BlazBlue Entropy Effect

Artistic and Magnificent Combat Action, incredibly satisfying combos! Numerous characters, hundreds of moves! This unique action roguelite game will bring you an experience that exceeds expectations.

BlazBlue Entropy Effect is a action roguelike, action-adventure and action game developed and published by 91Act.
Released on February 14th 2024 is available on Windows and MacOS in 4 languages: Simplified Chinese, English, Japanese and Traditional Chinese.

It has received 25,373 reviews of which 24,034 were positive and 1,339 were negative resulting in an impressive rating of 9.3 out of 10. 😍

The game is currently priced at 15.21€ on Steam and has a 22% discount.


The Steam community has classified BlazBlue Entropy Effect into these genres:

Media & Screenshots

Get an in-depth look at BlazBlue Entropy Effect through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel Core i3
  • Memory: 8 GB RAM
  • Graphics: Nvidia GeForce GTX 950
  • DirectX: Version 11
  • Storage: 8 GB available space
  • Additional Notes: Recommended display resolution: 1280 x 720; SSD
MacOS
  • OS: macOS 10.13.6+ for Intel | 13.2.1+ for Apple Silicon
  • Processor: Dual Core 2.4GHz
  • Memory: 8 GB RAM
  • Storage: 8 GB available space
  • Additional Notes: Minimum configuration:MacBook Pro 2018; SSD

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
Game of the Year for me, and I'm someone who has never touched Blazblue or fighting games. The game is a perfect mix of 2D action and simple fighting game inputs: a sort of battle platformer. This game will make you feel powerful. The game-feel is perfect. The characters move with the heft you expect them to have: Es's drifty, off-balance massive sword; Noel's acrobatic gun kata with hopping, lithe movements; Jin's graceful deaths of a thousand cuts; Mai's aggressive, plunging, reckless dives. When you choose a different character you will *feel* it, you *will* have to learn their quirks, and that to me is perfect characterization, perfect game-feel. Best of all, each of them are differently powerful, and you can vary the builds somewhat. Want a fast Noel who dashes constantly behind enemies and backstabs them? You can make that. Want a Noel who plays keep-away with powerful shotgun blasts? You can make that. Want to make an Es who's constantly juggling enemies with sword-blossoms? etc. etc. The game prioritizes your agency, and rewards you when you've learned the character. The stages can get intricate. You will have to dodge multiple attacks, from multiple vectors, but to me it never felt overwhelming. Part of it is that you always have the information you need: enemies have clear tells, ranged attacks from offscreen have clear ranges. And also, each character has a clear, trusty dodge that is unique to each, whether Mai's invincible forward thrusts, Hakumen's parry, or Es's upswings, there will *always* be a way to avoid attacks and chain the dodge into a combo. And those combos. The combos are beautiful. You can juggle enemies infinitely, come up with clever ways to chain attacks so they're permanently stunlocked, baffle them, throw them into traps, freeze them... this makes combat into a very pretty dance, and once you pull off a combo you will feel very chuffed. You can do this even to bosses! And the bosses. The bosses have clear attack patterns, clear tells, and clear weaknesses. They have vulnerable moments, which make you feel very clever for exploiting them, and makes things feel fair. I think that's the best thing I can say about this game: It's a very fair roguelike. It's on the easy side by default, but you can tweak your difficulty. There's very little randomness that you cannot compensate for. Every run feels like a fair opponent - the game respects your agency - the game knows what you want, and gives it to you, and doesn't kick you when you're down. When it's done, the game shakes your hand and leaves. Perfect.
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April 2024
After about 14 hours of gameplay I've completed my first Entropy 50 run, which is something similar to Heat in Hades or high Hell Pass run in OSFE. I'm a BlazBlue fan, having put hundreds of hours into Calamity Trigger and Continuum Shift back near their release. My cats are named Ragna and Noel. But, this game has absolutely nothing to do with BlazBlue. If you want BlazBlue story, art, gameplay, or vibes, they aren't here. The tie-in ends at the character designs and voice actors. This is also not a fighting game, and has nothing to do with fighting games. The reviewers that wanted more fighter mechanics musta been baited by the BB chars. I think Streets of Rage IV is cool if you want a fighter-ish beat 'em up, but really no side scroller I know of goes all in on fighting game complexity. It's too bad, and I want one too, but I'm not convinced this game is a "missed opportunity" in that regard, seeing as it's not even developed by Arcsys to begin with. So, how is it as a stand alone action roguelite? It's not perfect, but for me it's one of the best on the market. The combat and overall game feel are an easy 9/10 or higher. You can chain together pretty decent strings, with some amount of juggling and execution nerding. Combos can be extended with semi-customizable assists, and if you build for it you will be rewarded for things like knockdowns and wall bounces. I think it's the most fun I've had with side scroller execution since Dragon Crown's Elf. How quickly it clicks for you will depend on character, so when you are selecting your first one, be sure to watch the in-game demo videos closely. I think you can't go wrong starting with Es or Noel, though I find myself playing Kokonoe the most. I don't know what characters are "best", these ones are just fun and feel good to me. In a run, the two core upgrade mechanics for your character are "Potentials", which give new or upgraded command normals, and "Tactics", which are auxiliary buffs that enhance your normal attacks... things like adding Burn effects to normals or Ice spikes to your dash. Overall you're given a decent bit of control over the Tactics upgrades you get and you might find yourself slotting comfortably into a few different build paradigms each run, but the subtleties of each element's gimmicks and how they mesh with each other in your combo strings keeps giving for awhile. There's enough depth here to create cool interactions. I've seen other reviewers complain about the rate at which you gain Potentials, but I haven't found it to be much of a problem personally. I sympathize with other reviewers that want more character complexity out the gate though, as it'd be nice to have fuller movesets. The game's biggest problem is difficulty. It's just too easy for too long. As you play, you'll unlock more Entropy challenge options to make the run harder, and these should not be ignored. A few of them are key for making the game fun: * Increase standard enemy HP * Enhance the power of Elites in each phase * Decrease healing from elites and rest areas * Standard enemies deal more damage * Standard enemies spawn more * Some of the standard enemies attack faster Those final two are huge fun upgrades. Probably around your 3rd or 4th run, you'll become painfully aware of how few enemies there are, and how freaking SLOW they are. It makes playing a character like Hakumen, who is built around countering, feel like a comedy routine. Enemies will walk around aimlessly in front of you for 5 seconds, do a 300 frame tell, then finally do some puny attack. Meanwhile Hakumen sits there trying to counter, but needs to refresh it since they're so slow. With the Entropy cranked up, the pacing improves considerably, but it's not perfect. The roguelite meta progression rears its fugly head and allows you to outscale the entropy challenges. When you have fat character upgrades and strong "legacy tactics" (abilties you can copy over from previous runs), you can Perfect Clear many screens with relative ease even on higher entropy levels. Roguelites are generally plagued with the ability to fail upwards. Over tuned meta progression is a serious problem. It means "number goes up" takes precedence over the player skill going up, and this is becoming very tiring in the genre. This game is deeply guilty of it; if you stay on the progression curve you will be stomping way too hard way too fast and it'll devolve into a casual button masher. SO, I think it helps to play it more like a rogueLIKE, and forget about most of the meta progression. I was personally playing with a single legacy tactic, but if I could do it all over again, I'd ignore evotypes, remove the upgrades from my "Mind Crystals", deactive the Entropy buffs, and play a more vanilla character the whole time. This is how I will play moving forward. I think it'll help to avoid the progression buffs that give higher stats, use the ones that give more options. This game gets the hard stuff right. It greatly rewards careful dodging, good character building, and well-executed combo strings. Once you're actually in a run with entropy turned up, it's all gravy. Just... I have to stress this. Try playing without the meta progression assists unless you really start to need 'em. It kinda sucks to have to do that type of thing, but games are for fun, and if ignoring some assist mechanics enhances fun, then I will gladly do it. I wish there were a couple extra stages or some endless mode, but I suppose it's a good sign when you are wanting more content in a run. Music is cool, story starts awesome but gets too predictable too fast. Japanese translation is pretty good, English translation is garbage for story, good enough for gameplay. Art and rendering are both great, lighting (both stage and effect) is a major highlight. Screen gets noisy sometimes depending on your build and the fight, but you can usually still track well enough to dash through attacks. I did turn down the effect intensity and screen shake to help with noise though. Oh, also, that "last stage is randomly a dead cells ripoff" criticism I saw in another reviews is totally misguided, the ""metroidvania"" last stage exists to burn your timer on entropy runs if you didn't go quick enough in the main phase, and it feels nothing like dead cells. Also, I'm a little sketched out by 91Act's weird behavior with the online mode, I can't tell if it actually works or not. I would avoid this game for co-op and maybe get it on sale, but it's still getting updates, so perhaps one day we'll get a great network update? Here's to hoping. Flawed but also just really fun with great game feel.
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March 2024
This is sort of a weird recommendation for me because, while BlazBlue: Entropy Effect might just have the best combat of any roguelite game to date, there are also a lot of design choices that really bother me and hold this game back from becoming an all-time favorite. I'm going to give this game some compliments and then rant for like 8 paragraphs, so buckle in. Let's start with the positives: as mentioned, the combat in this game is second-to-none. It is non-stop, gorgeous spectacle as you cleave through enemies with unparalleled flow; each character of the impressively-large roster of 10 has a completely different style and set of moves, yet each still manages to offer satisfying impact and mobility. The overall production value of the game is also impressive: the art is gorgeous, the sound design is excellent, and fully-voiced cutscenes and characters add a big-budget feel to the game. It's clear a lot of love and resources were poured into this game, and it's generally the better for it. So, the base chassis of the game is excellent, but there are a lot of bothersome aspects I can't help but nitpick. Perhaps foremost is the potential system: these are upgrades that offer you entirely new moves during a run, usually activated by a specific button sequence or directional input. It's a great idea on paper - what better way to keep runs fresh by offering completely new movesets each run, right? Well, the execution isn't quite there. Part of the issue is complexity: each run now demands you keep a mental tally of what moves you have, and, given that there are 10 characters each with a ton of moves, you really never have a chance to get comfortable with your potential loadout in any given run. Maybe I'm a dummy, and I'll admit that I'm not a fan of fighting games for this reason, but there are just TOO many inputs to remember. Look at games like Hades and Risk of Rain 2: you have four core actions, plus an equippable fifth, which is a really good number to offer meaningful choice without overwhelming the player's short-term memory. BB:EE's potentials also suffer from redundancy. Some potentials, like Ragna's Scythe ability and Mai's Thousand Spears combo, are genuinely great, useful additions to their base moves. However, a lot of the potentials boil down to "this is a combo that deals damage", which is pointless because every character already HAS a "combo that deals damage" as part of their base kit. It feels bad to get a semi-pointless lateral moveset from what should be a vertical upgrade, which makes getting potentials from reward rooms less exciting. These flaws also impact the 'normal' upgrade system, called Tactics, which is a Hades-esque system where you slot elemental effects into designated 'slots' and build onto them. The tactics are all really cool, and I think these should've been the focus of character-building during a run, but they're sort of eclipsed by potentials, as tracking those takes up most of your mental space. Tactics don't have room to breathe because potentials are sucking up all the oxygen. The other thing that really bothers me about buildcraft is the Legacy system. This is a really interesting idea that lets you carry over two semi-randomly chosen tactics, as well as a character-unique active ability and passive, over to new runs with different characters. I REALLY like 'borrowing' other characters' abilities from this system. I really DON'T like carrying over tactics. It leads to runs feeling too similar, since you're more likely to head down the same upgrade paths due to using the same legacy tactics over again. It's even worse when you get a really strong legacy tactics pair, because it's too tempting not to take that legacy EVERY run. Well-crafted roguelites are at their most varied when RNG is driving the run in an interesting way, and the legacy system completely nullifies that in BB:EE. When the player has to deliberately forgo taking the strong, available option just for the sake of variety, game design has failed along that axis. My final complaint in terms of buildcraft is the game's permanent progression, which is really bad. Metaprogression consists of increasing your max HP by +1% and slotting in up to 5 passive abilities, none of which are very interesting. Once you've unlocked your chosen 5, you will never think about this again. Compared to metaprogression in other recent titles, like Spiritfall, which has a swath of amazing metaprogression systems, BB:EE's is really bad and uninspired. It adds nothing to the game other than a bit of verticality in the least interesting way possible. I genuinely think BB:EE would be better without this metaprogression, because it adds absolutely nothing in terms of gameplay, only contributing to systems bloat. Let's move on from character-building and onto level design. And I'm going to be frank: the level design sucks. Rooms are generally just empty boxes you fight in. Some may have a few traps, some may have a few platforms, but, by and large, the space you fight enemies in is devoid of any interest whatsoever. The environmental art is gorgeous, but the actual gameplay space is very bland. I'm also really not a fan of the final biome. The first three biomes use a Hades-style system where you enter a room, clear it of enemies, choose your next reward, then immediately enter the next room. This keeps the pace moving quickly, which is perfect because the game is so combat-oriented. The final biome, however, is a Dead-Cells style open map. It's a somewhat interesting change of pace, but the problem is that it has barely any enemies in it, so the pace of the combat flow suddenly grinds to a halt. You spend a ton of time wandering mostly-empty corridors looking for portals, and it feels bad. I know Hades mixes up navigation in the final level with the Temple of Styx, but it still ultimately has you going through a fast sequence of small rooms, which works better for pacing than BB:EE's final level does. While we're on the topic of pacing, I also have to mention the story. BB:EE takes great pains to tell a completely unique, original story in the hub world between runs, and I applaud that. The problem is that it interrupts the main game just too much. Hades did the same thing, but its hub was small, and you'd really only need to talk to two or three characters at most to hear a handful of sentences of dialogue. BB:EE has you watching entire cutscenes, often several back-to-back, on top of talking to several characters, which are scattered around a comparatively larger hub composed of 3.5 floors. I appreciate the effort in terms of storytelling, but, when all I really want to do is go on another run, zig-zagging across the hub and sitting through cutscenes starts to feel like an interruption I wish the game had trimmed down. Okay, onto my final complaint, I promise: this game is just too easy. I made it to the final boss on my first run, beat him on my second, and have won nearly every run since. I have been pumping up my Entropy levels (think Heat from Hades) every run, but, even at 25 Entropy, the game still feels ridiculously easy. Roguelites need challenge to remain engaging, and, as fun as cutting through enemies is, it does ultimately get boring when you obliterate both mooks and bosses without much effort. I'm guessing the developers wanted to err on the side of ease to keep the game accessible to a larger audience of BlazBlue fans, who might not necessarily like roguelites, but I do think the game is worse for it. After all of this, I do have to give BB:EE a thumbs-up, because, at its core, its combat and aesthetics are extremely fun and polished. Roguelite and action game fans should play this game: they will enjoy it. In a way, though, I think BB:EE just suffers from having TOO much, believe it or not, and would be a better game (at least for me) if it was trimmed a bit.
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March 2024
BB Entropy Effect is an excellent blend of action roguelite and fighting games featuring incredibly satisfying combat and stellar animations. The level of detail in the animations and character combos is so high you might think you're playing a traditional fighting game. This game will particularly resonate with BlazBlue enthusiasts — the core roster from the fighting series is present and each character's style and persona are accurately conveyed. Every character brings a unique playstyle and although I've only unlocked a few each one has offered a distinctly different gameplay experience. The game could benefit from more levels and characters yet it seems there's a solid foundation set for future expansions and I'm really hoping we'll see new levels, bosses, and characters. It's addictively replayable thanks to the variety of characters and a game design that makes it hard to put down — I found myself playing way past midnight without even realizing it. All in all, this is a remarkable debut from a small game studio that far exceeds expectations and leaves you craving more.
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Feb. 2024
Never played the early access version. If you didn't either and you like games like Dead Cells, then you'll like this one.
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Last Updates

Steam data 16 November 2024 00:21
SteamSpy data 22 December 2024 22:47
Steam price 23 December 2024 12:50
Steam reviews 23 December 2024 17:50
BlazBlue Entropy Effect
9.3
24,034
1,339
Online players
1,137
Developer
91Act
Publisher
91Act
Release 14 Feb 2024
Platforms
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