Gaming as a service has become both a blessing and a curse during this past generation. While some games don’t hinder the overall experience with the point of squeezing every last penny out of the consumer, others are actually made with that greedy purpose in mind. Mobile games have been placed on the forefront of the argument against gaming as a service, yet the accessibility and general fun of the more popular mobile titles disperse most criticisms – case in point: “Granblue Fantasy”. Released in 2014, “Granblue Fantasy” has stood the test of time as a Japanese-born “gacha” game that gained enough popularity to be adapted into an anime series and, now, a 2.5D fighter with acclaimed developer Arc System Works at the helm. Considering the amount of effort it takes to usually be decent at an Arc fighter, I was rather perplexed as to how the developer would be able to convince the mobile audience to invest in a game completely devoid of what makes its source material so enjoyable; all the while questioning if the gameplay would be interesting enough to keep a dedicated fighting gamer invested.
Did I Complete “Granblue Fantasy: Versus”?
Similar to other games in the genre, “Granblue Fantasy: Versus” offers a lot for the player to potentially enjoy from a single player aspect including an “Arcade” mode that features the ability to raise or lower the difficulty following each successful fight until the ultimate final battle with the Devil incarnate. Unfortunately, the only rewards with completing “Arcade” are an extra skin/color for the character utilized – no animated or even storyboard character ending presentations – and a unique piece of art.
The real meat for single players is the game’s “RPG Mode” where the player takes part in a visual novel presentation that showcases the action in a 2D brawler fashion featuring the game’s core fighting elements. There are multiple aspects of “RPG Mode” that will take completionists a good fifteen hours to complete mostly associated with grinding for materials to craft high-end weapons and a “Hard Mode” that feels more cheap than challenging due to enemies having bigger life bars, hitting harder, and the bosses having armored moments aplenty. There are online options for completing missions in “RPG Mode” as well as the rather comprehensive dedicated tutorial section. Online fighting only has one trophy/achievement requiring a single win by the player, but the action featuring “Ranked” play and usually populated lobbies for low-risk fights against players from around the will keep players coming back for more & more even after suffering some crushing defeats. Sadly, there aren’t any interesting online options like a “Team Battle” elimination mode or a wholly competent filter system in regards to rank. After twenty-plus hours of gameplay across every available mode, I attained the platinum trophy.
Did “Granblue Fantasy: Versus” Live Up to the Hype?
Understanding “Granblue Fantasy’s” audience may not be the most proficient in regards to fighting games, Arc Systems wisely produced a game that is rewarding for those who just want to mash buttons as well as those who enjoy learning a character’s repertoire & mastering it to the best of their abilities. The control scheme features light, medium & heavy strikes as well as a “Unique” attack associated with the controller’s face buttons. Upon repeatedly tapping one of the the strike buttons when close to an opponent will allow for each character to execute an auto-combo. While the auto-combos are different in sight, the result is all the same across each fighter. “Unique” button attacks are specific to each character like the spear-wielding Zeta pulling off a rapid series of strikes or the dual-knife-using Lancelot sprinting forward with the intent of starting a combo. There are also dedicated high & low attacks both associated with the face buttons and the controller’s triggers. If an opponent is blocking while standing upright, a swift low attack or sweep will open them up for a combo; the same for an adversary blocking while crouched leaving them prone to an overhead strike.
Throws are great for breaking blocks, as well as catching someone in midair before they can propel downward with an attack as every character can pull off an air throw. Blocking actually takes some getting used to as the player can block both by holding back on the directional pad/analog stick or by holding down the dedicated block button (the right trigger). While both are advantageous with the game auto-blocking combos if the player is precise with their timing, holding down the block button doesn’t stop the character from moving. Pressing forward while holding the block button will have a character dash for a second, and pushing back causes the quick dodge mechanic to kick in – both are very effective for getting past projectiles & closing the gap.
What really makes the fighting mechanics interesting are the character’s special maneuvers. Each of the four special attacks associated with every character can be executed in one of two methods: the easy way by pressing the “Skill”/right bumper button alongside a particular direction (forward, down, back or none at all) or utilizing the standard, quarter-circle motions associated with other popular 2D fighters like “Street Fighter”. Each special attack has a cool-down attached to it that prevents the over-usage of each special maneuver. Encouraging players to learn how to perform special attacks without the help of “Skill” button is the fact special maneuver cool-downs are reduced when the player is employing the quarter-circle method; though a majority of the maneuvers return to a state of usage relatively quickly no matter the technique used by the player. What really affects the special maneuvers’ cool-down is whether or not the player uses the medium or heavy strike button to accent the circular motion or the “Skill” button to perform an EX version of any special move. EX versions of special maneuvers cause the move used to cool-down a lot slower than their regular counterpart; though usually offering better ways to complete both auto and “Link” combos with the latter being executed via specifically timed button inputs usually mixing highs, lows & special attacks for incredible damage.
The eleven base characters available (the game’s final boss can be unlocked after completing “RPG Mode”) all have super maneuvers – “Skybound Art” & “Super Skybound Art” – based on two factors: the character’s health and the “SB” bar located underneath the character’s health. By hitting the opponent (no matter if it lands or is blocked), being struck or simply moving forward, the “SB” bar fills up until it reaches 100%. If the character with a full “SB” bar pulls off the necessary button combination (quarter-circle plus the “Skill” button or double quarter-circle plus the heavy strike button) while possessing more than thirty percent health they will unleash a “Skybound Art” that is usually a series of significantly strong strikes. But if that character’s health is below thirty percent and the player hits the “Unique” attack button alongside the “SBA” combo, a “Super Skybound Art” will be utilized. “SSBA” attacks are incredibly cinematic and can wipe out almost half an opponent’s health if it connects. Thankfully for the attentive, these super maneuvers can be blocked & countered for potential round-ending damage. Though a lot of systems go into making “Versus” what it is, the overall gameplay is easy to pick up and rewarding to master.
The game offers a little something for everyone. The dedicated single player has “Arcade” mode, a “Versus” mode for local play against the CPU or a friend, several “Training” mode options that focus on the basics and extensive combinations, and the hefty “RPG Mode”. “RPG Mode” is unlike anything else in the game as it presents a minor tutorial of the base systems while telling the story of “Granblue Fantasy” in a visual novel format. The story itself is highly underwhelming considering the end game isn’t meant to be truly conclusive. Even with the disappointing ending, “RPG Mode” keeps the core gameplay element while turning stages into 2D beat-’em-up platforms where the AI will flood in from opposite sides of the screen to be easily slaughtered due to their low health & weak attacks. “RPG Mode’s” boss battles add a little more of a challenge than the usual cannon fodder.
The most “RPG” aspect of “RPG Mode” is the weapon drops. After almost every successful battle the player is gifted a weapon that features a rarity level, elemental properties, can be upgraded, and placed in grid sets that boost the playable characters’ health & attack. Certain missions are specifically made to be easier if the player has a weapon type grid set featuring an opposing element like water to fire. There is a “Draw” option for getting more weapons utilizing cards earned by completing certain missions & challenges; as well as forging and simply purchasing weapons & skills from the in-game shop (no microtransactions necessary). There is also an option to have a partner controlled by the AI, a second player locally or via online. Having a partner usually makes everything too easy in “RPG Mode” even if it’s the final boss. There is also a challenge tower known as “Tower of Babyl” that provides a chance for the player to earn additional customization options for every playable character. “RPG Mode” is an okay distraction and something for the uninformed in regards to the franchise’s lore, but doesn’t benefit from all the extra systems while not really exemplifying the game’s greatest feature: the one-on-one combat.
Online versus action, however, does produce some of the game’s most rewarding moments. After an initial series of fights against the CPU to “determine” the player’s ranking, the player can take part in three online-specific options: “Ranked”, “Lobby” or “Room”. “Ranked” features the winning player gaining a crystal that raises someone’s overall rank if they win five times in a row & have defeated someone on the same or at a higher level. Unfortunately there will be times when the player squares up with someone well beyond their skill level even if the player sets the search qualifier to “Same Tier”.
“Lobby” is the game’s “Casual” fight options with the only rewards being a numbered victory and currency that can be used to customize a player’s online avatar. “Room” fights are essentially a small version of “Lobby” with only nine players per room while also featuring customizable match options like longer fight times or best out of five instead of the base best of three series every other online match abides by. Connection quality is surprisingly good no matter if you’re fighting someone in North America or Japan, though there is a noticeable input delay that is actually acknowledged onscreen during any online fight.
Beyond the rather underwhelming “RPG Mode”, unremarkable “Arcade” mode rewards, a rather small roster that is going to be boosted by season passes, and some extensive loading times before starting up fights as well as moving through the “RPG Mode” menus, there’s little to nothing upsetting about the game’s most important feature: the combat both offline and online.
Should You Play “Granblue Fantasy: Versus”?
For a game based on something that should not be made into a dedicated fighter, “Granblue Fantasy: Versus” is a pleasant surprise with a control scheme & gameplay style that allows for fighting game rookies to not feel overwhelmed, while veterans are gifted a combat system that rewards mastery in exhilarating fashion. Fans of fighters like “The King of Fighters XIV” and “Samurai Shodown” will find themselves joyous mostly throughout when focusing on simply fighting locally or online. Unfortunately, the modes made to add more to the single player experience are underwhelming (“RPG Mode” & “Arcade”) due to unnecessary modifications to the gameplay or lacking rewards. The “Training Modes” are perfectly fine, as well as the extras like the “Gallery” to look at movies & listen to music. While it’s not the most remarkable fighter on the planet that needs to be purchased right away whether your a fan of the “Granblue” series or not, it’s hard to deny just how satisfying it is to strike down a sky pirate with your spear after a heated battle or putting someone’s shoulders to the mat for the three count.