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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