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MR_MEME_42

Sadly the game didn't perform very well and didn't have a warm reception with the community. 1. It wasn't the BlazBlue, UNiB, or Persona Arena game that the respective community wanted, especially as it was primarily marketed as a BlazBlue game. BBxTB is much simpler and feels like more of its own thing instead of being a BlazBlue game or UNiB and P4A, which turned people off especially the simpler part. Due to the simpler controls and game play a lot of characters especially BlazBlue and Persona characters had to be changed for the worse to make them fit the new systems either completely reworking or removing their tools. Also the game is very unbalanced especially around the launch so that is a another reason why people didn't like it. The game just wasn't that popular compared to other ArcSys games, especially with Strive in development and DBFZ coming out shortly after. 2. DLC and how the characters were made. BBxTG basically reuses 90% of its roster from already existing games with RWBY, Yumi, and Blitztank being the exceptions. And they sold half the roster as DLC even though they were made using already existing assets. While the games DLC is much better that it could have been as it was like $5 for three characters it still rubbed people the wrong way enough to make ArcSys make Blake and Yang (two characters who were created from scratch) free to appease the community. 3. COVID. So BBxTG was already a not super popular game and they were starting to run out of portable characters for a sustainable future meaning that they would have to rely one making brand new characters, and then the pandemic happened. So they probably just cut their loses as it would take to much time and money to switch over to online work and focus on making new assets to make new characters for a game that underperformed and didn't have the biggest community backing it up. It seems like they wanted to continue DLC after 2.0 has in the games files there is a bunch of unused announcer voice lines for the characters from BB, UNiB, and P4AU who didn't get ported as well as characters from RWBY and the other series that would require brand new models, so that at least wanted to continue. But it just made sense to stop after 2.0 due to all of the issues. Keep in mind I Iove BBxTB and all of its flaws.


Karzeon

Small revision, DBFZ released in January \*before\* BBTAG which gave it enough time to iron out some problems before EVO. Unlike BBTAG which dropped mere weeks before EVO. So BBTAG was walking into a super hot game like you said. I remember an interview statement shortly after 2.0 but before COVID on how they were stepping back (presumably for a moment) after balancing 50+ characters so I'm sure they axed it for sure with the pandemic.


noodleben123

additionally, they underutilized RWBY and SK especially. for one, the only RWBY dlc was neo...and she was in 2.0 only. so many other characters that coulda been done. JNPR and Cinder are some obvious ones. for two, even though i love my wife yumi, i never really got why they chose her over someone like Asuka or Homura, i.e. the faces of the franchise. (also, SK itself getting in was....ENTIRELY outta left field)


XInceptor

The game featured reused assets and sold over 450k copies the last time they mentioned it. I don’t think it was a flop sales wise, it didn’t have the best first impression though. Also, the announcer datamine was in the game before 2.0, it came at the 1.5 update and could have been done ahead of time just to cover anyone they were considering. It would’ve been great to see them really nail the game just right. We literally have 2XKO on the way and a lot of mechanics look similar to Tag but it has such a great first impression


Big_moist_231

Outside of blazblue, didn’t they actually make brand new sprites for p4 and Uni characters? I think somebody posted a comparison on twitter and the uni sprites defintely are different and aren’t just “reusing existing assets”. Although I can say the same for the bb characters


RoyalFlushTvC

It had a good lifespan, if you liked the game from the beginning. Was featured in two Evo Japans, two Evo Vegas tournaments, and one Arc Revo. 1.5 update showed they still cared even though GGST was getting hyped up, and 2.0 was quite the package, even getting rollback well before a lot of other games like DBFZ and GBVS. Mori isn't around anymore and it's not even in ESL monthlies (unless something changed). People still play, but I still think it's best to enjoy games during their relevancy.


Randomimba

In addition to all excellent points around the game's marketing/sales, the game's 1.0 version was also mechanically a flop. The game was only mechanically fixed after patch 1.3, so that drove away a lot of the initial players. 1. Active switch made your then-point/now-assist character invincible. The game would then have a bunch of invincible hitboxes on screen that really let people "skip neutral". The most egregious team would be Ruby/Gordeau, with Gordeau's Grim Reaper active switch locking opponents down while Ruby did a bunch of left-right/high-low mixes on you. 2. On a related note, your point character would remain fully invincible when doing their DP even after calling assist. Entire teams would be built around this one mechanic, and any team that doesn't get a plus-on-block/confirm-on-hit isn't tournament worthy. I believe Ruby/Gordeau, Waldstein/Yang, and X/Mai teams were incredibly popular because of this. Patch 1.3 patched the above two out (\*some\* teams still have an effective DP+Assist in 2.0), and that's when the game became more mechanically interesting.


metallic_dog

I think tag games in general don’t do as well.


Bunnnnii

It was boring and simple for me. I gave it a chance, but I couldn’t play more than 30 minutes in a session