Porting a fighting game to console is a difficult thing, because there are two audiences for this genre. There's the niche competitive crowd, who are perfectly satisfied with versus and training modes and will never leave them for as long as they're playing the game. These guys will stick with your game longer than anybody, but they're also extremely particular: the home port must be perfectly faithful to the arcade down to the tiniest detail, or it's useless to them and will end up clogging bargain bins around the world.
On the other hand, you have the more mainstream fan base that has plenty of fun with the game but isn't as interested in digging deep or playing competitively. This audience wants bells and whistles. They want unlockables, story modes, stuff that adds longevity to the experience for them. Not everybody wants to practice loop combos for hours like I do. In the mainstream, no matter how good a fighting game is, if it doesn't have this kind of thing--what hardcore genre fans dismiss as fluff-- people won't buy it.
Case in point: the original PS2 port of Guilty Gear XX had an extensive story mode that was very unusual for the genre: offhand the only thing like it I can think of is King of Fighters Kyo. Each character had an adventure-game-like scenario, with fights between conversations and branching paths that determined one of several endings. A text-heavy mode like this was a chance for the creators to flesh out the characters and the world (and make jokes about them) in a way that was simply beyond the scope of the arcade fighting game.
Of course, as we know, Guilty Gear XX the arcade fighting game continued to push on, and in their Japanese home releases of GGXX #Reload, GGXX Slash, and GGXX Accent Core, Arc left out the story mode. However, despite its gameplay obsolescence, the oldest PS2 version of Guilty Gear XX-- the only one with an English story mode-- continued to command full price in the used market. Indeed, when the likely-final Accent Core Plus was announced, I took the opportunity to sell off the rest of the GGXX catalog: the game that pulled the most money was XX. And it was definitely because of the story mode. Even Arc realized this when they put out Accent Core Plus, packing in a huge story mode that wrapped up the GGXX storyline for the fans who still had questions.
(As an aside, the best version available in the US was probably the Xbox version of #Reload, which retained the story mode and was released at $20. The reason people didn't buy this is pretty simple: the Wapanese crowd-- Guilty Gear's prime demographic-- didn't have Xboxes.)
Fighting game fans can scoff, but the fact is that this stuff is obviously really important to a large demographic. Since then, all of Arc's fighting games-- Battle Fantasia and indeed Blazblue-- have similarly huge story modes. Story mode is definitely the centerpiece of Blazblue's home release: it's been advertised as being 30 hours long, I've read. This count probably assumes you are listening to every line of the fully voiced script, but I assure you that you won't actually do that.
The story mode is done in basic visual novel style with some hints from Type-Moon: there's even a "Teach Me, Litchi-Sensei!" series which is a clear joke on Tsukihime's "Teach Me, Ciel-Sensei!" gag game-over segments. Bespectacled Dr. Litchi plays the role of busybody Ciel, and catgirl Taokaka is the comic foil in the same sense as Neko-Arc was before her. There is a serious parallel here, is all I'm saying. These side bits are devoted to nothing but Blazblue world mythology, and each, I can assure you, goes on for unbearable lengths. The explanations could seriously use a trim.
As in Guilty Gear, some routes deal with the main storyline and others are gags: one deals exclusively with Noel being dressed up as other characters from Arc games. Another proud GG tradition is the obscurity of the conditions for these routes: even with the many save slots provided, you're basically required to read a guide to figure out what exactly you have to do. I don't recommend going this alone, as you're just going to waste a lot of time on trial and error and give yourself an unnecessary headache. Not really a fan of this approach: the "tips" section (Teach Me, Dr. Litchi) should actually bother providing tips.
As for the story, it's about as convoluted as Guilty Gear, but, unfortunately, it's also more stereotypically anime-cliched. Notably, this is the first fighting game I can think of that dares to have completely unlikable main characters. It's a serious shift from the genre, where even villains (like Bison in Street Fighter, or Yamazaki in Fatal Fury and KOF) have some audience appeal. It's not "haven't I seen you somewhere before?" protagonist Ragna, either: he's just a knockoff of Guilty Gear's Sol. Not inspired, but not offensive either. Maybe it's just my increased resistance to the tropes of otaku anime/manga after extended exposure, or perhaps I'm just out of touch with what fans want, but man, Noel and Jin are awful.
Jin has been described as the "not-Ky" to Ragna's "not-Sol": the former is order to the latter's chaos and all that. To differentiate Jin from Guilty Gear's Ky, the sober holy knight, it was decided that Jin would be a total crazy douchebag. There isn't a scene I saw where this guy isn't an utter prick, a raving lunatic or both. He probably has a following among the many fangirls who love pretty sociopaths, but he's an active turnoff to everybody else I could imagine.
And then there's Noel. I love Noel the fighting game character and I loathe Noel the story character. An officer in the same military organization as Jin who spends the entire game chasing after him like a little sister character in a dating sim (it is likely that the two are in fact siblings), Noel is impossibly meek, shy, and useless, completely lacking agency of any kind. She stammers embarrassingly through her stories, and no matter what happens to her-- from final boss to drunken sexual harassment-- she never grows a backbone. It's like playing as Shinji. She's very popular in Japan, naturally: it's known that the more broken a girl is, the less threatening and more appealing she is to otaku. If this is the heroine you guys want, leave me out of it.
Luckily the rest of the cast comes out of it a little better: I'm not going to pretend the story or world approach Guilty Gear's eccentric imagination, but that's a really high bar. There are characters I find genuinely likable here, and a couple are genuinely inspired. Overall, though, the characters do better as fighting game characters than personalities. If you have to take one or the other, after all, this is the best outcome.
Next post will be about the other console-specific things in Blazblue, particularly the quality of the online play. Finally, I'll get around to the game itself. Spoilers: I have nothing but nice things to say.
(Don't worry, I didn't forget about Mazinger.)