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BB has some interesting ideas of metaprogression, based on characters/builds from past runs. Trinity has rather boring metaprogression that makes no attempt to really do anything.
For fighting, BB's enemies are pretty dull, and your abilities do not really mesh well with the things you're fighting, which can feel a bit weird. It also has one of those systems where you add fighting moves over the course of a run, which means you are always having different sets of moves and abilities to work with. I find that annoying since you can't build your skill properly, but regardless of that, it does have a fair variety of things you can do. Most enemies don't do anything interesting, though, and the bosses are downright awful designs, so you have the fighting pretty much all propped up on making your build do things.
Trinity, on the other hand, has kind of clunky, paced fighting with fewer moves or upgrades, but the enemies have to be watched and handled more specifically which makes the fighting tricky and gives it a certain tightness vs BB's plowing vaguely threatening dolls. Been longer since I spent serious time with trinity, so I can't get too specific about the exact fighting, besides that it's more stilted and has fewer moves.
Als an aside, if you are a parry person, Trinity has a low-flash but freely usable parry that you can unlock via metaprogression, while BB has one character with a parry but it's got a huge, easy counter window and a lengthy cooldown, so it's usable but basically designed backwards from what normally feels fun. Your BB characters have two slots to attach other character abilities, so you can give up one of those to put a counter on anyone if you want.
BB is the flashier game and has the more engaging metaprogression. Trinity stands out for a different fighting feel than the norm for 2d platformers, and generally better enemies and bosses. Neither reaches the polish and smoothness of Oblivion Override, but all three are fun in their ways.
Actually I also want ask to compare about OO Oblivion Overide lol.
OO's metaprogression is pedestrian, but it has some unlocks that take a few steps across runs and give more of a story to the unlock, so that will be significant to some.
For parrying, OO has that in two places: one character can freely parry as its special, and one weapon can freely parry in place of its special attack. Both parries are strong and dramatic, but they do replace things rather than just add to your play.
I haven't played Astral Ascent outside a prerelease demo back before early access, which I had pretty mixed feelings toward, so I can't really speak to that one. Between the other three, if you don't have any, Oblivion Override seems like the natural choice unless you take particular interest in exotic design aspects or having more moves/attacks to fight with, which would likely skew toward exploring BlazBlue. Don't just ask about OO, though, play the demo. You might also want to play the pre-release demo for Stand-Alone if you haven't, because that also has some interesting potential in this 2d action-platformer space with its custom move building.
Idiot me just noticed there are demo.
- The game area is more similar to Dead Cell and travel like Dead Cell, however much less zone/biome
- Can change hero type, each hero come with different mech skill, unique passive, and 1 ultimate.
- You can upgrade passive anytime
Overally I hope the difference passive between each heroes are bigger.
And maybe the each evolution type should have 2 types, every run randomly pick 1.
In terms of what you put up, here's some more comparative info about the games:
For levels, Oblivion Override and Trinity Fusion are zone based like Dead Cells, but as you say, fewer biomes. BlazBlue is room based most of the run (you have a few options for next room type), with a DC-style zone level at the end. Astral Ascent is room based, as far as I know, where you pick your next room reward.
For characters, OO has six, each with one special ability, ultimate, and a passive aspect plus a couple specific potential synergies with upgrade categories. TF has three characters each with their own weapon style (a pool you get drops from) and special movement ability, and you will combine two of them in your run, mixing their weapons and movement. BB will have ten characters (and I'd be downright shocked if they don't start adding DLC characters after release), and each character has specific fighting moves, dash, and special, but also a bunch of personal run upgrade possibilities that add to and sometimes change their specific fighting abilities. Additionally, when you select your character for a run, you select two of your other characters from past runs, mixing in their specials (so you actually have three specials in runs), some character-specific bonuses (eg, bonus damage hitting from behind), and an upgrade they used in their run (not a random one--you'll know what upgrade they add when you select them).
For upgrades, OO is the only one where you get upgrade currency and can upgrade as you want, and it has a fairly interesting--but also limiting--double upgrade system where stacking upgrades from a category adds the class passive, and the upgrades themselves are flashy. BB upgrades after rooms as you level and on specific upgrade rooms. The upgrades that add active moves generally require a specific room, and the rest of the time it is typical choose-from-three elemental augments, much like Hades. TF has upgrade stations scattered through the levels. It generally does the pick-three type, but far less dramatic or interesting options here, and it has category synergies but again, lackluster. There's also a consumable slot that can do various things, and if I'm remembering right (it's been the longest since I got back to TF) an active ability slot you can fill with a few things.
One added note: BB has a weird run mechanic where you accumulate points that push random modifiers on your run, which are generally hazards/problems/penalties. You can select specific rooms to push down the levels/hazards, but keeping them can also increase rewards, so you have to manage the chaotic tide of run affixes. BB also has a side mode where you fight to pass enhanced bosses using characters from past runs. Basically you are trying to climb a boss ladder, one battle at a time, where a character from a past run can be used exactly one time, and each pass gets you some added rewards (metaprogression currency or a character unlock) and opens the next battle rung. I wouldn't say I like that system so much the way it's implemented (especially having to pick back up a complex end-run build with it's various specific moves and upgrade synergies and play it at full capacity with no warm-up or retry, plus I don't really like boss fights anyway and especially BB's), but it's rather a novel mechanic.
The whole reuse of characters from past runs that BB builds around seems like an idea with a ton of curious potential, so I hope we see some good games pick up on the idea. Roguelites haven't been great about ideas for a while now.
Overall I like OO just kinda hope more enemies, biome and boss like AA.
Strange I beat the game once and still not able to unlock ultimate and 2 last mech.
Good value so far.
Some characters take more than one run to unlock, and at least one requires alert 1 (and then you need the middle first boss in the fight club), so you can't unlock that one before you get a win.
The bosses in Trinity are difficult for a time (until you figure them out)
The combat is a little bit clunkier than Oblivion Override.
I would say the graphics in Trinity are more pleasing (to me), and easier on the eyes. I find the screen in Oblivion gets too overloaded and I lose track of where I am at times, resulting in damage I shouldn't be taking.
I enjoyed it, but once I did my 4-5 runs which completed the story and tied off all loose ends I felt no desire to go back to it, unlike Hades or this.