BallBlazer Champions
Review from the Net
"Classic" gaming has come into its own as a subgenre of late, and it's a good thing. Video and computer games have a rich, 20 year history, and companies ignore that history at their peril. When you bring a classic game to a modern system, there are some tough choices to make. The first is "port vs. update". Do you bring the game over intact? After all, if it was a classic then, why change it? Or do you "bring it into the 90's", which, typically, means slapping a bunch of t-mapped polygons on it and seeing what happens. Hopefully, when updating a game, you keep the basic gameplay, the "feel" of the game, intact while adding features that would have been impossible way back when. Which brings us to Ballblazer Champions. This review assumes you know Ballblazer, in any of its previous incarnations. If you don't, and you want a kick-butt future sport game, GET IT. End of story. To answer the question that was on my mind between the time I knew BC existed and the first time I played it, yes, it's Ballblazer. The scars on my left thumb prove it. The ultimate test is, yes, I pressed much harder on the joypad than I needed to, in the hopes that somehow it would help. That makes it Ballblazer. Here's a rundown of additions, deletions, and changes and how I think it affects "pure" Ballblazer: ADDED: Courses. This is a mixed bag. For the most part, the new courses are interesting, well-designed, and challenging. There are a couple I've seen so far (I'm 8 matches into my first tournament, so I've seen 8 arenas) that interfere with gameplay too much; they're too curvy, or too convoluted, to give you a clear picture of the play field. ADDED: Multiple Rotofoils and ability upgrades: OK, although the variations between the 'foils don't seem -that- huge. One possible flaw in Tournament Mode is that your opponents always seem to have more upgrade money than you ever do, even though you've been winning and they haven't. ADDED: Graphics. Good, smooth, rarely detract from gameplay. Replays should probably be random rather than every goal, but they're quickly bypassed. DELETED: Multipoint shots. No more 2-pointers or OTH 3-pointers. CHANGED: 10-point scoring with overwrite to five-point scoring, no overwrite. I was skeptical about this when I first heard about it, but it works. The multipoint shots had to go mainly because your firing range is MUCH shorter than in the original. You couldn't hit an OTH shot if you wanted to. With one-point shots, the five-point total balances the decreased scoring nicely. CHANGED: Control. You can now turn. Rotosnapping is under your control, and it's full 360 degree. I've found the closest to the original Ballblazer feel to be setting the D-Pad on forward-back-strafe-strafe, using Rotosnap to turn as necessary. Controls are fairly configurable. ADDED: Weapons and power-ups. Probably the weakest aspect of the game. Picking up weapons that are out of your way is rarely worth the trouble. Many of the weapons are ineffective or useless (machine gun, mines, swirly thing). The missiles are fun, but a bit cheap. CHANGED: Steals. Steals are the biggest improvement over the original. It was rarely worth the trouble to try and buzzblast in the original, especially against the computer, because you would rarely end up with the ball. It was much easier to play defense and block the goal. This balance is reversed in Champions. Blocking is almost impossible, and stealing is vital and effective. I prefer this. OVERALL: A damn fine game, and a damn fine game of Ballblazer. ---------Bryan-Lambert-(bryancathy@theonramp.net)----------- Brak Fact #5: Brak fired his agent over what has come to be known as The Pineapple Incident. ----------------RATMM's-Official-Biggest-Wuss---------------
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