Wednesday, 22 June 2016

The Gaming Frontier Review - One Piece Burning Blood


From the outset, I should probably make it clear that my first review will be a biased one.

Well, let me explain.

The other day, I came to the (frankly quite frightening) realisation that my infatuation with the anime/manga behemoth One Piece has lasted for a decade. Or thereabouts. Ten long years of catching up on the 300-or-so chapters (now extended to a hefty 800+), checking every week for new scanlations, new theories, new games. This relationship has outlasted friendships, employments, university courses…we’re practically a conjoined twin at this point. I don't think it's healthy.

So yes, I do love the series, and probably class it among my top 5 pieces of popular culture still going today. As a result, because I’m a fan, this review isn’t going to be from an impartial perspective. I had HIGH hopes for this game when I started to play it, possibly unfairly – how can anything live up to the colossal legacy and hype that surrounds One Piece in the manga and anime community? How can one game carry that weight?!

Well, I guess Burning Blood doesn’t. What could? But they have a darned good go at it.



Burning Blood is a 3D fighting game, similar to games like Naruto Ultimate Ninja Storm and J-Stars Victory VS (this game’s predecessor of sorts). Players first select a team of three characters to play as, then up to three Support characters that add certain enhancements to your characters, or power-down the opposing team. Characters are assigned a cost relevant to their power in battle. A powerful character, for example, costing 3000, and a less-powerful one costing 2000. Players cannot just throw the best characters and supports together, and are required to piece together their crew to fit into an overall limit (usually 9000, but can be extended in VS battles).

Building a team with great synergy is crucial to outmaneuvering your opponent, and finding characters that work well together gives players opportunity to be creative and experimental – a treat for those who, like me, love spending hours in training mode figuring out the combos for loads of different characters and combinations.

That's not to say that this game is the deepest fighter out there, anyone looking for the pixel-perfect pokes of Street Fighter or fightstick-mangling inputs of King of Fighters may be disappointed. Burning Blood sits very much on the “party game” side of the fighting genre, with most characters sharing similar inputs and control schemes. Square is a character's standard combo string, Triangle deals with ranged attacks, Circle blocks, X jumps, and holding L1 and pressing one of the attack buttons unleashes a special move for each. Perhaps most interestingly, each character can activate his or her Ability by pressing R1, allowing for additional movement options, combo-extending effects or even outright nullifying damage. Finally, each team shares a “Burning gauge,” which can be used to tag other members of the team in mid-combo to continue a beatdown, call in a teammate to break out of a combo and, when fully charged, allows characters to enter Awakening mode, where they can unleash a huge Ultimate Attack to finish off the opponent.


Thankfully, despite the universal and, perhaps, simplistic nature of the control system, each character feels different, and each have different intricacies to their playstyle and combo strings. While players can pick up a new character and have a basic idea of how to access the majority of their moveset without memorising long strings of commands, it will take more than one or two matches to truly master everything a character has to offer. With that said, I think that even fans may have to persist a little bit with the engine, as it does feel slightly clunky at first and the sheer amount of things to keep track of, such as the Ability gauge and Burning Meter, is somewhat overwhelming to begin with.

An issue, however, may come in the form of the Ability system. As mentioned earlier, certain characters can activate their Abilities mid-combo, completely negating any further damage. This effect can only be countered by characters using a different kind of Ability, lending an almost rock-paper-scissors vibe to battles. This puts a bit of a dampener on creativity when it comes to building a team – if I choose to make a team of characters that cannot counter this Ability, what chance do I have if I come up against a team that relies on it? While this clash between Abilities may make sense in the context of the series, newcomers to the game may be turned off by the restrictive and super-powerful nature of these effects.

Fans of One Piece will no doubt also love the game's attention to detail. This visuals, especially, perfectly recreate the colourful, dynamic world of the anime, with every flicker of flame or pulse of energy bursting from the characters after every attack. Character attacks are recreated very faithfully, with little expense spared on making the combat look like it's coming straight out of the anime. A nice touch is that each character gets more and more ragged the lower their health gets, battle damage showing through ripped clothes, scuffed skin and baggy eyes.


This dedication to fan service extends from nods to in-jokes, relationships between characters and the loyalty with which character fighting styles have been represented in-game. It's a thrill to see two characters making some reference to an ongoing rivalry when they fight one another, and the over-the-top nature of some characters' super moves throws back to the manga in the most extravagant way possible. While fans will no doubt love it, newcomers will have a much trickier time getting in.

Take, for example, the game's story mode. Based on a climactic battle, the Battle of Marineford (which begins 490 chapters into the manga), the story makes no great effort to introduce or provide backstory for most of the characters involved in the battle, simply plunging in halfway and retelling the events from there. This means that, while fans are able to follow the twists and turns of the story, non-fans will have no idea what's going on without context – even worse being the fact that you have to play through the story to unlock the rest of the game modes, an approach that has since been abandoned by games like Street Fighter V, which simply has all modes and characters unlocked from the get-go.

Non-fans that enjoy the game's mechanics, may find enjoyment in working through its “Wanted VERSUS” mode – a challenge mode of sorts where players take on Wanted posters of constantly-escalating difficulty. They consist of teams of characters, each with some theme (Characters that use swords, that interacted in the anime, and so on) and replace a conventional arcade mode. Possibly the best part about this mode is that as you head up the ranks, you earn more and more Beli (the series' currency) which can be spent on unlocking more members of the cast and supporting characters.


The online functionality is fairly straightforward for a current-generation fighter. You have a Ranked mode, which allows players to test their skill and climb up the ranks while fighting randomly-selected players, and a Player mode, which lets players join rooms and fight against others without putting their points on the line. As in other games, fighting earns you titles and icons with which to customise your profile, with all characters having some sort of title attached to them – perfect if you want to bling it out with the colours of your favourite!

My favourite addition to the online is the ability to choose your character lineup and stage preference before entering into a battle. This enables players to simply set up their character and jump into a match almost instantly, cutting out any time wasted on picking characters before both players can start fighting. I've found little trouble getting into a match, with most time between games averaging about 30 seconds, and lag is in pleasantly short supply for a non-competitive fighting game.


One Piece fans will find a lot to enjoy in Burning Blood, from the perfect recreation of the anime visuals to the unique personalities and fighting styles of each character. The game feels like a One Piece game, as opposed to simply a fighting game with the One Piece name on it. Every evasion, powerful blow or KO feels like you've played out a scene from the anime, and the fighting system and mechanics are fluid and deceptively deep. Each character has a different method of approaching and fighting opponents, as well as evading and guarding against danger. However, the slightly clunky feel of the engine at first may turn away some fans, and I think even a fan's enjoyment of Burning Blood may depend on how willing they are to experiment, practise and play around with each character.

However, non-fans may not find as much to enjoy. The bulk of the single-player content is spread between the Battle of Marineford, story mode (nigh-incomprehensible from the perspective of someone that hasn't read or watched the arc) and the Wanted Versus challenge mode. The sheer amount of fanservice may leave casual players overwhelmed, and their experience will depend on how much they enjoy the battle system. Perhaps this issue wasn't as prevalent in the game's native Japan, where One Piece is absolutely huge, but it will certainly be a problem for casual fans here in the West.


Obviously, I'm thoroughly enjoying Burning Blood, and really do think it's the One Piece game I've been waiting for ever since the likes of the Power Stone-esque Grand Battle series all the way back on Gamecube. If you're as dedicated a fan to this awesome series as I am, well, then you'd have picked it up already. What are you waiting for? Go! Shoo!






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