

Gameplay was also made simpler when compared to other games in the genre in an attempt to bring more people into fighting games, as well expand it to the female demographic. Stylistically, the game was a departure from Arc System Works' earlier games, with Battle Fantasia 's colorful fantasy art direction chosen due to the popularity of in Japan, which was overseen by graphic designer Junya Motomura. Although Iwasaki was given a large degree of freedom when making the game, she was encouraged by the company to retain many features from the Guilty Gear franchise in order to maintain their core audience, as well as being told that the game 'needed' to use three-dimensional graphics in order to develop the company's 3D talent, as well as more efficiently utilize the Type X² hardware.
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The game was the company's first title developed for the arcade board hardware, and was the first game to use Taito's Vewlix arcade cabinet, which allowed the game to run in high-definition 720p resolutions.
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The company had previously been known for their work on the popular Guilty Gear fighting game series and was looking for ways to expand their market to a more general audience, and appointed character illustrator Emiko Iwasaki as the project's director, one of only a few women to rise to that position in the Japanese game industry. Odile & Dokurod Voiced by: Masako Okōchi and Takuro KayumiDevelopment Arcade version Battle Fantasia was developed by Arc System Works originally as a Japanese arcade game beginning in 2006. Matches are won either when a player depletes their opponent's health bar, or when the time limit of each round runs out, resulting in a win for the player with the most remaining vitality. The gauge also allows characters to unleash powerful super moves which cause heavy damage but require spending one gauge level to activate, and can be strung together with special moves with proper timing resulting in a Super Cancel combination. Players can expend MP to activate 'Heat Up' mode to increase their strength and add additional effects to their attacks, with specific enhancements differing with each character.

The button can also be used to push an opponent back when combined with a direction, as well as allow the player to recover faster from a knock-down.As players deal and receive damage, they add to their MP Gauge located at the bottom of the screen, which can be stocked to a maximum of three levels. If a player times a Gachi command just as an opponent's attack lands, it negates all damage and allows the player to counterattack in a brief time frame. 'elegance' or 'grace') button used to parry incoming attacks. The game features four main attack buttons - two punches and two kicks - as well as a fifth 'Gachi' (ガチ lit.
