IndigoNovember Posted March 3, 2014 Posted March 3, 2014 According to this article, the reason why BBCP is not on the Xbox 360 is because of the limited space. http://www.siliconera.com/2014/03/03/blazblue-chrono-phantasma-producer-bringing-blazblue-different-consoles/ Saw this in the comments: It was also announced on SCR that bbcp 1.1 console patch will be implemented 2 weeks after western release. Can anyone confirm? I thought we were getting it in May? Or did he mean JP consoles are getting it 2 weeks after US release date and US consoles are still getting it in May?
RurouniLoneWolf Posted March 3, 2014 Posted March 3, 2014 Can anyone confirm? I thought we were getting it in May? Or did he mean JP consoles are getting it 2 weeks after US release date and US consoles are still getting it in May? I can confirm I heard this on stream while watching the medal ceremony with Mori after BBCP Top 8. Not sure if it was a mistranslation from his translator or if they've moved up the patch's release date. Haven't heard any official statements on this elsewhere.
greatfernman Posted March 3, 2014 Posted March 3, 2014 is the stream still up? can you hear the japanese being spoken? if so can I have a link so I can hear it.
Airk Posted March 3, 2014 Posted March 3, 2014 Anyway, I feel like this is getting off topic so I'll change the subject. According to this article, the reason why BBCP is not on the Xbox 360 is because of the limited space. http://www.siliconera.com/2014/03/03/blazblue-chrono-phantasma-producer-bringing-blazblue-different-consoles/ Honestly, to me, this goes down as one of the dumbest reasons possible. Modern consoles, they contain these things called "Hard drives". If you have a game that doesn't fit on one disc, you can do this strange thing where you transfer files from discs to this so-called "hard drive" and then, as if by magic, you can access those files EVEN IF THE DISK IS NOT IN THE DRIVE! FFS, Mori, this isn't 2001. "There's not enough room on the disc" is a b******t excuse nowadays.
Narroo Posted March 3, 2014 Posted March 3, 2014 Honestly, to me, this goes down as one of the dumbest reasons possible. Modern consoles, they contain these things called "Hard drives". If you have a game that doesn't fit on one disc, you can do this strange thing where you transfer files from discs to this so-called "hard drive" and then, as if by magic, you can access those files EVEN IF THE DISK IS NOT IN THE DRIVE! FFS, Mori, this isn't 2001. "There's not enough room on the disc" is a b******t excuse nowadays. Um, if there's not enough room on the disk, then you wouldn't be able to copy the information that that didn't fit on the disk onto the HDD. I guess you could use multiple discs for installation, but then you'd HAVE to have an HDD to play; the HDD's aren't totally standard on the 360 and some are very small. Plus, multiple discs would drive up production costs AND who knows what kind of silly rules MS has about publishing. In the end, it was probably too much of a pain to find a workaround for the size issue.
Airk Posted March 3, 2014 Posted March 3, 2014 Um, if there's not enough room on the disk, then you wouldn't be able to copy the information that that didn't fit on the disk onto the HDD. Incorrect; You could use a more effective compression method and stuff would probably fit. You can't do this in real time because it would be too slow, but I bet you could get it to fit if compressed. Install would become mandatory, but c'mon. I guess you could use multiple discs for installation, but then you'd HAVE to have an HDD to play; the HDD's aren't totally standard on the 360 and some are very small. Plus, multiple discs would drive up production costs AND who knows what kind of silly rules MS has about publishing. In the end, it was probably too much of a pain to find a workaround for the size issue. The only legit concern in here is the super small hard drives on some 360s, and considering that they have support for up to 32GB of USB storage, even that's not really a very good argument when you can get a 32GB USB stick for $20. Fine, it's "required install" but c'mon. How many complete technological illiterates are really playing this game?
TAI-X Posted March 3, 2014 Posted March 3, 2014 If a mass-market game like GTA V can get away with a mandatory install on Xbox 360, then BBCP had no excuse. They just didn't want to print the extra discs for what they decided was an insignificantly small percentage of their consumer base.
Loli Bacon Posted March 3, 2014 Posted March 3, 2014 If a mass-market game like GTA V can get away with a mandatory install on Xbox 360, then BBCP had no excuse. They just didn't want to print the extra discs for what they decided was an insignificantly small percentage of their consumer base. Sounds like a good excuse. It's the same reason the US didn't get a hard copy release of AH3.
Daedron Posted March 3, 2014 Posted March 3, 2014 is the stream still up? can you hear the japanese being spoken? if so can I have a link so I can hear it. I'll see if I can find the ceremony in the Twitch archives...http://www.twitch.tv/leveluplive2/b/507709662. Skip to 6:38:47 and he says it about 1 minute past that.
greatfernman Posted March 3, 2014 Posted March 3, 2014 (edited) yeah i just looked for it and found it a few minutes ago. he did say two weeks well he said approximately two weeks, though he used hodo, so he may have meant at the most two weeks. :o Edited March 3, 2014 by greatfernman
RurouniLoneWolf Posted March 4, 2014 Posted March 4, 2014 That's pretty interesting to know. Maybe they did push the release date up. That would be pretty cool.
Beat_By-X Posted March 4, 2014 Posted March 4, 2014 Patch BBCP 1.1 for middle of april and no may now ?
shtkn Posted March 5, 2014 Posted March 5, 2014 i've compiled the patch notes from the famitsu page on the wiki: http://www.dustloop.com/wiki/index.php?title=BlazBlue:_Chrono_Phantasma_1.10_patch_notes let me know if i missed anything! also, added a section explaining 1.10 on BBCP's main wiki page http://www.dustloop.com/wiki/index.php?title=BlazBlue:_Chrono_Phantasma
Arc Raizen Posted March 5, 2014 Posted March 5, 2014 That is awesome! Many thanks. Do we know when to expect the next round of those patch note for the rest of the cast or no?
TagerTime Posted March 5, 2014 Posted March 5, 2014 i've compiled the patch notes from the famitsu page on the wiki: http://www.dustloop.com/wiki/index.php?title=BlazBlue:_Chrono_Phantasma_1.10_patch_notes let me know if i missed anything! also, added a section explaining 1.10 on BBCP's main wiki page http://www.dustloop.com/wiki/index.php?title=BlazBlue:_Chrono_Phantasma Well here is 4 more for you to add http://www.famitsu.com/matome/bbcp/tyousei3.html
Skye Posted March 5, 2014 Posted March 5, 2014 While the topic is still lingering, if like to chime in on the BBXrd conversation. I think that the graphical decision is purely an aesthetic fascination on Mori's end and has little to do with production costs our what not, simply because that BB sprites use 3d models as a base anyway.
redsilversnake Posted March 5, 2014 Posted March 5, 2014 While the topic is still lingering, if like to chime in on the BBXrd conversation. I think that the graphical decision is purely an aesthetic fascination on Mori's end and has little to do with production costs our what not, simply because that BB sprites use 3d models as a base anyway. It actually would have to do with production costs, since if they're just using the models for rotoscoping, they don't have to put in time and resources making sure they look good, while with Xrd's visuals, they'd have to do a lot more fine-tuning. Pretty much the only things they could use from the models you refer to would be the base "skeletons" to make the transition slightly smoother (i.e., actually reusing animations instead of starting from scratch like Xrd).
Ragnarok_F4 Posted March 5, 2014 Posted March 5, 2014 I don't know guys, but in several general video game forums, there are a lot of people interested in Xrd just because it looks awesome. I think it can make the community to grow more. Personally, I'd love to see BB with those animations in supers, Astrals, intros/cinematics, but gameplay is a major factor (I'm pretty sure they know that lol) so it has to feel like a BB. Also, that's quite a lot of work, it could take several years, I wouldn't mind to wait some years for BB4, but it would be nice to update BBCP in the mean time too.
MoneyD90 Posted March 5, 2014 Posted March 5, 2014 I think cost is not why Mori wants to change the look. I think the change would be more geared towards getting new players interested in the series. Sadly, a lot of people tend to write off games that look like blaz just because of the old school 2d look.
Yalecsa Posted March 5, 2014 Posted March 5, 2014 According to this article, the reason why BBCP is not on the Xbox 360 is because of the limited space. http://www.siliconera.com/2014/03/03/blazblue-chrono-phantasma-producer-bringing-blazblue-different-consoles/ I question the validity of Toshimichi Mori's claim. http://postimg.org/image/vh2ce8273/
Verimeloni Posted March 5, 2014 Posted March 5, 2014 If he's lying he's lying, period. The game still isn't coming to 360.
SoWL Posted March 5, 2014 Posted March 5, 2014 (edited) Carl: Backdash - duration increased from 22 frames (rather than 20). Airborne from frames 1 to 18 (rather than frames 1 to 20). Traveling distance is decreased. Nirvana gauge - no longer reduces while Nirvana is simply activated. Now starts recovering after 60 frames (rather than 80 frames). OD version starts recovering after 0 frames (rather than 10 frames). Overdrive - Nirvana gauge recovers even while performing various actions (16 rather than 0). The recovery is increased while Nirvana is deactivated (24 rather than 16). Cantabile - floats higher on counter-hit, giving more time for a follow-up (about 11 frames). Volante - now costs more Nirvana gauge (850 rather than 700). Laetabilis Cantata - untech time of the last hit increased (13 frames rather than 10), the blowback is adjusted (closer, but higher). OD Rhapsody of Memories - hit stop is increased (2 frames rather than 1), except for the last hit. Hakumen: Negative penalty resistance: reduced from 6 to 5. Aerial throw: first hit now deals 200 damage (rather than 0). Untech time reduced to 20 frames (rather than 70). Combo rate time is decreased from none to Fast. Can no longer cancel into Overdrive (can still be RC-canceled). Second hit now ground-bounces. Second hit's damage is reduced from 1400 to 1200. Untech time reduced to 60 frames (rather than 70). Can now be emergency-teched. Magatama gauge: now builds up slower in mid-air (ticks every 2 frames normally, ticks every 14 frames in Overdrive). 6D - traveling distance is increased. Cooldown on whiff decreased to 4 frames (rather than 6). P2 decreased to 70% (rather than 80%). Easier to follow up at close range from a counter-hit. j.D - can be followed up into Agito on hit by pressing A (the Mugen version). Agito - hit stop increased to 7 frames for Hakumen / 12 frames for opponent (rather than 0/7). Now -2 on block (rather than +0). OD Yukikaze - doesn't perform the finishing animation unless the last hit lands. Tsubaki: Backdash - duration increased to 22 frames (rather than 20). Negative penalty resistance: increased from 2 to 4. 6A - can no longer be emergency-teched, knocks down on aerial hit. 6C - can be canceled on block. If canceled on block, no hit stop occurs for the opponent. Now -18 on block (rather than -12). 3CC - pulls in the enemy a little closer on counter-hit. D Sanctus Aequum - now always blows the enemy away forward on aerial hit. Lux Macto - now performed with 421A/D. A version now shoots after 25 frames (rather than 27), overall duration reduced to 54 frames (rather than 56), the projectile accelerates faster. D attacks during Macto Maledictis - SMP-level increased from 1 to 2. D Sanctum Decus during Macto Maledictis - if Macto Maledictis ends while Sanctum Decus is being charged, the D version still comes out. OD D Confutatis Maledictis - start-up slightly modified. The last hit now blows the enemy away forward. Hazama: Backdash - invul frames now go from 1 to 7 (rather than from 1 to 6). Now airborne on frames 1 to 19 (rather than 1 to 16). Traveling distance is increased. Negative penalty resistance - increased from 2 to 4. OD D attacks - rather than doubling the damage, the short-range versions now deal the same damage as the long-range ones (short-range damage is doubled, long-range damage stays the same). j.C - untech time decreased to 19 frames (rather than 21) for 1-4 hits and to 21 frame (rather than 25) for the 5th hit. The blowback on aerial hits is adjusted. Ressenga - combo rate time decreased to Moment. Gasaishou - decreased the time window for a follow-up after the throw (about 7 frames). Jakou - the second half of the hit animation can now be canceled into Mizuchi Rekkazan. Jayoku Houtenjin - damage decreased to 1800 (rather than 2500). Mizuchi Rekkazan - the chain now pulls the enemy closer, putting them into the range of Overdrive's ring. Edited March 5, 2014 by SoWL
Kikirin Posted March 5, 2014 Posted March 5, 2014 Re: Haku - "Magatama gauge: now builds up slower in mid-air (ticks every 2 frames normally, ticks every 14 frames in Overdrive)." Perhaps the phrasing is odd, but wouldn't this make OD gain worse than normal magatama gain? I read it more as gaining 2 units of heat per frame normally and 14 units per frame in OD, but that could be wrong, too.
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