Battle Fantasia Review
Minus the walking broomsticks.
Version tested: Xbox 360
Why does it always take ages for the UK to get the latest 2D fighters? The Japanese have been enjoying Street Fighter IV in their arcades for nearly half a year, America got a console port of Arcana Heart with Europe once again overlooked, and as far as I'm aware there's only one BlazBlue arcade cabinet in the country at the Casino in London - not very helpful if you live in Cornwall. But after many months of waiting the UK is at least getting a console port of Battle Fantasia for the Xbox 360 and PS3.
Like the sublime Street Fighter IV, Battle Fantasia opts for a 2.5D fighter styling - 2D fighter mechanics on a 2D plane with full 3D graphics - and comes across as a fantasy-themed anime set in a steampunk universe. Everything exudes Japanese manga quirkiness, with bouts between "jetski-chainsaw" wielding warriors and giant dwarves with steam-powered backpacks a common occurrence in amongst the rabbit wizards and cat-girl waitresses.
Although Battle Fantasia has light/heavy punches and kicks, doing away with mediums in the same way as King of Fighters, it plays more like Street Fighter than you'd expect from the developer of Guilty Gear. Indeed, without the added complication of Burst Gauges, Roman Cancelling and Instant Kills, Battle Fantasia is noticeably more accessible than Arc System Works' flagship fighter. If you played Street Fighter Alpha back in the day then you'll already be able to pick up and play Battle Fantasia to a competent level - Alpha 3 players won't even have to worry about picking an Ism.
Still, that's not to say Battle Fantasia lacks depth. If you've bought an arcade stick for every console since the first SNES port of Street Fighter II, Battle Fantasia's Gachi and Heat Up systems will be incentive enough to spend hours in the Practice Mode.

Battle Fantasia's unlockable boss, The End of Deathbringer, has a ludicrous amount of HP. Heating Up is the only way to do serious damage.
Each player has a three-tiered MP gauge, which fills as you do and take damage. As well as providing access to each character's does-exactly-what-it-says-on-the-tin Super move, a stock of MP can also be used to enter Heat Up mode for a short time by tapping both punches or kicks, setting your character on fire Super Saiyan style. Whilst Heated, half the roster will have their normal and special moves supped up, significantly increasing their combo opportunities. The other half receives more specific benefits, including Marco summoning his pet dragon and Face loading his pistols with proper bullets - outside of Heat they have the stopping power of a Frisbee.
In a similar style to the classic Third Strike, Battle Fantasia fields a parrying system courtesy of its fifth Gachi button. If the player hits the Gachi button precisely in time with the enemy's high attack, or down and Gachi for a low attack, they will perform a Gachi Match - interrupting the enemy's offensive long enough for a swift counter. Alternatively, timing forward and Gachi or diagonally-forward and Gachi will execute either a high or low Gachi Drive. A low Gachi Drive sends your opponent hurtling towards the far wall, where they will spin-dizzied for a short time - the perfect opportunity to hit them with a guaranteed Super - while a high Gachi Drive launches them onto the arena wall, where they'll bounce back towards you. In this helpless state they'll be more susceptible to a lengthy juggle combo.
Advanced play in Battle Fantasia is all about predicting an opponent's attack pattern, landing a Gachi Drive, instantly Heating Up and then bashing out the longest combo your character can deliver. We landed the occasional 50+ combo with Coyori as she can link her two Supers once Heated, but with consecutive hits doing less damage this wasn't broken or overpowered. It's worth reiterating here that, despite its extra tech systems, Battle Fantasia is still accessible to the fighter dabbler. You won't even need the Gachi button to finish the Arcade Mode on its hardest setting and the basic benefits of Heating Up are normally quite apparent.
Of the 12-strong roster, Urs and Marco have the closet DNA match to Ryu - both with fireballs and dragon punches performed in the classic manner. Cedric, one of only two charge characters in the game, plays in a similar style to Guile with his own versions of the Sonic Boom and Flash Kick. Some of the more original offerings include Coyori and Face, whose move-sets include various attacks that chain into each other, and Watson, the aforementioned "wizard rabbit" who, despite having the lowest HP in the game, has some of the most damaging and easily combo-able Supers. My pick though has to be Ashley. With precise stick timing he becomes an aerial monster once Heated, with the ability to trap his opponent in a lengthy air barrage. Let him connect that first hit at your peril.
As well as the usual Arcade, Survival and Time Attack Modes, Battle Fantasia also has a stab at a Story Mode. This involves nothing more than going from fight to fight with character dialogues in-between. The dialogues are Japanese with English subtitles and are portrayed with high-quality 2D drawings. Although the conversations often have a zany charm reminiscent of Nippon Ichi, they aren't as inherently funny as Disgaea, with the plot itself revolving around the Black Knight Deathbringer causing havoc across the land and something called the "Scion of III Presage". When one of the characters is a nine-year-old boy wandering around with a giant claymore, changing into his Power Ranger "Dyna Kid" alter ego, any perception of seriousness is swiftly quashed beneath an avalanche of absurdity.

Many of Battle Fantasia's characters are reminiscent of those in Guilty Gear. Face and Faust could be distant relations and Freed and Johnny are both airship pirates.
Five-button fighters generally tend to work more intuitively on the 360 pad than their six-button brethren, with all four attacks mapped to the face buttons, but the 360 pad is still no substitute for a solid arcade stick - or even those new SEGA Saturn-style Mad Catz pads. Online is a bit of a mixed bag too because, although the net code is more or less playable with a good connection, available competition is often absent despite the game's US and Japanese releases last year.
The main criticism though is the by-the-numbers gameplay, which adds little we haven't seen before, and while the styling is a nice departure, many will find the overly twee presentation a bit too sugary for their fighter tastes. Some would also argue that the small character roster is a bit stingy, although for my money it represents a level and tight playing field far removed from Arc System Works' shenanigans with the Hokuto no Ken licence. Unsurprisingly then, Battle Fantasia certainly isn't going to have anyone cancelling their pre-order for Street Fighter IV; it's not even in the same league as Capcom's superlative re-envisioning. But if you've room in your life for more than one 2D fighter, then Battle Fantasia is a polished if slightly standard gem worthy of any would-be fighter's time.
7 / 10
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Comments (30) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Y'know, stuff like graphics any good, control any good, and can someone who barely knows what a Saiyan is, and found the rest a bunch of japlish gobbledygook pick it up and play, or is it cubboard dwelling obscure beat-em-up freaks only?
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I am not a huge fan of fighting games, but since I decided to build my own arcade stick for the PS3, I suppose I should get some software to use with it
This and SFIV should be enough for now.
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Next to the shitty d-pad that is, calling a fighter on 360 intuitive at all is just bs.
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I love the 360 pad for fighting games. I dont see the issue. I think its just a fanboy rant. How childish.
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Why is it every fucking time you say something negative about one system you're automatically a fanboy or own only one system. Fighters suck on 360 because the d-pad stinks. You're a fanboy, your mind works that way, not mine.
Go "fanboy-hunting" somewhere else, accusing without proof is for idiots.
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As for the Battle Fantasia, I am a bit of a fan of Arc System Works so I am pretty sure I will buy this. The last Guilty Gear game (GG XX accent core plus sadly only out in Japan so far) was very good and despite the fact that BF seems to be somewhat simpler and shallower, if the comparisons with SF Alpha made here are true then I believe I will have a lot of fun with it. The last year actually brought forth some incredibly good fighters to home consoles (GG XX accent core plus, Arcana Heart, Tatsunoko vs. Capcom - sadly none of them released in Europe, thank Allah for PS2 and Wii modchips...) and seeing two pretty high profile titles being released at the beginning of 2009 on 360 and in PAL makes me cautiously optimistic.
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I just dont see the problem with the D-pad. Many do so i guess theres something wrong with me then. I will definetly buy the SFIV stick though just to try the difference.
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http://en .wiktionary.org/wiki/Appendix:F...
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okay then
Hey, anyone know if Blazblue is coming to consoles as well? Cause that looks awesome.
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On an EG-scale, where 5 is medium, I would give this game just that, 5/10. (Atleast the arcade version)
EDIT: To everyone hoping for a new Guilty Gear. Youll be dissapointed. Try a demo first.
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I only wish I had more time to get obsessed with these sorts of games: they're everything I think videogames should be.
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Yep its coming for PS3... But unfortunately no word on a release date yet.
EDIT: I'll probably pick this up also, together with SF4... Just in case SF4 will not be my cup of tea. (Never been much of a SF fan
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Heh, yes, in a way 1-on-1 fighting games fuse the best of both worlds: the manual dexterity, reflexes and hand-eye coordination on one hand and tactical thinking, resource management and spatial thinking on the other. You could probably defend a thesis on how this represents a quintessence of videogaming with all other elements that take away from the purity of the experience reduced to almost nill. Then again, other people would point out silly visual design, large bouncing breasts, moronc attempts at storytelling et cetera and we'd feel ashamed even talking about these games in a public forum...
"To everyone hoping for a new Guilty Gear. Youll be dissapointed. Try a demo first. "
I assume you're referring to the Guilty Gear 2: Overture, which, admittedly doesn't look too hot, but after all, this is not a 'real' GG game anyway.
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I wasnt.
People look at this and see the same develpers name and might assume its of the same quality as GGXX. Was just a heads-up.
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I want BlazBlue, though. :/
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Whoever designed that final boss is having abit of a f%^#$ laugh, aren't they? Overpowered? More like completely mental.. Although, compared to Seth from Street Fighter IV, Death Bringer in his second form is still acceptable..
Anyway, other than that, I think the game will appeal to everyone into Guilty Gear. It is slightly less complex what with roman cancels and combo breakers/ faultless damage moves missing but it is by no means a dumbed down fighter. The basic feel is very similar to Guilty Gear: the roster is crazy as hell (Watson is pretty crazy but Face and Cedric and Coyori are also out there), the gameplay is very fast (although not every character can dash and do double jumps) and combo heavy. I don't think it can be compared to Street Fighter beyond a certain point, since combat is much more about combos and super moves whereas I find SF games to be more about zoning and counters... (Then again, might be the way I play). Anyway, typically, when you do a good one in BF, you are likely to end up with three sets of combos following each other and hit count of over 20.
Gachi moves and throws are tactically pretty interesting, but they are also pretty difficult to pull since they demand very precise timing, so I assume it is not easy to abuse their existence and spam them into gameplay. On the other hand, heating up demands smart tactical thinking as it spends one level of the gauge, but doing a super combo while heated up will steamroll the opponent (if it connects that is), so it pays to be conservative with the gauge...
The thing is, unlike Street Fighter where you feel like you have safe zones and can tactically retreat (although , with a knowledgeable opponent, you're dead anyway), BF really encourages aggressive playing. Every character seems to have some way of attacking quickly from a distance, either through dash specials or through projectile attacks and you simply can not retreat and consider yourself safe at any time. So it's best to be on the offensive most of the times... What I miss is some kind of advanced airplay that was abundant in Guilty Gear. There, with air dashes and double jumps, practically every character could do insane things in the air. Here you are restricted to specials and supers which are great but can not be extended...
So far I have played with Ashley and Coyori and they have very different styles but what they have in common is speed. I like this game.
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