BlazBlue Entropy Effect X (Demo) – BlazBlue Reborn As A Roguelite Actually Works
Review

BlazBlue Entropy Effect X (Demo) – BlazBlue Reborn As A Roguelite Actually Works

Hands-on impressions of the limited-time BlazBlue Entropy Effect X demo on PS5 and Switch, focusing on how the classic Arc System Works combat translates into a 2D action roguelite, how Ragna, Es, and Hibiki feel in this new format, what the first three stages hint about progression, and how the two console versions perform.

Review

Pixel Perfect

By Pixel Perfect

BlazBlue’s DNA In A Side‑Scroller

Jumping into the BlazBlue Entropy Effect X demo on PS5 and Switch, the big question is simple: can Arc System Works’ dense, air‑dash heavy fighting game combat survive being transplanted into a 2D action roguelite? After several runs through the demo’s three‑stage slice, the answer is yes. In fact, this might be the sharpest-feeling side‑scrolling combat Arc’s name has ever been attached to.

The original PC BlazBlue Entropy Effect already proved that chaining launchers, air strings, and cancels could work in a platformer structure. Entropy Effect X refines that idea for console, meeting the moment-to-moment feel you expect from a modern roguelite while still looking and sounding like BlazBlue.

Attacks snap out instantly, hit‑stop sells every slash, and there is just enough input leniency to let you improvise without turning every combo into a rote BnB. If you have BlazBlue muscle memory, you will immediately recognize the rhythm of drive skills, cancels, and juggles. If you do not, the demo still feels approachable as a fast action game first and a lab monster playground second.

Character Feel: Ragna, Es, And Hibiki

The demo locks you to three characters: Ragna the Bloodedge, Es, and Hibiki. They are more than simple skins on the same move list, and that is where the demo quietly impresses.

Ragna is the onboarding tool and the safety net. His normals have generous arcs and timings, his specials carry him across the screen, and his kit bakes in lifesteal so you can afford mistakes as you learn enemy patterns. In practice, he plays like a Dead Cells brawler mixed with a trimmed‑down BlazBlue Ragna. Short, chunky strings that flow naturally from ground to air, an easy launcher, and a spin move that chews through groups. The demo clearly wants you to start with him and it works.

Es is the opposite, a spacing and timing test. Her sword normals stretch across half the screen and her specials leave lingering hitboxes that control lanes. The trade‑off is that she feels committed; whiff a big slash and you are exposed. Once you adjust, she turns the screen into a series of safe zones you are constantly redrawing, especially when you layer on roguelite upgrades that add extra projectiles or delayed bursts to her kit. In a side‑scrolling setting, she scratches a similar itch to a range‑tilted Dead Cells build, but with the animation snap and weight of a fighter.

Hibiki rounds out the roster as the mobile, trick‑heavy pick. His dashes and shadow‑clone attacks give him both speed and ambiguity, letting you stay glued to bosses or weave through dense patterns. He has the tightest timing demands of the trio. His kit really comes alive once you roll into upgrades that reward constant repositioning or chain extra hits off dashes. For players used to anime fighters as a movement puzzle as much as a damage race, Hibiki feels closest to home.

Crucially, each character expresses the BlazBlue idea of drives and character‑specific gimmicks in a way that makes sense for a roguelite. You are not memorizing page‑long move lists. Instead, you get a focused core of normals and specials whose identity is then exaggerated by mid‑run upgrades.

Roguelite Hooks In The First Three Stages

The demo only spans three stages, but it is enough to get a read on how Entropy Effect X wants to work as a run‑based game.

Structurally, it is closer to something like Hades than a pure action platformer. You push through compact arenas and traversal sections, earn currency and upgrades, and then decide how greedy you want to be before the boss. Rooms show light randomization in enemy compositions and hazards, which keeps repeated runs from blurring together even in a short demo.

The meat of the system is its buildcraft. Every couple of encounters, you pick between boons that modify your kit, stacking into archetypes. One run might turn Ragna into a sustain tank that is constantly refilling health off high‑hit‑count combos. Another might push Es into a screen‑control monster whose slashes detonate in delayed waves. Hibiki can lean into rapid‑fire dash cancels that stunlock elites or into heavier, shadow‑powered payoffs that reward playing more patiently.

The first three stages also hint at a larger meta layer. You earn resources that clearly slot into lab‑style upgrades outside the run, though the demo only teases these menus rather than opening the floodgates. It is enough to suggest that the full release will offer persistent unlocks, character expansions, and possibly system modifiers that change how often certain boons appear. Even in this limited form, there is already that familiar “one more run” pull as you chase a build idea that almost came together last time.

Boss design is another good sign. The early fights are not execution walls, but they already blend pattern recognition with combo expression. You are not just waiting out attacks; you are learning where you can squeeze in a launch, where an air dash will let you stick to them, and how much risk you can take before your limited healing runs out. It feels like someone looked at BlazBlue’s more elaborate single‑player boss encounters and turned that mentality into roguelite pacing.

PS5 Performance And Controls

On PS5, the demo is as close to frictionless as you would hope. Loading into a run is nearly instantaneous, returning from death is likewise quick, and I did not encounter hitching even with the screen full of effects, projectiles, and multi‑enemy juggles.

The frame rate holds steady at what feels like 60 frames per second throughout the demo slice. That fluidity matters; Entropy Effect X leans heavily on tight input timing, reactionary dodges, and visual clarity during long aerial strings. Hit sparks, damage numbers, and status effects layer up without turning the image into soup, and animation priority remains readable even in busy corridors.

DualSense support is restrained but effective. You get subtle haptics on big finishers and heavier hits, enough to emphasize impact without becoming a constant buzz. There is no adaptive trigger gimmickry in the demo, which is absolutely the right call for this kind of game. Controls are fully remappable, and the default layout makes sense for anyone used to modern action or fighting games, with dash, jump, basic attack, and specials placed right where you expect.

Switch Performance And Trade‑Offs

Shift to Switch and the story changes, but not in a way that guts the experience. The visual downgrade is immediate: resolution is softer, effects are trimmed back, and fine detail in backgrounds is noticeably blurrier, especially in handheld mode. Character sprites still look sharp enough to sell their animation, but you will not mistake this for the PS5 version.

More importantly, the frame pacing is not as immaculate. In quiet rooms, the game appears to target 60 frames per second, but busy encounters can trigger brief dips that you feel when trying to chain tight air strings or nail last‑second dashes. It never collapses into slideshow territory, yet the combat’s precision highlights even small hitches.

That said, as a handheld roguelite, Entropy Effect X on Switch is still very playable in this demo form. Load times are longer than on PS5 but not egregious. Inputs remain responsive, and the condensed stages work well for bite‑sized runs on a commute or couch. If your priority is raw performance and visual crispness, PS5 is the clear pick. If you value portability and can live with a less pristine frame rate, the Switch version is a reasonable compromise.

Verdict: A Promising Fusion Of Fighter And Roguelite

Based on this limited‑time demo, BlazBlue Entropy Effect X looks far more than a lazy asset flip of a beloved fighter. The combat feels legitimately excellent, managing to capture the series’ identity in a side‑scrolling roguelite framework without losing depth or responsiveness. Ragna, Es, and Hibiki each offer distinct playstyles that already encourage experimentation, and the early roguelite systems show the kind of build variety that keeps these games alive run after run.

PS5 is clearly the best way to experience it, at least in this early state, with a rock‑solid frame rate and crisp presentation that lets the combat shine. Switch holds its own as a portable option with visible concessions.

If the full release can maintain this combat quality while expanding its stage variety, meta progression, and roster, Entropy Effect X could end up as one of the strongest crossovers between traditional fighting game design and the modern roguelite that we have seen yet.

Final Verdict

8.8
Great

A solid gaming experience that delivers on its promises and provides hours of entertainment.