Guilty Gear Xrd -SIGN- announced (Unreal Engine)

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Hm. I'm a bit surprised. I thought they were still purely focused on the Blazblue series.

Graphics look a little different / not quite as clean as actual 2D sprites. But it's an interesting visual style.
 
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So awesome.
 
Am I dreaming

Can't wait to see everyone else's redesigns

I'm a millia main though so this trailer has been good to me already
 
Someone on dustloop mentioned Sol's sword has the year 2187 on it, which is shortly after GG2 Overture.
I see. It just seems like Millia is younger. So I guess Sin might be in this? And why not use Sol's new costume. And Didn't Ky use a different sword?
 
Wait, so it takes place after Guilty Gear 2?
'Do I really need to play Guilty Gear 2?!

Seems like it takes place after XX (Xrd = XXX)

Which was always a different timeline branch from GG2 IIRC. (There's GG1 -> GG2 and GG1 -> GGX -> GGXX)

Perhaps someone more knowledgeable than I could correct me if I have it wrong

Guilty Gear 2 is pretty fun either way
 
No, please. No. God. No. No. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.

Street Fighters problem is it's systems change to where learning one game doesn't help you with another.
All that means is the other game is different.
Blazblue's problem is that it's characters all play different to where you have to learn one and only one (and even then you're not sure if that character is for you). Please let both of those series keep those problems and let GG be perfect already like it is.

Had I known any better, that'd be like you wanting more of the same; be GGXX AC with fancier graphics, which, guess what is what KoF XIII is called at times.

Totally serious. Modern KoF's background style is better, and the whole thing just screams that it's more developed. Even if you have some "Culture for the sake of Culture!" stuff in there, you have all those dynamic, wild character designs surround it, interacting as well. Not just 2 or 3 iconic definitions of a country + some japanesey stuff in the background.

Forcing the Wild West to sit with a Statue of Liberty head, and American flag, and some other stuff in the background is just... eh.

Anyway, that's not why we're here, onto other things!
So basically, if SNK does it, it's OK.

There's just so little new. Even when XII showed up, it showed up with it's deadlock system, and backgrounds that were "Old school KOF, Craked up to 11!"
I don't recall seeing anything new when KoF XII or XIII were announced, and mentioning backgrounds doesn't help you here as they just looked pretty with nothing that made them stand out.

This looks like "Guilty Gear: SEE, WE STILL KNOW HOW TO MAKE ONE!". The character designs, background style, and everything is really "safe", for now.
...which is what I said...
It's not horrible or anything, but I like my fighting trailers to show off something that I think "MAN, I CAN'T WAIT TO PLAY THAT!" from the get-go. As in "Play", as in, "Something new to gameplay, that I don't get from the fighters I currently have". This hasn't done that yet, so yeah, slight disappointment.
Well if it were an SNK/KoF game, you'd be hyped for it regardless if it were KoF 02 HD Remix 3.0 >_>
 
I'm still blown away that I can't tell that this is 3D even after being told it is and looking at this and Skullgirls side by side.

Nothing else has done this to me. Even Disney's Paperman or Fire Emblem's cutscenes I was able to tell with quite ease that they were 3D models.
 
Seems like it takes place after XX (Xrd = XXX)

Which was always a different timeline branch from GG2 IIRC. (There's GG1 -> GG2 and GG1 -> GGX -> GGXX)

Perhaps someone more knowledgeable than I could correct me if I have it wrong

Guilty Gear 2 is pretty fun either way
It's GG -> GGX -> GGXX -> GG2. I remember reading something about how GG2 was the first "true" story sequel to GG because the X games were more about gameplay advancement and side story stuff. I'm not 100% sure about this, though.
 
God damn that was amazing. Love GG. I am Xrded.
 
Don't like Ky's ponytail but that looks pretty slick, that stage they're fighting in looks awesome! Give me Valentine and you have a buyer Arcs.
 
Sol looks too chunky. The huge boots make him look like a gears of War character. Otherwise looks like it'll be amazing.
 
I don't like the proportions of the characters. Sol looks really squat and overall it looks a bit too cartoony. Also...why does Ky have a ponytail? Why Japan?!
 
It's GG -> GGX -> GGXX -> GG2. I remember reading something about how GG2 was the first "true" story sequel to GG because the X games were more about gameplay advancement and side story stuff. I'm not 100% sure about this, though.

Ah I think we read the same thing. Only I interpreted it incorrectly

I don't like the proportions of the characters. Sol looks really squat and overall it looks a bit too cartoony. Also...why does Ky have a ponytail? Why Japan?!

Growing his hair out for GG2 I guess
 
I don't like the proportions of the characters. Sol looks really squat and overall it looks a bit too cartoony. Also...why does Ky have a ponytail? Why Japan?!

Haircuts are expensive. And considering that this is Ky we're talking about, it's probably best that he just ties it back; there's probably 20 divergent timelines where Ky goes to the barber and dies in some horrible bang-shaping mishap.
 
I personally think it looks awesome.

#TeamPonytail
 
I hope europe doesn't get the usual arksys treatment. I want the game the same day americans get it. Not wait for it for almost a year with absolutely no compensation for it.
 
I'm still blown away that I can't tell that this is 3D even after being told it is and looking at this and Skullgirls side by side.
Seriously?
Nothing else has done this to me. Even Disney's Paperman or Fire Emblem's cutscenes I was able to tell with quite ease that they were 3D models.
I don't know man.

I could tell this was 3d from the op pics alone. It's pretty obvious.
 
Ever since cell shading was introduced (Jet Set Radio?), people are working hard to nail the presentation, to make 3D games look like 2D.
I'm so content that things have come this far :D
 
In a fighting game the hit boxes are not fluid, they are discrete. (I won't get into why, it's for good reason)

Your brain needs to associate the animation of the characters with the hit boxes changes.

If the animation was super fluid but the hit boxes were still discrete when you did a move it would be fairly hard to tell exactly when the hit box was switching from one position to the next. However if the animation is more framey you can associate a dramatic change in frames with the hit box change.

There no reason why secondary animations and minor movements can't be super smooth, but having the major limbs and stuff have distinct frames makes some sense, at least for frames that can hit.

This is the best answer Ive read....stilll disappointing though, would love more games to have tekken-like animations
 
Wonder if Johnny will have his huge pony tail visible now. I always assumed it wasn't seen on gameplay cause it would be hard to animate with sprites.
 
Gotta agree. Hopefully they pull this off come next gen. Along with an actually story mode at least akin to BB.


Also please Arc Systems and whoever publishes don't make me wait forever to play this on home consoles or PC

Word. And SEGA is the publisher, so maybe a Steam release will happen*Time to contact Jeff from Sega*
 
In a fighting game the hit boxes are not fluid, they are discrete. (I won't get into why, it's for good reason)

Your brain needs to associate the animation of the characters with the hit boxes changes.

If the animation was super fluid but the hit boxes were still discrete when you did a move it would be fairly hard to tell exactly when the hit box was switching from one position to the next. However if the animation is more framey you can associate a dramatic change in frames with the hit box change.

There no reason why secondary animations and minor movements can't be super smooth, but having the major limbs and stuff have distinct frames makes some sense, at least for frames that can hit.

Just want to add to this: If the animation has distinct keyframes and less inbetweens, it makes it much easier to parse the startup of moves being done. This makes stuff like overheads easier to react to, which in a faster game, helps keep the game fast while making sure you can react to certain things. It also makes it easier to discern between certain move startups. For example, if you want to say, see the startup of a burst, or dragon punch kind of move, and on reaction, do something that evades or beats this move inside a combo (just as an example), the sudden and more understandable change will be easier to parse.

Pretty much: Distinct and high contrast visuals, in both animation and pose/shape/color patterns are easier to react to, which means you can make a game faster without it being frustrating.
 
Haha, it was great last night when we got that Guilty Gear 2 credits song, we thought that would be it.
Saving Holy Orders for last was just foreshadowing.
 
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