We all know that Battle Fantasia fails, but the real question is… why? there are a lot of fighting games with infinites and there are still playing everywhere, but Battle Fantasia was a ghost in Japan, even with those graphics and Arcsys on the way, we can at least get a real answer for that and give this thread a reason, because in the other BF thread i dont see too much deep answers about this.
Because, yeah, i never play it and considering the time, i guess we will never see a console release ever.
Speculation runs rampant on why exactly BF fell off. Some point to the fact that ASW basically shot themselves in the foot, trying to release the game shortly after Accent Core was released, and reaping what they sowed because they worked against themselves. A new IP vying against an established, popular one, is always a recipe for disaster.
Others think that the infinites were basically the straw that broke the camel’s back. The game has had a number of issues present since back in its testing phases (with Windows style “Fatal Error” messages no less!), so by that time, BF already became a bit of a running gag. Infinites just made it so people were even less open to really give it a chance to get a capable scene.
Top it off with the fact that the Taito X2 board is no chump-change for arcade owners to dish out for, and together, any 3 of these reasons could give rise to the overall explanation of why BF was an experiment that just did not pan out well for ASW.
My guess is, if the game has any hope to re-appear, it will probably be on the 360, especially if GG2 does decently on that platform. Otherwise, I think it’ll be safe to say that BF will be another one-shot in ASW’s catalogue, where they will just take what they learned from that game to possibly use as a basis for doing things right the next time around, if/when they give the Taito X2 another try.