BlazBlue: Continuum Shift Review

Blaze of glory?

Version tested: Xbox 360

Despite being the most popular 2D fighter in Japanese arcades by a mile, it's fair to say that in the west, Arc System's fledgling BlazBlue series is still living in the shadow of Street Fighter. And although that's partly because last year's BlazBlue: Calamity Trigger was ported to console many months after Capcom had already asserted its dominance with Street Fighter IV, it's probably more down to the World Warrior's entrenched appeal and BlazBlue's more demanding design.

While the four-button layout may have suggested a leaner system, in execution, BlazBlue was hard to learn and harder to master. But for those who know the difference between a Hori EX2 and a Wii Shaft, BlazBlue offered a beautifully fluid combat system which not only felt like an evolution of the Guilty Gear series, but also represented genuine innovation - especially in the ingenious Drive system which afforded each character a unique ability ranging from magnetising the opponent to controlling the wind.

Now, a year on from its US release – and with Capcom already smiling smugly after one of the most accomplished fighter follow-ups ever – the pioneering Calamity Trigger is stepping down as fighter fans re-cut their teeth on the console port of BlazBlue: Continuum Shift. The only question is, has Arc System crafted a sequel to rival Super Street Fighter IV, or has it gone back to its Guilty updates, which only the hardcore could appreciate? Thankfully, it's mostly the former.

'BlazBlue: Continuum Shift' Screenshot 1

Continuum Shift's Legion Mode sees the player conquering a grid filled with teams of AI opponents.

As always, the first port of call is either to pick your main character – silently praying they've been buffed rather than nerfed (sorry, Rachel players) – or if you're the less committed type, to try out one of the new faces. This is one area in which Continuum Shift initially disappoints, because while all 12 characters make a return, the only additions are a Nu palette-swap in Lambda, one unlockable boss in Mu, and two new fighters.

The most interesting is undoubtedly Hazama, who having played a background role in Calamity Trigger emerges as Continuum Shift's main antagonist. He looks like a cross between the late Michael Jackson and The Joker with a sarcastic yet calm demeanour that's prone to maniacal outbursts. Hazama's weapon of choice is a pair of short-range butterfly knives, but to compensate, his tricky Ouroboros Drive throws out a chain which can hurl him skyward and drag opponents out of the air.

But if mentally shouting "get over here" isn't your idea of a stimulating game-plan, then the angelic Tsubaki may be more to your tastes. Her more forgiving playstyle centres on her ability to chain most normal attacks twice in quick succession. Furthermore, Tsubaki's Install Drive, which boils down to holding the Drive button to charge a separate gauge, allows her to effortlessly burn meter to power up her generous payload of six easy-to-combo specials.

'BlazBlue: Continuum Shift' Screenshot 2

By completing Score Attack (or for 40 Microsoft Points) you'll unlock a character's Unlimited form, meaning powered-up attacks and lots of super.

So in terms of new blood we have a rough criminal who's aimed at advanced players, an all-rounder and a projectile-heavy secret boss, all of which are mechanically well-designed and aesthetically complement the existing Grim Reapers, Red Devils and White Knights. But is that it - just three new fighters? Well, yes and no, because Arc System plan to drip-feed more characters as add-ons, including squirrel-girl Makoto (already available in the US for 560 Microsoft points), Rachel's werewolf-cum-butler Hellsing and the as-yet-unconfirmed schizophrenic Platinum.

This does raise questions as to why such integral content wasn't included in the first place; compared to Capcom's expensive costume packs, these extra characters feel essential rather than superfluous. However, it's hard to feel short-changed once you appreciate the effort which has gone into tweaking and rebalancing Calamity Trigger's quite frankly lopsided roster.

The original game's biggest flaw became apparent as soon as the three best zoning characters began dominating the tournament scene, but with revisions including Arakune's Drive now cursing after multiple hits, Nu being replaced by the less overwhelming Lambda and Rachel's considerable damage reduction meaning she now actually has to work for a win, Continuum Shift's playing field feels noticeably more level. There's also good news for Hakumen and Bang players.

Where once the "overenthusiastic ninja with a nail strapped to his back" Bang had barely one favourable match-up to his name, his revamped rushdown style, improved priority and more damaging combos mean he's substantially more competitive. As for Hakumen, new projectile-nullifying options and a half-screen sword poke mean he has better spacing tools. It's more or the less the same story for the rest of the roster, as each attack's priority and hit-box has been re-evaluated, and as is obligatory, there's also a smattering of new moves.

On top of these character-specific changes, Continuum Shift also redresses a number of BlazBlue's iffier mechanics. The Barrier Burst, for example, is replaced by the Break Burst, which functions similarly except that Bursts can now be stocked between rounds and don't automatically put the player into a Danger state. Furthermore, Calamity Trigger's tug-of-war styled Guard Libra has been switched out for the new Guard Primer system. This effectively gives characters like Iron Tager twice as much blocking resolve as the more flimsy Noel.

But despite these many adjustments Continuum Shift still retains that unique BlazBlue feel, with a flexibly rigid combo system and a pace that's somewhere in between Street Fighter IV and Marvel vs. Capcom 2. As before, the path to victory is to steep yourself in a multitude of offensive and defensive systems which range from Revolver Actions, Rapid Cancels and Counter Assaults to Instant Guards, Instant Barriers and the new Fatal Counters - all of which take time to understand and form the basis of high-level play.

'BlazBlue: Continuum Shift' Screenshot 3

Maybe it's because I've recently finished Arc Rise Fantasia, but Continuum Shift's voice acting and music seem exceptional for a fighter.

So, on the face of it, Continuum Shift is no less hardcore than its forbearer. However, hoping to allow a more casual audience to enjoy its visual splendour without spending hours in the practice room, Arc System has included new Beginner and Tutorial Modes. The former has a streamlined control system which allows fighter virgins to mash buttons to execute basic combos without the need for directional inputs, whereas the latter is a list of master-classes which teach in-depth character strategies and the principles of each gameplay mechanic.

If you're a fighter vet who thinks this all sounds like pandering twaddle, then you needn't look any further than the new Challenge Mode. This is similar to Street Fighter IV, with the notable exception that each fighter's 10 challenges become ludicrously complex around the halfway point. So much so that by cat-girl Taokaka's fifth challenge – where the full list of commands can't even fit on the screen – I'd pretty much given up.

It's fortunate, then, that Continuum Shift is as full-featured as a fighter gets, with a vast list of modes including Arcade, Score Attack, Training and Legion in addition to those already mentioned. Particular credit also goes to the new Story Mode which somehow manages to top Calamity Trigger with a convincing English voice-cast and solid writing.

'BlazBlue: Continuum Shift' Screenshot 4

Hidden within each character's branching story is a hilarious gag reel and counselling session.

Among the resounding triumphs of the first game were the stable netcode and comprehensive online options, and one year on these are still the benchmark for fighters. It's no surprise that Continuum Shift is equally accomplished on Xbox Live, with ranked and player matches against international opponents having minimal lag. There's even an option to choose which System Version to play, with the recently released Ver.1.01 being the most up-to-date.

Indeed, the more you analyse each of Continuum Shift's individual components the more you can appreciate the many things it does right. It may not have the initial wow factor of Calamity Trigger – there have only been minor graphical improvements (not that any were needed) – but as an update that irons out the kinks, Continuum Shift offers a more balanced gameplay experience for both causal and hardcore players, which is exactly what was needed.

Of course, there will be comparisons to Super Street Fighter IV, which does offer over three times as many new characters out of the box. And although I'm slightly biased, I do personally prefer Cammy to Litchi. But as a follow-up to one of the most innovative and accomplished 2D fighters in recent years, Continuum Shift is a worthy successor which refines the BlazBlue formula.

8 / 10

BlazBlue: Continuum Shift is currently available as a North American import. It will be released in Europe on 3rd December.

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Comments (26) Latest comment 1 year ago

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  • muscleblade #1 1 year ago

    Good review Matt (the king of fighters) Edwards.
  • menage #2 1 year ago

    Great, will wait for it to hit 15-20 and have all the DLC fighters available till I bite, or wait for a bundled version though.

    This seems to much like the first BB to fork out 40 quid. And there's too much other stuff on the horizon.
    Edited by 1 at 25/08/10 @ 08:32
  • Zanuah #3 1 year ago

    Comparing the number of characters to Super Streetfighter 4 is a bit unfair in my opinon. Sure SSF4 has more characters but most of them are "re-used" from previous games where BlazBlue is a whole new IP with all new characters.

    In any case I'm looking forward to this one, I was a big fan of the previous version.
  • steve1979 #4 1 year ago

    I loved the first one, preferred it to SF4, so I've been looking forward to this.
  • berelain #5 1 year ago

    I've already ordered the Fan Edition of this. BlazBlue is hand-down the best fighter to come along in the last few years, and the story mode is so well-developed that it puts the pitiful game mode offerings of SSFIV to shame.

    Actually, from the text I can't quite work out why this isn't a 9, but then, that's probably my bias ;D

    @ ClubHeaven: If you don't understand the appeal of a fighter, that's your loss.

    @ Zanuah: agreed; and whilst many of the SSFIV characters share similar move sets, each character in BlazBlue is completely unique.
    Edited by 1 at 25/08/10 @ 08:51
  • Der_tolle_Emil #6 1 year ago

    I bought the first one a couple of weeks ago but didn't have the time yet to actually play it. Probably should have waited for this but then again it was really cheap. Glad to hear the "sequel" holds up as well.
  • menage #7 1 year ago

    @berelain

    I really was interested in the storymode of BB, I still think a RPG/Fighter hybrid could really work., but I found it utterly disappointing and boring. Walls of slow text 10 minutes long mixed in with 1 fight once in a while. It really could use a bit more flash ans speed..
    Edited by 1 at 25/08/10 @ 09:05
  • uiruki #8 1 year ago

    This is probably the home release that Calamity Trigger should have been. It has the best system tutorial this side of Virtua Fighter 4, and the challenges are genuinely well thought out, layering combos onto each other in chunks to provide a genuine understanding of how each move works in a combo. It's amazing how much more fun a game can be when it takes the time to explain itself rather then relying on the player to scour internet forums for guides, at least in the beginning.
  • berelain #9 1 year ago

    @ Menage - oh its not flashily presented by any stretch (though the artwork is lovely). But the dialogue is actually pretty well written, the stories branch out in all kinds of different directions, completely changing the story depending on what options you choose and whether you win or lose fights, something few fighters have done (Soul Calibur 3 I think came closest with its story mode).

    Noel's story,for example. The 'standard' story mode - if you win all of the fights - has her completing her mission to track down one of the other characters after a lengthy pursuit. Finish enough battles with special victories and you uncover more of the true storyline of the game, with its complex time-loop mechanic. But lose an early fight to Tager and Noel spends the rest of the game being hounded by Litchi who keeps getting her to try on different outfits in return for allowing Noel to cuddle a miniature pet panda.

    Bonkers stuff, but there's just so much to it. In contrast, most fighters just present you with a linear trudge through X amount of opponents, occasionally slotting in a line of dialogue if you're lucky. Even BlazBlue's arcade mode outdoes that. So while I agree that the story mode isn't superbly executed, the fact that it exists at all - and is so deep - counts for a lot in my book.

    Though those RPG trappings would be nice, too.
  • riceNpea #10 1 year ago

    sounds good. i just wish i was still interesed in fighters.
  • AgentBalti #11 1 year ago

    Neg me like crazy, but whenever I see games like this I just see children with their tongues hanging out, slurping whatever the equivalent of Sunny D is these days, all jacked up on saccharin, all dressed up in their favourite Pokemon outfit. Who plays this shit??? WHO??? What's the target audience?
  • lucky_jim #12 1 year ago

    @riceNpea

    Agreed. I used to get so excited about fighters, they just don't do it for me in the same way anymore! I've got a long standing commitment in my head to pick up VF5 if I see it cheap enough in a shop, but I just don't have the time or the willpower to learn Streetfighter 4 or BlazBlue to the degree needed not to be rubbish.

    I think these sort of games are going the way of the Japanese 2d vertically scrolling shmup, i.e. fan service for a hardcore minority (although I've got more time for shmups myself). There's no shame in that though and long may it continue.
  • ShineDog #13 1 year ago

    Hurrr.

    Werewolf Cum-Butler

    I am 12 again!
  • Sniper_007 #14 1 year ago

    I really enjoyed the first game and thought I was getting the hang of it... right up until the final boss (an ultimate form of Rachel) that just had me ripping my hair out!!

    I'm not one to give up on a boss, having struggled for a good hour before to beat Akuma for my SSF2HD achievement... but on this occasion I couldn't even get close and couldn't even work out what I was doing wrong except that every time I moved, blocked or breathed she took a third of my energy off me!!

    So after that (and a change of character where the same thing happened only with Haku-man as the boss) I decided the game was not for me, and never will be!! Why do beat em ups have to have such cheap bosses? Seth... all is forgiven :)
  • iamtheoneneo #15 1 year ago

    @sniper_007 the last boss is not that cheap shes just good at zoning, the idea is to get in quick and constantly apply pressure up close. the moment your more then a half screen away from her is the moment your in trouble.

    quite looking forward to this release but not paying £40 for it, il wait till its £30/£25.
  • Machetazo #16 1 year ago

    "but with revisions including Arakune's Drive now cursing after multiple hits,"

    Sorry, but is that a beat-em-up term, like "crossing", or do you mean, that this Drive casts some manner of debuff on opponents, or is it spewing foul language as a distraction>>> @.@ lol
  • Matt_Edwards #17 1 year ago

    @ Zanuah

    I hear exactly what you’re saying. Street Fighter has been around for years and has a massive back-catalogue of characters, but in my defence, the sentence I submitted did read as “of course there will be comparisons to Super Street Fighter IV, which out of the box, does offer over three times as many new (ish) characters.” ;)

    @ berelain

    Yeah I was pretty shocked at just how long the Story Mode was. I even added the line of “and with the narrative being so vast, the final word count is likely comparable to your average JRPG”, in the review, but overall it was a bit long so they had to trim a few bits off. I think Kokonoe’s counselling sessions ranked as one of my favourite bits just because of their sheer absurdity, especially Arakune’s ladies man skit and Jin’s quite frankly wrong obsession with his brother XD Although I have to agree with ménage that sifting through 20 minutes of text between fights does start to grate after a while :\

    @ Sniper_007

    Haha, yeah, suffice to say that toppling Unlimited Hazama on Hell difficulty in this new version (admittedly to get an achievement :p), had me continuing more than just “a few” times… @_@


    As for giving the game an eight and not nine, that was down to a few things. I personally felt that not including at least a couple of the DLC characters on the disk was a tad stingy as I don’t like paying for content that feels like it’s part of a complete product. Stuff like costume packs I don’t have much of an issue with, as it’s purely optional, but if I’m fighting someone online who’s using a character that I can’t select without paying a fee, then that feels a bit wrong. Especially considering how soon they’re coming to the game’s release…

    The price point also worries me a little, because although the game was released in the US for $39.99, both Play and Amazon have the standard edition for pre-order in the UK for an RRP of £44.99 (with Play knocking a tenner off that). I’ll just say that I didn’t factor any speculative price into the review at all, but if Continuum Shift ends of retailing in the UK for that price (also further exacerbated by the fact Calamity Trigger only reached here in April), then for me it doesn’t reflect the same value for money as Super Street Fighter IV.

    Nonetheless I can perfectly understand why many people would take BlazBlue over Street Fighter, it’s just a matter of preference. I had the privilege of reviewing SSFIV earlier this year for gamesTM which I scored a nine, so for me it’s only one point better than BlazBlue. Haha, although saying that I don’t like surmising my 1000+ word reviews into a number. It can’t in any way reflect what I think about a game, so please take the words as representative of how I feel about Continuum Shift, because in so many ways it’s another masterpiece from Arc System ;)

    Right, think I’ve rambled on long enough :S Got an entire 2pm – 12am sesh of SSFIV today whereupon I absolutely have to find a way to thoroughly annihilate a friend’s C. Viper. God I just hate her rush-down burn kick cross-up shenanigans so much >_<

    PS: I lament that this line was trimmed as well…

    “Furthermore, the grapple-heavy Iron Tager can now Gadget Finger a floored opponent for additional magnetism.”
  • GundamJehutyKai #18 1 year ago

    Good news for litchi players as she's been buffed a fair bit. Bad news for Noel players as she's been needed with less damage and longer gaps between chaining drive moves.

    Still, I got one if the fan editions so all I need to say is "roll on October!!"
  • RobotRocker #19 1 year ago

    I’ll just say that I didn’t factor any speculative price into the review at all, but if Continuum Shift ends of retailing in the UK for that price (also further exacerbated by the fact Calamity Trigger only reached here in April), then for me it doesn’t reflect the same value for money as Super Street Fighter IV.

    It took CT about 3 months to go down to £12 in HMV. Which has to be some sort of record. Can't imagine CS will retail for that much in the UK except for the LE unless Zen U are feeling particularly suicidal considering Capcom let out SSF4 at £25
    Edited by 1 at 25/08/10 @ 13:01
  • Machetazo #20 1 year ago

    @Matt: Nice to see editors conversing with readers, and responding to article feedback. :) Also gives you a chance to demonstrate, and (yeah, I s'pose the only term is) "qualify" your knowledge of its subject matter. I'm very pleased to see that kind of thing, even if I don't still know what this "cursing" is all about :)

    Particularly appreciated your added thoughts on US vs probable EU positioning, and the effect that might have on the game's relative value proposition, compared to your assessment. This sort of thing could be handy, as a feature of these import reviews, going forward, to help them retain their usefulness when the future local release appears, and people find the article using EG search, to see what the final game's about.
  • Tonne #21 1 year ago

    seriously an 8/10 ?
    for what is nothing more than an hyperactive guilty gear wannabe, that has been rereleashed under a different subtittle.
  • Acrid #22 1 year ago

    "Blaze of glory?"

    Shouldn't that be "Blaz of Glory?"?
  • Ranger101 #23 1 year ago

    Erm, Tonne, it is definitely not a hyper active guilty gear. GG went faster and more uncomprehensible as it got on. BB toned it back for sure - and this was all from playing it at Casino once.
  • saku_luk #24 1 year ago

    I got my imported copy few days ago, and I gotta say that the game is better than CT was. Its more balanced etc, tho I need to point somewhat stupid DLC pricing by Aksys .... I mean cmon 8$ for character thats already on the disc is a rip off! ....tho I did buy her but meh...

    Oh and DLC characters can't be used for arcade/story ... dum dum, saaaaad :
  • Ranger101 #25 1 year ago

    The Limited Edition is going for £28 at ShopTo peeps!!
  • BBIAJ #26 1 year ago

    The LE was £17.95 at Zavvi, with a free DLC character worth 560 MS Points too, bargain!