Tagged With blazblue cross tag battle

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Since its debut in 2008, the BlazBlue franchise has enjoyed a decade of serious growth, with four mainline instalments, various revisions, and an expansive cast that rivals even its Arc System Works cousin Guilty Gear. The latest game, BlazBlue: Cross Tag Battle, is a two-on-two crossover fighter that landed on PC in the West today.

With characters from Persona 4 Arena, Under Night In-Birth Exe:Late, RWBY and, of course, BlazBlue, this is an ambitious project that strays from the developer's traditional path in multiple ways. We recently spoke with director Toshimichi Mori about how this release came to fruition and where he sees it fitting into the fighting game landscape.

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The corner is a vital spot in fighting games. Players at the edge of the stage can't go backwards, eliminating evasive tactics, and more damaging combos are only possible with the opponent's back against the wall.

Competitive players in the BlazBlue: Cross Tag Battle beta have found a new quirk ahead of the game's May 31 release that lets them exploit these advantages anywhere in the stage by creating a fake corner during battle.

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The fighting game community is currently exploring BlazBlue: Cross Tag Battle via a beta test to uncover its secrets before the official May 31 release date. But as is often the case, this demo is limited to a handful of modes and doesn't include a built-in place to practice solo, forcing players to use one character's specific skills to cobble together their own training mode.

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Over the past few months, Arc System Works has been travelling the globe and showing off its next fighting game, BlazBlue: Cross Tag Battle. Competitors have had a chance to try out the game before its May 31 release, which also means they have had a chance to produce footage where they abuse the upcoming title's mechanics.

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During a recent press event, Arc System Works chief development officer Toshimichi Mori sat down to discuss his team's next fighting game, BlazBlue Cross Tag Battle. The upcoming release's simple controls, he said, are a way to make the game more accessible to newcomers as well as Western competitors who can't keep up with their Japanese counterparts.