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#phantom breaker omnia
bison2winquote · 8 months
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- Artifactor, Phantom Breaker Omnia (MAGE-X)
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stylishkatz68 · 6 days
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i want to play this game
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smirkingcat · 2 years
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Kurisu
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shinigami-striker · 11 months
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Xanthe Huynh | Thursday, 06.22.2023
Some of these cute anime/video game girls (some of my personal favorites) are all voiced by Xanthe Huynh (happy birthday) down below. Who's your favorite down below?
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searching4rinoa · 4 months
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Phantom Breaker: Omnia (FINALE) Ende's Story Plus Other Characters
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imperotenebre · 8 months
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Phantom Breaker Omnia PS4 gameplay - prime impressioni
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shehulksworld · 3 months
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Phantom Breaker Omnia Opening
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b3crew · 2 years
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REVIEW | "Phantom Breaker: Omnia" | B3 - Boston Bastard Brigade
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The history of Phantom Breaker in the West is a strange one. Up until this year, the only title in 5pb.’s franchise that’s made it over here has been its side-scrolling spinoff Battle Grounds. However, its original fighting incarnations — on top of the visual novels they spawned from — have never come to our shores. Now that Rocket Panda Games has exclusive rights to the IP, we may in due time see more of this formerly Japan-exclusive fighter pop up on our PCs and consoles. And we can all thank the latest game in the series — Phantom Breaker: Omnia — for finally letting all of this happen.
A massive update to the original Xbox 360 title, Phantom Breaker: Omnia brings 20 characters to the stage to battle for the ultimate wish. On top of having the likes of Steins;Gate’s Kurisu Makise and Chaos;HEAd’s Riki Sakihata returning, two new fighters Artifactor and Maestra are also in the running to have their dream granted by the mysterious Phantom. From Ren wanting to cure his sick sister to Mikoto wanting to restore her uncle’s hearing, every person here has a reason to fight. Of course, every big wish has its price, which is why the likes of Fin and Waka aim to stop Phantom from achieving his own goals.
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Phantom Breaker: Omnia gives players a chance to use their characters three different ways. With Quick Style, one can use Slip Shifts to avoid attacks and Clock Up to slow down their opponents. Hard Style emphasizes heavy combos, although lowers a character’s speed. If you want a bit of both, Omnia Style is where it’s at, with easier combos and All-Range Attacks for the price of a couple of modes being negated.
Whichever mode you choose depends on one’s comfort level. What makes this game great is the fact that it was built to satisfy any fighting game lover, be it the ones who like to move fast or the ones itching to get harder attacks thrown. However you find yourself playing fighting games, Phantom Breaker: Omnia will cater to your skills. And skills are something that you will definitely need once the fights begin!
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Click here to read the rest of the review!
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phantombreakeromnia · 2 years
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SPECIAL ANNOUNCEMENT
You have all been given 3 secret special Phantom Breaker Omnia posters, which have been hidden somewhere in your personal vehicle. Remember to have fun and play Phantom Breaker Omnia!
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bgm05 · 2 years
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with what i know about phantom breaker omnia i’m not sure if “how’m i’m” was an intentional choice on the part of the localization team
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bison2winquote · 2 years
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- Artifactor, Phantom Breaker Omnia (MAGE-X)
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alexandriaisburning · 2 years
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017: Phantom Breaker Battlegrounds
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CANON FIRE is made possible by the generous contributions of readers like you. Support more writing like this on Patreon. Thank you!
Footnotes for this entry can be found here: https://www.patreon.com/posts/68910341
A beat-em-up spin off of Mages Inc's niche fighter series, Phantom Breaker, Phantom Breaker: Battlegrounds was initially intended to release alongside an enhanced console version of the fighting game. Talks fell through and Battlegrounds ended up releasing alone in English territories alone.
Mages is mostly known for for adventure games like Steins:Gate, or the Corpse Party remake, with many of their other titles being Japan exclusive. So a niche spin off of an already niche fighter-- from a company not known for either--seemed like a hard sell. Despite that, Battlegrounds ended up being a moderate success despite that, thanks to its Xbox Live Arcade release and subsequent ports. Phantom Breaker, the fighter it was based off, remained Japan exclusive until this year, with the release of Phantom Breaker: Omnia.
Given the mechanical overlap, Battlegrounds is often presented as a spiritual successor to Guardian Heroes, but those familiar with programmer Masotoshi Imaizumi's work will recognize a lot of similarities to Playstation brawler Panzer Bandit. Given the shared heritage, it's a subtle, but important difference. (1) (2)
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If Panzer Bandit built a brawler out of Asuka 120%'s foundation, then Phantom Breaker likewise takes that, and builds the scaffolding for Battlegrounds. The clash and guard cancel systems return, augmented with mechanics like EX Specials, Slip Shift, which allow you to dodge past attacks at the last second, and Emergency Mode, a burst to get you out of combos. Part of Phantom Breaker's aim was to provide a simpler starting point for fighting game beginners, so specials are performed exclusively with a special attack button, alongside several autocombo options.
All of these transfer directly to Phantom Breaker Battlegrounds,with the familiar two line system, and the Outrage Attack, a direct analog to Panzer Bandit's homing energy supers. Paired with layers and layers of aesthetic polish Panzer Bandit was missing, it should easily provide a deeper and more complete experience.
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Instead a huge chunk of Phantom Breaker Battleground's runtime is spent in a miserable grind. Contemporary game design has caught up with Imaizumi and Ukyo's formula, and a scaffolding of RPG systems has been added into it to build a more extravagant structure. If Panzer Bandit equipped you with a fighting game moveset and pushed you to grind until you understood it, then Battlegrounds is a game that begins with a complete moveset, then makes you spend several hours grinding to earn parts of it back.
Stages take you across well known areas of Japan, from Akihabara, to temple grounds and even the underground, giving you plenty of visual variety, but providing the same featureless terrain of Panzer Bandit. The flat stage design is exasperbated by the absurd number of enemies it immediately throws at you, assaulting you with wave after wave until they begin to smear together.
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The enemy count is clearly balanced for multiplayer, and until you grind stat upgrades you simply can't put out enough damage to keep the pace from dragging, even on easy. Without abilities like Guard Cancels or EX Attacks, you'll end up either forever in hitstun or constantly blowing meter to perform emergency escapes or Outrage Attacks. The slow pace had me thinking more about what the most efficient way to end battles was, rather than how to approach them or what combos I could construct with the battle system.
The slow level curve is made worse by the shared skill points system, where the same points are used to increase stats and gain new moves. It forces a choice between more options and variety in combat, or the damage, health and responsiveness of your character.
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The difference between a complete and starting moveset is only highlighted more each time you start a new character. The prologue stage begins with all your abilities, before stripping them all away, making it clear how limited your actual starting moveset is. Another huge swing happens during boss fights, where a relatively managable stage can suddenly seem impossible--until you die and put your skill points into stats and moves that immediately make the boss fight a pushover.
Once the combat begins to break down, the initial excitement of Battleground's aesthetics break down too. The levels take place all across Japan, but the lack of specific level design around them makes each stage little more than the equivalent of a series of matte paintings you fight on. There isn't any real cohesion to the way rooms are connected, and you don't get the sense of any progression through the space.
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The playable cast plays too close to the usual bishoujo anime archetypes, with few touches to separate them, which translates to overfamiliar playstyles. The reliance on stereotype continues into the enemy design, which ends up becoming weirdly loaded. Before it eventually gets to demons and drones, the enemy cast is made up caricatures of hosts, gyaru, salarymen and otaku. As lighthearted as it's presented, there's something ugly about casually beating up hordes of fat and dark skinned people.
Like a lot of aspects of Phantom Breaker Battlegrounds, this issue doesn't come out of malice, but a lack of consideration. Battlegrounds is by far the most cohesive and polished of the games in the Mad Stalker legacy, but it's afflicted with many small, ill-considered ideas that cause new problems that didn't previously exist.
Phantom Breaker Battlegrounds is available on Xbox 360, PS Vita, PS4, Switch and PC. The Overdrive version contains all the previously released DLC.
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smirkingcat · 2 years
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Phantom Breaker Omnia peeps, starting with Rimi Sakihata
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shinigami-striker · 10 months
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Rimi Sakihata B-Day | Monday, 07.03.2023
Happy birthday to Rimi Sakihata from Chaos;Head!
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extremeeastfgc · 2 months
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🕹🎮👻 🚀🐼 Phantom Breaker: Omnia 『ファントム・ブレイカーオ・ムニア』
🎵 Start your week chill with the #PhantomBreakerOmnia #LOFI Remixes.
@rocketpandagames
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searching4rinoa · 4 months
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Phantom Breaker: Omnia - Gaito w/Rin's Story Mode Plus Shizuka's
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