, but 641236 will give a 236 motion priority. (Same goes for reverse inputs).
    632146 Commands � Currently performable with a bare minimum of 6246, but now also performable with a bare minimum of 6316.
    Post Round Actions � The time where you can move your character after a round ended has been shortened.
    Jump Attacks � Jump attacks have generally increased P1 (Initial Proration).
    Backstep � Full duration and invincibility have been adjusted.
    Negative Penalty � Has been adjusted in accordance to character abilities.

    Ragna

    D Inferno Divider � Increased the speed at which he falls, decreased recovery.
    Gauntlet Hades � Made it so it cannot whiff (and go over) crouching characters.
    Overdrive Version Dead Spike � Will no longer travel offscreen in the corner.
    Belial Edge � Decreased float height and untechable time for the last hit. When the last hit makes contact, it can be canceled into a Distortion Drive.

    Jin

    Throw/Backthrow � Is now dash-cancelable when it hits.
    Jump C/Jump 2C � Decreased hitstun on grounded opponents (no change to airborne opponents).
    6A � Decreased recovery.
    Hishouken � Decreased recovery. Charged version charges faster.
    Hirentotsu (first hit), Musou Toshogeki � Decreased combo starter time.

    Noel

    Counter Assault � Improved hitbox of the attack portion.
    Crash Trigger � Changed hit property to a ground bounce, can now be canceled into during Chain Revolver strings.
    (During Chain Revolver) 6C � reduced the trajectory of the thrown gun, can now hit with all hits easier.
    Type Nine � Muzzle Flitter � Damage, proration have been adjusted. When it hits raw, it deals more damage, but during a combo, it deals less.
    Type Zero � Fenrir � If the first hit hits an airborne opponent, it will force them to the ground and allow the super to hit fully.

    Rachel

    2C � On a ground hit, it cannot be techable until the electricity has finished, also adjusted how far people are blown away and the untechable time.
    Impish Gypsophila � Can now only be moved four times. The hitbox now appears while the projectile is moving.
    Barrel Lotus, Beelze Lotus � Slower to start up and move, but now lasts longer. Attack data has been adjusted.

    Taokaka

    All C Attacks � C Attacks will now stop charging if the button is released at any time.
    3C � After the second hit, it can be canceled into Overdrive.
    6C � Decreased active frames of the attack portion, increased the recovery.
    Cat Person�s Secret Art � Hexaedge � Overdrive version has been added.
    Unison Cats! � The normal version now wall bounces the opponent (no change to the Overdrive version).

    Tager

    5A/2A � Decreased combo starter time.
    3C � Decreased the startup of the attack.
    2D � Decreased recovery, hitstun on a grounded opponent, and blockstun. It is now better on whiff, but no change when it is blocked.
    Jump 2C � When it counterhits an opponent, the bounce height has been adjusted so that it can be confirmed the same way
    Gadget Finger � Decreased Heat gain.

    Litchi

    Staff 4B � No longer moves forward during the animation. Increased recovery.
    Overdrive D Attacks � Can no longer be moved during the an Overdrive Activation Motion.
    Itsuu (C follow up) � Increased the startup of the attack, increased the recovery of the attack.
    Kokushi Musou � Increased damage, decreased untechable time. Adjusted how the hit launches opponents, making it easier to hit with all the hits.
    Chinroutou � Increased the animation speed when it hits. Decreased the forward movement of the animation.

    Arakune

    Curse Gauge � When Arakune is taking damage or blocking, the gauge decreases faster. In any other situation, the gauge decreases slower.
    C Bug, D Bug � Decreased the amount of curse gauge that either bug costs.
    A +/- B � Mist now comes out faster and is more effective at chasing. There is now a visual effect when opponents have been slowed by this attack.

    Bang

    2C � Is now a level 4 attack.
    6B � On air hit, it causes a ground bounce.
    Bang Iron Storm � The input is now 632146B.
    Shishigami Ultimate Hidden Art � Ultimate Ten Thousand Hurricane Explosion � The attack is now faster against grounded opponents.

    Carl

    Doll Gauge Expenditure � The gauge no longer decreases during Nirvana�s activation animation.
    Doll Gauge Recovery � The gauge now starts to recover faster. During Overdrive, the gauge will recover during Nirvana�s activation animation.
    Cantabile � On counter hit, it now launches the opponent high enough to combo.
    Volante � Increased doll gauge cost.
    Laetabilis Cantata � Increased the untechable time of the last hit and the greatly increased knockback of the attack.

    Hakumen

    Air Throw � Can no longer cancel the first hit into Overdrive. The second hit now ground bounces.
    Magatama Gauge � Decreases the rate that the gauge increases while Hakumen is midair (includes during Overdrive).
    6D � Increased the forward movement greatly, now has less recovery when it misses.
    Jump D � Can now be canceled into Agito immediately with only the press of an A button.
    Agito � Increased hitstop and recovery, is now worse on block.

    Nu-13

    Counter Assault � Improved the attack hitbox.
    Spike Chaser, Crescent Saber � Dia Form and Luna Form versions are now treated as different moves.
    Overdrive Version Calamity Sword � After the last hit, can no longer be Emergency Teched.
    Astral Heat � Is now an strike attack instead of a throw.

    Tsubaki

    6A � Can no longer be Emergency Teched on hit.
    6C � Moved the additional hitstop from a blocking opponent, can no be canceled on block.
    Judgement Technique � Darkness Piercing Light � Command is now 421A or 421D. The projectile speed of the A version is now faster.
    All Macto Maledictis D Attacks � Strengthened the Same Move Proration for all attacks.
    Overdrive D Version Confutatis Maledictis � Now has a different animation after it hits and hits the opponent forward.

    Hazama

    Overdrive Drive Attacks � Long range version hits now deal less damage, but short range versions now deal the same damage as long range versions.
    All Jump C Attacks � Decreased untechable time, adjusted the air knockback.
    Serpent�s Infernal Rapture � Decreased combo starter time.
    Bloody Fangs � Decreased the time for follow ups after a successful throw.
    Hungry Coils � During the hit animation, it can now be canceled into Eternal Coils of the Dragon Serpent.

    Mu-12

    Counter Assault � Improved the attack hitbox.
    Jump 2C � Increased hurtbox size.
    Sword of Decimation � Fully charged version now has the same recovery time as the normal version.
    Sword of Infinity � Time it takes to cross over the opponent has decreased, making it easier to hit the opponent.
    Origins � Is now invincible on startup, and has armor midway through as opposed to being fully armored. Decreased knockback and untechable time.

    Makoto

    6B � Now groundbounces an opponent on air hit.
    Crush Trigger � Decreased hitstun time on ground hit.
    Jump B � Decreased untechable time. Can now be canceled directly into jump D.

    Valkenhayn

    Wolf Gauge � Anytime Valkenhayn transforms into a human, the time before the Wolf Gauge recovers has been increased.
    Wolf Jump A � Combo starter time has been decreased.
    Wolf Jump B � Combo starter time has been decreased.
    Ground Kunig Wolf � Decreased the startup time.
    Sturm Wulf � Is now a catch attack instead of a full animation super. Increased speed of the animation portion.

    Platinum

    6A � Now causes float on counter hit.
    Jump C � Now has more hitstun on grounded opponents.
    Magical Bat, Magical Fry Pan (Including Miracle Jeanne versions) � No longer has same move proration.
    Mystical Momo (Surprise Box, including Miracle Jeanne versions) � Now has a �Close/Mid� and �Mid/Far� set versions.
    Overdrive Cure Dot Typhoon � Increased the untechable time on hit. Decreased the recovery for Platinum.

    Relius

    Jump 6D, 2D, 8D � Increased P1 (Initial Proration).
    Gado Leis � On air hit, it causes a ground bounce while pulling the opponent in.
    Bel Lafino � Can now longer be emergency teched on counter hit.
    Duo Bios � Decreased hit stop.

    Izayoi

    Gain Arts Air Dash � Can now be performed twice.
    Gain Arts Ground Dash, Air Dash � Can now be directionally influenced while midair, by inputting up or down.
    Gain Arts Air Backdash � Has the same animation as the ground version, but has no invincibility.
    5B � Improved attack hitbox, reduced hurtbox.
    Gain Arts 5C � Decreased knockback distance.
    Normal Mode 3C � On hit it now floats higher. Increased P2 (Combo Proration).
    D Sonic Saber � Now consumes 2 orbs when used. The ground version can be canceled into D Mirage Thruster.
    D Mirage Thruster � Now only consumes 1 orbs when used.

    Amane

    Crouching A � Now one hit instead of two.
    5C � Decreased recovery time.
    6D � Decreased gain of the Spiral Gauge when the attack does not hit.
    Spinning Cloth Arts � Needle Storm � Now projectile invincible during the stance portion of the attack. Increased the rate of gate for the Spiral Gauge during this move.
    Evil Dragon Arts � Divine Beast Forged Spear � Increased damage, opponent stays close after hit.

    Bullet

    Heat Up Level 2 � The flickering aura has been adjusted, it now appears much darker.
    5A, 2A � Improved attack hitbox.
    5C � Can now be charged. The charge version performs as the current one does, the uncharged one is smaller in movement
    Jump B � Jump B can now be canceled into Jump A.
    Crush Trigger � On ground hit, it causes stagger. On air hit, it causes a wall bounce.
    Miquelet Capture � Increased damage. Until the attack ends, the attack is now projectile invincible.
    Black Out � Activation is now �Requires Level 2 Heat Up� instead of �50% Heat Gauge.�

    Azrael

    Overdrive D Attacks � Can now be special-canceled.
    Hornet Bunker � Decreased recovery, when it activates a weak point, the knockback is smaller.
    Cobra Spike � Adjusted the knockback to make it easier to combo into Leopard Launcher.
    Sentinel Dump � Input is now 214C.
    Growler Field � Increased untechable time, now blows the opponent much higher.

    Kagura

    Counter Assault � Improved attack hitbox.
    5C, 2C � Damage, recovery, blockstun, and hitstun have all been reduced.
    3C � Now causes knockback.
    6A � Can no longer be normal canceled, decreased recovery.
    Ground Throw � Now wall bounces.
    Toryu Renzan (C during 5D) � The second hit now has a better hitbox, the attack also moves forward slightly. The untechable time during the Overdrive version has been increased.
    Sairingeki (A during 2D) � When stance-canceled, it now cancels into the air stances isntead of grounded ones.
    Ryusenken (B during 2D) � Now moves faster. The second hit is now a level 5 attack.
    Ryujinsho ([2] then 8C) � Combo starter time has been decreased. Causes wall stick on counter hit in the corner.
    Ryuo Zangaosho (28D during any stance) � Now has an Overdrive version. Both versions now autocorrect the direction towards the opponent.

    Kokonoe

    Character Combo Rate � Changed from 80% to 70%.
    6B � Can only be canceled to from 5A and 2A. Can now be canceled into 5C or 3C. The uncharged version now forces crouching.
    Jump C � Can now be blocked while crouching.
    Jump 2C � Attack motion has changed. Kokonoe now moves upwards before attacking. On ground hit, it causes hitstun instead of instant knockdown. Now has landing recovery. Removed same move proration.
    Gravity Gauge � Gauge expenditure and recovery are now both faster.
    Activate � Only has a hitbox during combos, when the opponent is already being hit.
    Equipment Number 06: Teleporting Layer Haze Ver1.24 � No longer crosses up when the opponent has their back to the corner. When teleporting to a far away Graviton, she appears in front of the Gravition. When teleporting to a close Graviton, she teleports on top of the Graviton.
    Equipment Number 03: Freezing Absolute Zero Ver4.32 � Deals less chip damage on block. On hit, the gatling gun portion has less hits. If she has over 50% gauge it will automatically activate her new Distortion Drive Equipment Number 08: Flying Heaven � Greed Climb.
    Equipment Number 07 � Gravity Jammer Dark Ver1.65 � When activated, it removes all Gravitons. No longer recovers Gravity Gauge during use. When used too close to the corner, the attack will now appear offscreen. Overdrive version added.
    Equipment Number 08: Flying Heaven � Greed Climb � New Distortion Drive.

    Terumi

    Distortion Drive Cancel Windows � The following attacks can now be canceled from the stated point, and unless otherwise stated, until the end of the move.
    Jagaku � First hit until before the second hit, and after the third hit.
    Gasensho � Right as the last hit connects.
    Garengeki � After the first hit (not cancelable just before the last hit).
    5D � Increased attack level. Increased attack active frames. Decreased recovery,
    6B � Decreased attack startup. Increased attack active frames.
    6C � Increased recovery, now counter hit state after active frames end. Decreased stagger time on counter hit.
    Jagaku, Gasensho � Now absorb the opponent�s Heat Gauge during Overdrive.
    Garengeki � The max version now wall bounds even midscreen.
    Ground Verison Jakyo Messenga � Now hits the opponent diagonally, making it easier to follow up.
    A Version Orochi Burensen � New move. A low version of Orochi Burensen.
    B Version Orochi Burensen � Is now invincible during the superflash. Only causes wall bound in the corner now.
    214214D (Jarin Renshoga) � A new anti-air version of Jarin Renshoga

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    In other news, CT just got released on Steam


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    Mori interviewed at SCR this weekend, gave an answer I didn't expect about BB:CP not being on 360: http://www.siliconera.com/2014/03/03...rent-consoles/

    Siliconera met up with BlazBlue producer Toshimichi Mori to talk about the fighting game series. The next installment, BlazBlue: Chrono Phantasma, comes out in North America on March 25 for PlayStation 3 and will also be on Vita this summer.

    Mori clarified why BlazBlue: Chrono Phantasma will not be released on Xbox 360 like other installments, "If the Xbox 360 could increase its storage space by double then we could bring it there. Chrono Phantasma doesn't fit on the disc. Basically, if you were to fit it on a disc you would have to compress it and the quality will go down and I was concerned that it would be an inferior version," said Mori.

    Since Vita cartridges have less storage space than a DVD, I asked Mori how they brought BlazBlue: Chrono Phantasma to Sony’s portable system. "If you looked at the Vita version, you can see that the graphics have been compressed," Mori explained. With a chuckle he continued, "We’re busting our butts to make it look good. The quality for Vita is acceptable for portable systems. But if you had a Vita quality game on a home console, personally I’d be upset. We’re trying to make it to the best of our ability for a portable system."

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    Strip out the JP audio, make it a downloadable DLC included as a voucher with the game, problem solved for space limits.

    The story mode voice acting was the majority of the filesize for the entire series anyways.

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    I was mostly just surprised that the reasoning wasn't poor Xbox version sales. Considering that he's willing to blame it on the 360's media format pretty bluntly, it doesn't seem like he would hold back on blaming it on poor sales if that was in fact that actual reason.

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    Quote Originally Posted by Kaisha View Post
    Strip out the JP audio, make it a downloadable DLC included as a voucher with the game, problem solved for space limits.

    The story mode voice acting was the majority of the filesize for the entire series anyways.
    Or stop wasting time/money dubbing anything into english in the first place?

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    Not that BB is particularly aimed at mainstream anyways, but a 30-hour story mode fully subbed might be a tough sell in NA.

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    Quote Originally Posted by fantasticdan View Post
    Or stop wasting time/money dubbing anything into english in the first place?
    I'm probably in the minority, but I enjoy BB's dub.

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    I currently have my voices set to the English version, but that's mostly so that I can tell what swear words Ragna is saying when I do combos

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    BB is already tough sell in NA, CSE had terrible sales. It's an extremely niche series here that appeals to a handful of hardcore weeaboos, a handful of fighting game players, and some cross over in-between. I can't imagine the (absolutely terrible) english dub is a selling point to much of anyone.

    And speaking of NA/EU sales, CPs are going to incredibly bad after the huge time gap from JP release. Seems like most blazblue fans already imported.

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    Well CSE was also a pretty bad game, lol.

    I still know a fairly large amount of people who waited for NA, mostly so they didn't have to pay $80 to import; at this point the real issue is that the game's probably only going to get a few more months of lifespan before it gets its base eaten up by Xrd and/or P4AU. The time between is really rough though, ArcSys really, really, really needs to do something about their localization timetables if they want their games to succeed outside of Japan.

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    I'm late on this but dis guy man


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    NA retail version is available today, digital version won't be on PSN until 4/1, however for those who want to wait another week the digital one is $5 less than retail, PS+ gets an additional $4.50 off on top of that, and then digital preorders get Kokonoe for free, so you're essentially saving $15 if you preorder through PSN this week.

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    Hey guys! This is Frank “Bo” deWindt II, director of production here at Aksys Games. Today we’re celebrating the release of the long-awaited BlazBlue: Chrono Phantasma on PS3.

    Everyone is ecstatic to get the chance to play the fighting portion of the game, but another great aspect of Chrono Phantasma is its visual novel inspired story mode.

    Some small spoilers for those that haven’t played through BlazBlue: Calamity Trigger, Continuum Shift, and/or Continuum Shift Extend, yet…

    After the events of BlazBlue: Continuum Shift, Ragna, Jin, Noel, and the rest of the cast find themselves in the Ikaruga Federation. There they meet Kagura Mutsuki, general of the N.O.L. and better known as the “Black Knight,” as well as Kokonoe. Both these characters have their own plans in store.

    At the same time, Hazama, Relius Clover, Phantom, and the Imperator are moving forward with their own agenda for the world at large. Saying anything further would be terribly spoiler-rific, so mum’s the word!

    What I can say is the story mode is split into three paths: the main story, the Six Heroes story, and the Sector Seven story. These three stories will eventually converge and lead you to experience the true end. I’m pumped for everyone to experience the next chapter of the BlazBlue saga, so make sure to play through it.

    On top of the fantastic story mode, Chrono Phantasma introduces 5 new playable characters: Amane Nishiki, Bullet, Azrael, Izayoi, and Kagura Mutsuki, as well as the two DLC characters, Yuuki Terumi and Kokonoe. There’s so many characters to choose from now, even I’m still trying to decide on my favorites.

    Like the rest of the cast, you can play as these characters via Arcade Mode, Versus Mode, Online, and even learn and refine your fighting prowess with each character via the Tutorial, Training, and Challenge modes.

    Also included in Chrono Phantasma is the beginner-friendly Stylish Mode, which allows users to perform flashy moves without the need for specific inputs. Chrono Phantasma also introduces the new mechanic “Overdrive,” which temporarily enhances each character’s unique ability. Make sure to use it strategically during battle.

    Another topic on the agenda is that starting today, those who’d like the digital version of BlazBlue: Chrono Phantasma can pre-order it on PlayStation Store. It will launch on April 1st and will come bundled with the Kokonoe character DLC for free.

    And if that isn’t enough to satiate your azure appetites, a slew of delightful DLC will also be launching on April 1st. The feels! I can’t hold them all!

    So much BlazBlue goodness to be had. I hope everyone enjoys playing (especially the story mode) when BlazBlue: Chrono Phantasma hits stores today.
    http://blog.us.playstation.com/2014/...-today-on-ps3/

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