Mori also shared his opinion on the current state of DLC and how necessary it is for fighting games:
For me, DLC can present a bit of a surprise for gamers. It also helps games to survive in the long term. But at the same time not everyone is going to agree or understand what the developer thinks. From the development side its hard to convince everyone, but if we listen to everyone well go bankrupt. So what we can do is try to design DLC in a way where more people are understanding about it, which is basically all that we can do. I do agree with some people that DLC should be in the game to begin with, but thinking about the business side that isnt always the case. As creators its always fun to continue developing for a certain title, but without the gamers support its hard. For more people to understand what DLC stands for, we can make efforts to clarify in the future how it fits into the game as a whole. Hopefully well create a broader perspective.
Lastly, Mori was asked how the development of BlazBlue: Cross Tag Battle is going for the Switch, considering its one of the first times the developers worked on it:
We are having some trouble, but mostly because its a new console. But we planned to release on the Switch in the beginning, so there was always R&D taking place. One of the key concepts for Cross Tag Battle was to play a fighter using a gamepad. The Switch allows that but in order to provide the full experience we had to make sure it would run well. Ive been playing the game on Switch at my office and its running smoothly and really fun to play on the Switch. For future games it is a possibility for us.
BlazBlue Cross Tag Battle releases for PlayStation 4, Nintendo Switch, and PC via Steam in Japan and Asia on May 31, 2018. You can check out its latest trailer revealing the three new DLC characters Platinum the Trinity, Kanji Tatsumi, and Orie in our previous report.