Before I say anything else, I just want to be clear that if someone wants to stay away from Beyblade Burst right now due to technical issues, it's hard to hold it against them. I knew getting into this that it would be essentially an "alpha" product. The price of entry is worth it for me to come along for the ride and watch the game evolve, but that won't be the case for everyone.
However, I also feel confident that the majority of these issues will be handled pretty quickly. Takara-Tomy has always responded promptly to design issues, releasing new moulds just a month or two after initial release sometimes. My hope is that this tooth design will be altered, and the BeyLauncher and Light Launcher iterated to function more reliably. We'll see if I'm right.
The concept of Zero-G is awesome, so it's a shame it was tacked onto the end of MFB rather than being given the chance to shine as its own generation. Had Zero-G not been forced out as an attempt to revive the ailing Beyblade brand, it could've been something really cool. But I don't think it's well executed at all, and to me, it certainly feels worse executed than Beyblade Burst does.
I find it a bit weird to complain that Burst is childish. I'm going to resist any attempt to frame "childish" as a bad thing in the context of discussing a children's battling toy line — and especially when the initial plastic Beyblades are still so beloved despite their more toy-like nature compared to MFB and Zero-G.
And for sure, Burst is a return to those more toy-like roots. But it's also a return to its more game-like roots, focusing more on the interplay of gameplay elements rather than raw performance. I saw a video of Phantom Osiris spinning for like 9 minutes. Why is that a good thing? Beyblade is at its worst when its a drawn-out stamina-fest, two Beyblades tapping against eachother in the center of an arena until one finally stops spinning.
This is actually one of the huge gameplay improvements that's come to Burst that I'm not sure has been fully appreciated yet (although, I mean, it could be completely undone later in the line). Battles have been drastically shortened, and as a consequence, the part of the match that the player's actions most directly affect — the moments after launch — has been given much more importance.
Another factor in this is the fact that due to the awkward weight-balancing of these designs, they topple pretty quickly once they start to slow down. This was kind of worrying at first, but as my technique has improved I've come to really appreciate it. Again, it cuts down on the least-interesting part of gameplay by just ending the match once one of the Beyblades starts spinning really slowly.
Another big gameplay issue has also been rectified, which is the inability of Attack-types to bring valuable results if they miss the KO early in the match. Earlier, I was playing Spriggan Spread Accel Vs. Kerbeus Heavy Defense. I scored four really good consecutive hits with Spriggan SA before starting to circle Kerbeus HD. Without Burst, Spriggan would be doomed to lose this match, but a few hits late in the match were enough to trigger the burst and get Spriggan the win.
The hits I got early in the match were really good — the KO was only missed due to the RNG known as fate. :') So to see the results of my good launch and good attack pay off later in the match, even though the KO was missed early on, was gratifying. It still felt like an earned victory.
These moments where the Burst feels earned and justified as a gameplay mechanic happen more often than I would expect, actually, and I expect that to only improve over time as they tune the system. Sure, Double-Bursts are frustrating, and I get sick of reassembling the Beys sometimes, and the teeth are wearing down right now boy I sure hope they fix that, but when you score a few really good hits and you break through the opponent's Bey and all the pieces go flying out of the top of the stadium ...
It's worth it, man.
–
One final thing. Initial impressions made the game look very imbalanced in favour of Kerbeus and Spriggan basically, but we're at a point now where almost all of the initial part releases seem to be valuable in the early metagame. The only junk parts are Ragnaruk and Wing. Having such a competitive atmosphere so early on is pretty impressive.
However, I also feel confident that the majority of these issues will be handled pretty quickly. Takara-Tomy has always responded promptly to design issues, releasing new moulds just a month or two after initial release sometimes. My hope is that this tooth design will be altered, and the BeyLauncher and Light Launcher iterated to function more reliably. We'll see if I'm right.
(Aug. 12, 2015 8:35 PM)MissingNo. Wrote: The concept of Zero-G was weird, but overall really cool and original. The whole gimmick of the Burst serie is childish. It only shows us how short is the attentional capacity of kids these days.
The concept of Zero-G is awesome, so it's a shame it was tacked onto the end of MFB rather than being given the chance to shine as its own generation. Had Zero-G not been forced out as an attempt to revive the ailing Beyblade brand, it could've been something really cool. But I don't think it's well executed at all, and to me, it certainly feels worse executed than Beyblade Burst does.
I find it a bit weird to complain that Burst is childish. I'm going to resist any attempt to frame "childish" as a bad thing in the context of discussing a children's battling toy line — and especially when the initial plastic Beyblades are still so beloved despite their more toy-like nature compared to MFB and Zero-G.
And for sure, Burst is a return to those more toy-like roots. But it's also a return to its more game-like roots, focusing more on the interplay of gameplay elements rather than raw performance. I saw a video of Phantom Osiris spinning for like 9 minutes. Why is that a good thing? Beyblade is at its worst when its a drawn-out stamina-fest, two Beyblades tapping against eachother in the center of an arena until one finally stops spinning.
This is actually one of the huge gameplay improvements that's come to Burst that I'm not sure has been fully appreciated yet (although, I mean, it could be completely undone later in the line). Battles have been drastically shortened, and as a consequence, the part of the match that the player's actions most directly affect — the moments after launch — has been given much more importance.
Another factor in this is the fact that due to the awkward weight-balancing of these designs, they topple pretty quickly once they start to slow down. This was kind of worrying at first, but as my technique has improved I've come to really appreciate it. Again, it cuts down on the least-interesting part of gameplay by just ending the match once one of the Beyblades starts spinning really slowly.
Another big gameplay issue has also been rectified, which is the inability of Attack-types to bring valuable results if they miss the KO early in the match. Earlier, I was playing Spriggan Spread Accel Vs. Kerbeus Heavy Defense. I scored four really good consecutive hits with Spriggan SA before starting to circle Kerbeus HD. Without Burst, Spriggan would be doomed to lose this match, but a few hits late in the match were enough to trigger the burst and get Spriggan the win.
The hits I got early in the match were really good — the KO was only missed due to the RNG known as fate. :') So to see the results of my good launch and good attack pay off later in the match, even though the KO was missed early on, was gratifying. It still felt like an earned victory.
These moments where the Burst feels earned and justified as a gameplay mechanic happen more often than I would expect, actually, and I expect that to only improve over time as they tune the system. Sure, Double-Bursts are frustrating, and I get sick of reassembling the Beys sometimes, and the teeth are wearing down right now boy I sure hope they fix that, but when you score a few really good hits and you break through the opponent's Bey and all the pieces go flying out of the top of the stadium ...
It's worth it, man.
–
One final thing. Initial impressions made the game look very imbalanced in favour of Kerbeus and Spriggan basically, but we're at a point now where almost all of the initial part releases seem to be valuable in the early metagame. The only junk parts are Ragnaruk and Wing. Having such a competitive atmosphere so early on is pretty impressive.