Guilty Gear Xrd -SIGN- announced (Unreal Engine)

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I'd wager this being next-gen only. The lines look way too clean to be achieved on current hardware.

As for P4A being dead, it only just came out in Europe so it seems to have a decent playerbase here, for now at least. Hopefully interest won't fall off too quickly.
 
If they're going to be using 3D models, are ASW finally going to make the characters stances consistent whether they're 2P or 1P? There's no excuse now that they're not using sprites. I found it really lazy of Capcom with MvC3 and SFIV where they retained the mirror images. And it was insulting when they did it with SFxT. And EWGF is never done with Kaz's left fist, sigh.
 
Positioning wise it'll be a pretty hard thing to do. You'll have to show a stance which shows their back depending on which side you are, and that could be a detriment gameplay wise because now each move will have two different looking frames depending on which side you're on.
 
Honestly, if that is next gen, I'm dissapointed. Easily looks like it could be a PS3 game. (I assumed such too when watching it)

Maybe it will be a cross gen game ported up for the PS4?

it will be next gen remember this is only an arcade announcement not a console one, and i do think this is next gen at least it is if you want it to look like that and with stable 60fps especially with the unreal engine, because lets face it current gen hardware+UE does not do those graphics with 60fps
 
Positioning wise it'll be a pretty hard thing to do. You'll have to show a stance which shows their back depending on which side you are, and that could be a detriment gameplay wise because now each move will have two different looking frames depending on which side you're on.

But it's the same 3D model moving in the exact animation arc, just with the camera on the other side. The same way it works in 3D fighting games.
 
it will be next gen remember this is only an arcade announcement not a console one, and i do think this is next gen at least it is if you want it to look like that and with stable 60fps especially with the unreal engine, because lets face it current gen hardware+UE does not do those graphics with 60fps

but current gen hardware can produce those results, although probably not with that level of AA.

I don't know why they decided to use the unreal engine for this, as this game will look extremely dated as a PS4 title when it releases.
 
"But it's the same 3D model moving in the exact animation arc, just with the camera on the other side. The same way it works in 3D fighting games."


3D fighting games don't use hitboxes, though.
 
If they're going to be using 3D models, are ASW finally going to make the characters stances consistent whether they're 2P or 1P? There's no excuse now that they're not using sprites. I found it really lazy of Capcom with MvC3 and SFIV where they retained the mirror images. And it was insulting when they did it with SFxT. And EWGF is never done with Kaz's left fist, sigh.

Capcom didn't use mirror imaged with SF4. Sagat's eyepatch and scar for example are correct, even in the vs portraits.

Vega's claw is the only thing they retained from the old games, for gameplay reason obviously. But even his Mask, tattoo, and bangle are correct and not mirrored when he side swaps.
 
it will be next gen remember this is only an arcade announcement not a console one, and i do think this is next gen at least it is if you want it to look like that and with stable 60fps especially with the unreal engine, because lets face it current gen hardware+UE does not do those graphics with 60fps

Thing is there's not really anything super-complicated as far as modeling goes. The models look good but they're not exactly pushing the polygons, and textures wise everything is pretty much a flat colour in order to replicate the sprites. The only things I could think off that would make it system intensive is if they have some technology that would render lines automatically on edges as they move around, or the shadow rendering engine that helps them create that cel-shaded look, but I don't think that they're exactly all that power-intensive. Or if they use them at all. Don't quote me on this but they probably could tweak each frame to look "right", so all they have to do is just to render the model correctly at that frame.

So far all these are just speculation on my part, but I think that it's just a smart art-style and animation-style.
 
"But it's the same 3D model moving in the exact animation arc, just with the camera on the other side. The same way it works in 3D fighting games."


3D fighting games don't use hitboxes, though.

Then you and I must have different definitions of a hitbox then. How else does the game register a move connecting or whiffing?
 
"How else does the game register a move connecting or whiffing?"

Model collision. IIRC, Street Fighter 4 originally did this as well and people complained that it didn't feel right in loke tests, then switched to using hitboxes.
 
Art direction wise it seems like they are trying attract the general anime crowd like blazblue. After seeing those models up close like that they sure look really cartoonish.

fuck me, guilty gear has always looked "animay", what the fucks up with this bizarro world where people like GG but don't like anime try to act like it never did.
 
"How else does the game register a move connecting or whiffing?"

Model collision. IIRC, Street Fighter 4 originally did this as well and people complained that it didn't feel right in loke tests, then switched to using hitboxes.

Okay, so the hitbox in 3D games is the character model then. It's the same definition, just semantics.
 
Skullgirls is here to prove you can do detailed and well animated characters in 2D for almost nothing.

It also took some months for them to animate all the sprites. In reality it isn't that much more cheaper to create than 3D models. I recall that to do a new costume in Street Fighter IV was as expensive as creating a Skullgirls character model.

I mean hell even one person can do the impossible King of Fighters post XI pixel art.

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The problem comes when you are trying to find people and trying to have the assets flexible. Once a sprite is done there isn't much more you can do with it. You can't borrow animations and you can't really reuse them if you are going to update them for future systems. For example if King of Fighters XIV wants to be on the PS4 and use next-gen pixel art that is fine but they can't reuse anything they've done in King of Fighters XII and XIII. Meanwhile Capcom can just import their SFIV models and just update the textures.

This is one of the reasons why 3D is so much more popular than 2D. And we haven't even gotten to the fact that the market prefers the look of 3D over 2D.

From the wiki:

You have to keep in mind that the game launched with 20 characters. So in reality it was less than one month per character.
 
fuck me, guilty gear has always looked "animay", what the fucks up with this bizarro world where people like GG but don't like anime try to act like it never did.

I kinda wish that they would replicate Ishiwatari's style now that they're able to get more definition compared to the original sprites. His style gives a lot more definition around the eyes and mouth, and generally a lot more detailed.

The models so far are fairly faithful to the style of the sprites.
 
"Okay, so the hitbox in 3D games is the character model then."

The key difference in collision detection between the two types of games is that 2D fighting game hitboxes are often significantly bigger (or smaller) than the actual character or limb, whereas in 3D fighting games, they aren't. Having identical poses on each side helps players when it comes to measuring distance.
 
i wonder what it will look like when the character switch sides? do they still have the mirror opposites? (ie: right handed on left side and left handed on right side) or will it be like any 3D fighter which has different look on different sides?

edit: seems like the above post has answer my question..
 
it will be next gen remember this is only an arcade announcement not a console one, and i do think this is next gen at least it is if you want it to look like that and with stable 60fps especially with the unreal engine, because lets face it current gen hardware+UE does not do those graphics with 60fps

And the arcade hardware looks to be Sega's RingEdge 2, which has said to be on the level of Taito's X2 hardware, which are both still well within the confines of the PS3/360 generation of hardware (or at least, according the UNIB developers at French Bread).

Plus, the last we heard is that Ishiwatari wanted to make a GG game for PS3/360, while Mori (BlazBlue) wanted to make a new IP for PS4 (and Durango).

Plus, Antiwhippy's right. Remember how they gave us not one, but TWO more GG revisions two years into the PS3's lifetime, while the PS3/360 had to wait until 2009 for BlazBlue?

Could easily see them doing similarly here. GG and BB on "last gen" so that they can earn money now, while the next gen gets the brand new game in about 2-3 years.
 
I don't understand what difference it would make if the pose was different but the hitbox was identical?

yea i dont understand either, it can work, people just has to get used to seeing two sides of a character, in the end the frame data, distance, speed should be identical, this is not even complicated since everything takes place on a single plane. Can the hitboxes be 3D as well?
 
I loved/love both styles!

I do too, I just can't wait for 10 years to pass and Blazblue ends up being a beacon of art direction compared to whatever anime crap Mori is trying to palm off on the Ps5.

And the arcade hardware looks to be Sega's RingEdge 2, which has said to be on the level of Taito's X2 hardware, which are both still well within the confines of the PS3/360 generation of hardware (or at least, according the UNIB developers at French Bread).

Plus, the last we heard is that Ishiwatari wanted to make a GG game for PS3/360, while Mori (BlazBlue) wanted to make a new IP for PS4 (and Durango).

Plus, Antiwhippy's right. Remember how they gave us not one, but TWO more GG revisions two years into the PS3's lifetime, while the PS3/360 had to wait until 2009 for BlazBlue?

Could easily see them doing similarly here. GG and BB on "last gen" so that they can earn money now, while the next gen gets the brand new game in about 2-3 years.

This more than likely isn't coming out on console until well into the second years of PS4/NextBox, why wouldn't they want to be one of the first "elite" fighting games on the new systems? Look @ the sales for Blazblue which happened so early in the ps360 gen, fantastic for a niche game. I don't think any other "animay" fighter came close to it including the revisions for American NPD.
 
yea i dont understand either, it can work, people just has to get used to seeing two sides of a character, in the end the frame data, distance, speed should be identical, this is not even complicated since everything takes place on a single plane. Can the hitboxes be 3D as well?

You're essentially creating different stances based on which side of the screen is, which could be confusing. People will probably get used to it, but having the same looking "sprite" for each attack is more user-friendly.

Look @ the sales for Blazblue which happened so early in the ps360 gen,

It wasn't that early man.
 
You're essentially creating different stances based on which side of the screen is, which could be confusing. People will probably get used to it, but having the same looking "sprite" for each attack is more user-friendly.



It wasn't that early man.

the only problem i see here is how do the characters turn around though, in 2D fighters they magically switch sides with no frames at all right?
 
"I don't understand what difference it would make if the pose was different but the hitbox was identical?"

Because as you said, the pose is different. The players associate a pose and an animation with a certain range.

There's also the matter of limbs possibly being obscured by the body, that could make some moves (overheads) harder to react to. This isn't a problem in 3D fighting games because the animations are slower.
 
Honestly, if that is next gen, I'm dissapointed. Easily looks like it could be a PS3 game. (I assumed such too when watching it)

Maybe it will be a cross gen game ported up for the PS4?

Because no game that imitates this style has done so this smoothly. Look at how much uglier and less technically proficient SFIV looks in comparison. Games like Asura's Wrath and other heavily cell shaded games tend not to have the smoothest frame rates.

The fact a 3D game can look as smooth as a 2D one in motion makes me think it is beyond this gen's capabilities.
 
This more than likely isn't coming out on console until well into the second years of PS4/NextBox, why wouldn't they want to be one of the first "elite" fighting games on the new systems?

"Because ASW isn't a AAA developer/publisher that can afford such" is the answer here. We're talking about the same team who can barely afford to promote awareness of the games they have coming out now on PS3.

Thinking that they're going to change up, just for the sake of "next gen" is folly, at best...and judging by their recent sales, would be foolish, at worst.

Look @ the sales for Blazblue which happened so early in the ps360 gen, fantastic for a niche game. I don't think any other "animay" fighter came close to it including the revisions for American NPD.

...You call "3 years" into the PS3's lifetime (and 4 for the 360's) "early"?
 
Because no game that imitates this style has done so this smoothly. Look at how much uglier and less technically proficient SFIV looks in comparison. Games like Asura's Wrath and other heavily cell shaded games tend not to have the smoothest frame rates.

The fact a 3D game can look as smooth as a 2D one in motion makes me think it is beyond this gen's capabilities.

Naruto Shippuden: Ultimate Ninja Storm 3
 
Naruto Shippuden: Ultimate Ninja Storm 3

Which is a 3D fighter, it does look great, but I think it can't quite do the smoothness of guilty gear, which Xrd seems to imitates flawlessly.

I can understand being 'disappointed' if this is what next-gen looked like, but not like these games were ever going to be the defining graphics of the generation. If next-gen can achieve 3D models looking like 2D sprites, I find that to be a marvellous achievement. I don't think games like Naruto achieve that, as much as look like nicely shaded 3D models.
 
And only cost less than 3 million dollars. It's 300 000 dollars (and maybe less...) for a character with 1500 frames of animation. This Guilty Gear (and BlazBlue, and KoF) are probably more expensive than that.
The devs said Skullgirls' cost was 1.7 million dollars more or less. They're definitely cheaper than most developers. That doesn't jive with each character being about 275k or 300k with all the stuff like stages, music and a story mode, but even then they are still cheaper than everyone else.

They're definitely the fastest clocking in at about 3 months per character, but people gotta remember this isn't just traditional spritework or sprites over 3D models like BB/KOF. This is full on hand drawn 2D art.
"This Guilty Gear (and BlazBlue, and KoF) are probably more expensive than that."

I don't really think you can make that assumption.
They've said time and time again that they're cheaper than pretty much everything that isn't a doujin fighter.
 
Which is a 3D fighter, it does look great, but I think it can't quite do the smoothness of guilty gear, which Xrd seems to imitates flawlessly.

Just from the footage released, UNS has far more impressive animation and special effects. What do you mean "smoothness"?

And SF4 looks amazing. It did when it was released and it still does.
 
Which is a 3D fighter, it does look great, but I think it can't quite do the smoothness of guilty gear, which Xrd seems to imitates flawlessly.

I'd say that this new Guilty Gear's animations are less smooth than most 3D games, but that's by choice, because 2D animations inherently are less smooth unless you're putting in 3rd Strike amounts of frames, which Arc really doesn't do.
 
Which is a 3D fighter, it does look great, but I think it can't quite do the smoothness of guilty gear, which Xrd seems to imitates flawlessly.

I can understand being 'disappointed' if this is what next-gen looked like, but not like these games were ever going to be the defining graphics of the generation. If next-gen can achieve 3D models looking like 2D sprites, I find that to be a marvellous achievement. I don't think games like Naruto achieve that, as much as look like nicely shaded 3D models.

GG is anything but smooth (animation-wise)
 
I'd say that this new Guilty Gear's animations are less smooth than most 3D games, but that's by choice, because 2D animations inherently are less smooth unless you're putting in 3rd Strike amounts of frames, which Arc really doesn't do.

This.

It looks just like the 2D games, which have anything but smooth animation, but that's the point.
 
Just from the footage released, UNS has far more impressive animation and special effects. What do you mean "smoothness"?

And SF4 looks amazing. It did when it was released and it still does.

I always thought SF4 looked like everyone became some kind of horrifying gorilla.

I mean that some people were essentially convinced this was 2D when they were fighting, so I guess I don't mean the smoothness of the fighting as much as how smooth it 'transitions' to looking like a 2D game. Friend watched it in sub-HD first time and was confused when I told him it was 3D and he watched it again in 1080p.
 
...You call "3 years" into the PS3's lifetime (and 4 for the 360's) "early"?

It was early considering the amount of fighters out on those systems amounted to Soul Calibur 4, MK Vs DC and SFIV just before it. If they want to get as much of the pie as they can they'll be better off going ps4, I mean it's not like they haven't already expressed interest in a ps4 game or where one of the companies to get early dev kits for it or anything.
 
"It was early considering the amount of fighters out on those systems amounted to Soul Calibur 4, MK Vs DC and SFIV just before it."


Dead or Alive 4 and Virtua Fighter 5 were out as well.
 
Honestly, I'd rather have this on PS4 to take advantage of that Share button. Every GG player uploading their matches and combos to youtube can give the series a great boost in popularity.
 
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