Guilty Gear Xrd -SIGN- announced (Unreal Engine)

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I think everyone is overlooking the fact that this marks the return of ass-kicking OSTs by Daisuke Ishiwatari. Fuck BBs synthesizers.

:O

I missed that.

Can't fucking wait to hear Baiken's new theme.

And hopefully hear a remixed version of awe of she.

Actually I hope arcsys has S.S.H to remix them.
 
Ky didn't look girly enough, so now we gave him a full blown girls haircut.

I go between liking the look of it, and think it looks weird.
 
Wait, I remembered something while watching the trailer yet again... didn't Eddie leave Zato's body at the end of Guilty Gear XX? Did Eddie successful take over Millia's body and have her become his host, or does Eddie still use Zato's body, or... what?!

In Accent Core Plus,
Eddie dies in Millia's good ending, and I'm pretty sure he died in Eddie's good ending as well.
 
VnJeoOr.jpg

Much better
 
I realized there was about 11 years between vanilla SF3 and SF4, and there will be about as many between vanilla GGXX and GGXrd, depending on when it actually comes out.
 
Damn, that'll just make me even more confused if he comes back.

One thing I've personally never given a shit in terms of fighting games is their 'canon'. I mean even if a character dies in every single ending I don't have anything against a game throwing him in even if he is a 'secret' or 'unlockable' character that maybe doesn't have their own story mode or something. This is what turned me off BB initially too, seemed so much effort was put into story modes I didn't even care to play through.
 
One thing I've personally never given a shit in terms of fighting games is their 'canon'. I mean even if a character dies in every single ending I don't have anything against a game throwing him in even if he is a 'secret' or 'unlockable' character that maybe doesn't have their own story mode or something. This is what turned me off BB initially too, seemed so much effort was put into story modes I didn't even care to play through.

That hasn't affected BB's roster, though. It has had a huge effect on KOF's.
 
this looks incredible. the way they maintained all the frames in 3d is just amazing. if SSF4 looked like this i woulda shat myself. im a bit sad if they're done with sprites tho :{ i would like to see handrawn techniques keep improving and evolving.
All 10 of them?
 
One thing I've personally never given a shit in terms of fighting games is their 'canon'. I mean even if a character dies in every single ending I don't have anything against a game throwing him in even if he is a 'secret' or 'unlockable' character that maybe doesn't have their own story mode or something. This is what turned me off BB initially too, seemed so much effort was put into story modes I didn't even care to play through.

BB's canon has never affected its roster. There have been character deaths in BB that were "replaced" in subsequent entries, and there are even transformations like Noel > Mu-12 (the latter of which was given a reason to exist in CP) and now Tsubaki > Izayoi who are the same character in a different transformation.

If anything, there's been bigger IPs that pull the canon card all the time for whether a character is playable or not. Soul Calibur (1/4 of its roster in SCV), Dead or Alive (Ein) and Tekken all come to mind.
 
That hasn't affected BB's roster, though. It has had a huge effect on KOF's.

Well, with the exception of Nu/Lambda (until CP finally made it so both styles are represented in Nu), that's true.

But yeah, I have no problem with a fighter trying to tell a decent yarn. It's just that when story starts to crib on the gameplay side by killing off/completely changing/taking away characters, that's what bothers me.

If SNK had any idea how popular Mature, Vice and the New Face/Orochi Team from 97 ended up being, they likely wouldn't have been so eager to "kill" them off.
 
Well, with the exception of Nu/Lambda (until CP finally made it so both styles are represented in Nu), that's true.

But yeah, I have no problem with a fighter trying to tell a decent yarn. It's just that when story starts to crib on the gameplay side by killing off/completely changing/taking away characters, that's what bothers me.

If SNK had any idea how popular Mature, Vice and the New Face/Orochi Team from 97 ended up being, they likely wouldn't have been so eager to "kill" them off.

They kinda fixed that in XIII though, they are dead, but they can come backs as "ghosts" and all that.
 
Well, with the exception of Nu/Lambda (until CP finally made it so both styles are represented in Nu), that's true.

But yeah, I have no problem with a fighter trying to tell a decent yarn. It's just that when story starts to crib on the gameplay side by killing off/completely changing/taking away characters, that's what bothers me.

If SNK had any idea how popular Mature, Vice and the New Face/Orochi Team from 97 ended up being, they likely wouldn't have been so eager to "kill" them off.

Well there are always KOF dream matches where get play them .
 
They kinda fixed that in XIII though, they are dead, but they can come backs as "ghosts" and all that.

Well there are always KOF dream matches where get play them .

True, but it just seems to be widely unnecessary to "kill off for real" when the Dream Match games (and their UM updates) are the most popular entrants in the franchise, for reasons that should be obvious. Narrative should never trump gameplay in a genre like this, no matter what kind of story you're trying to tell. And I can at least respect ASW in that regard, because beyond the likes of Kliff, Justice and Lamba/Nu, they don't really do this type of thing.

Frankly, I wouldn't be surprised if the whole timey-wimey stuff from KOFXIII's ending was a direct answer to the need to give SNKP an effective "handwave" for any and all possible discrepancies regarding dead characters, K9999 being retconned (with Nameless in his place) and etc. The series has needed such a thing for a while, and I'm hoping that SNKP takes full advantage of it.
 
Looking back at one of Arc System Works’ Toshimichi Mori interview from March 2013, it looks like this may be the title that going to be exclusive to the PS4.

We can’t give you a definite title yet, but we want to make one. We make fighting games, so we want to release a fighting game. We want to make a new title as a third axis along with BlazBlue and Guilty Gear. We actually made Guilty Gear targeting the Dreamcast, and we started creating BlazBlue around the time of the PS3 release, so we want to make a game for PS4 when the system releases. Creating new things at the turning point of time is who Arc System Works is, so we would like to take it on.

http://shoryuken.com/2013/03/28/arc...g-new-fighting-game-series-for-playstation-4/
 
looks good but it's like they're using low framerate animation to imitate 'anime look', which looks like it was a bad decision...
 
Buff Sol Badguy is the best Sol Badguy. Love the new look. Glad that they didn't try and play it safe and tick with the exact same design. Though, having his arms just a bit smaller would be okay. He looks badass either way.

Day one on Steam.
 
looks good but it's like they're using low framerate animation to imitate 'anime look', which looks like it was a bad decision...

v

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.
 
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