Guilty Gear Xrd -SIGN- announced (Unreal Engine)

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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.

Good point, would be nice to immortalize those DOUBLE KOs.
 
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.

SO something like Mii-verse but with videos instead of images? I think it would make sense to have sharing an image be a select-able option. I've heard good things about Mii-verse so if it turns out to be something similar that would be great.
 
In an excess of hype after watching the trailer, I ran and bought GG+R for Vita ... then I remembered that I never really played a GG and don't know how to play. *sigh*

Still I'm pretty hype for this revision of GG. It looks awesome and hopefully as enjoyable as BB:CT when it came out. I'll also play something else than marvel on my vita now.
 
I really love this "Cell shaded"2D animated look using 3D models. It looked great in the Naruto games and in Ni No Kuni. Square really should consider utilizing it for a final Fantasy game.
 
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.
How could it look "extremely dated"? Compared to what? Which games in the same visual style will make it look dated?

Honestly, I don't get this idea some people have about "next-gen" where all games will look fundamentally different from now. Games that want to implement a specific visual style will still do that on next-gen, they'll just be able to do so with far higher quality.
 
How could it look "extremely dated"? Compared to what? Which games in the same visual style will make it look dated?

Honestly, I don't get this idea some people have about "next-gen" where all games will look fundamentally different from now. Games that want to implement a specific visual style will still do that on next-gen, they'll just be able to do so with far higher quality.

because it looks like a PS3 game.
 
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.



You have to keep in mind that the game launched with 20 characters. So in reality it was less than one month per character.

Damn that looks good. The HD Remixes Capcom has put forth has been so disappointing.

I'm not sure why anyone would complain about wanting 2D sprites when this is indistinguishable to 2D sprites. I couldn't tell it was cel-shaded. Even when the clash zoomed around a circle, I thought they went through painstaking details to animate that.

Give me Johnny and you have my monies. You probably had my monies anyways.
 
In an excess of hype after watching the trailer, I ran and bought GG+R for Vita ... then I remembered that I never really played a GG and don't know how to play. *sigh*

I almost did that, but then I remembered it would be impossible to play online using wifi, plus using pad controls instead of a fightstick might confuse me.
 
How could it look "extremely dated"? Compared to what? Which games in the same visual style will make it look dated?

Honestly, I don't get this idea some people have about "next-gen" where all games will look fundamentally different from now. Games that want to implement a specific visual style will still do that on next-gen, they'll just be able to do so with far higher quality.

Yes, considering gaming has become less and less about making these top visual quality games with downloadable games in general, but especially with indie games. Not like ArcSys has some colossal budget anyways, so making something look this nice is an achievement.

I mean there will be PS4 indie/DL games that 'can run' on PS3 but won't come to it, just like there were PS3 indie/DL games that could run on a PS1. A generation is not defined by pushing as many polygons as you can.

Edit: And like was mentioned, accent core has been released this gen and is a new revision of a 2002 PS2 game, further adding to the point that generations are not defined by something so trivial as technical prowess. I'm not saying there is no chance of a PS3 version of Xrd, and it probably could do it, but I expect to see it next-gen instead.
 
Both MK9 and Injustice are 2.5D fighters where the characters sometimes face away and show their back. They even have a button which does nothing but switch what direction you're facing.

Seems to work okay, I never had a problem with it, coming from games with mirrored sprites for left/right.
 
The game looks fun and beautiful. I hope there is an option to mute the soundtrack. Yuck.
I am super stoked.



I just don't see a lack of deformation. Ky and Sol don't deform that much in classic GG art. They've always had fairly normal proportions, even in action shots. Wait for characters like Faust or Zappa.

I think the problem is that characters are rendered at such a high detail now, that they need to be more complete. I think a lot of old GG designs were super mad anime, and all you had was one piece of HQ portrait art per character, but that was enough to fill in the spaces with something else.

What makes GG metal-inspired is not necessarily the character art, but the complete package. We haven't heard any stage music or seen any of the UI. None. All we saw was one stage that evoked a bit more Trigun than you were comfortable with, which was accompanied by a trailer score (Not stage music).
We've seen literally 1% of what they have in store for us in terms of character moves, stages, music, etc.

It's too early to start talking down the soundtrack when it doesn't even exist yet.
 
This is cool in theory and I applaud them for making it look like sprites, but why do they move like sprites in desperate need of someone drawing in-between frames? This has killed me about HD 2D fighters: they are amazing in screen shots but look like crap in motion. Going to 3D but still keeping everything crazy choppy seems like a waste of time. It's like the worst of both worlds rather than the best.
 
Repostin' avatars for the new page! Quote if you take one, etc.

It'd be cool to see a Girlfriend Gun Flame vs Stun Edge avatar posting at some point, heh.

Full gallery: http://minus.com/mbulTNFLcDfVLa

Sample of available avatars:
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Taken:
Midou
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Terareflection
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Tyrant Rave
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Jotamide
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mullet2000
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That Dude John
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RapidCancel
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drunkendonuts
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All we saw was one stage that evoked a bit more Trigun than you were comfortable with, which was accompanied by a trailer score (Not stage music).

I wanted to reply to this as well as I missed it. That stage was actually used in the Guilty Gear 1 reveal, I did not save the scan that showed it in the first images of the game, but it's just an homage.

I also believe they can do vocal stage music just fine.
 
This is cool in theory and I applaud them for making it look like sprites, but why do they move like sprites in desperate need of someone drawing in-between frames? This has killed me about HD 2D fighters: they are amazing in screen shots but look like crap in motion. Going to 3D but still keeping everything crazy choppy seems like a waste of time. It's like the worst of both worlds rather than the best.

Agreed! Why try to make the game look like bad 2D?
 
Agreed! Why try to make the game look like bad 2D?

To preserve the gamepaly?
Because animation in single moves doesn't really matter when you're cancelling them in to other moves all the time?

I mean, yeah, Arcys games don't have the best animation, but when every move is cancelled in to something else, disrupting the animation suddenly, why does it matter?
 
To preserve the gamepaly?
Because animation in single moves doesn't really matter when you're cancelling them in to other moves all the time?

You could add more frames of animation and not slow it down. Marvel 3 has great smooth animation and the game is fast as hell.
 
I wish PS3 games could look like that. They can't.
(unless you are one of those people who considers something "looking the same" whether it's rendered as a jaggy 720p mess or in 1080p with pristine AA)

I just watched some footage from this game again after all this Xrd stuff, because I remember being super impressed with it, but I think the Xrd stuff easily looks like a gen ahead of this.
 
I wish PS3 games could look like that. They can't.
(unless you are one of those people who considers something "looking the same" whether it's rendered as a jaggy 720p mess or in 1080p with pristine AA)

Yes, because more AA and 1080p shouldnt be the only factor between next and current gen games.

Because then GoW HD collection is a PS3 level quality game. Or any game tun in PCSX2, EPSXE, or any other emulator for that matter.
 
I think it's PS4 simply because they aren't confirming which unreal engine it's running on, as that would confirm platforms

No one would have a problem confirming PS3 games right now I think, but you see alot of people shying away from announcing their games are next gen this early
 
Crazy hyped for this, my exact response thought train on watching:

"Can't wait to see what they've done with GG, hopefully better spritework even than BB... wait, Unreal engine? not a good sign, hope they didn't go with SFIV 3D models... (Sol and Ky show up) Oh thank goodness, looks like they definitely stuck with sprites, the styling isn't what I was expecting but they do look higher res... (rotation happens) W...T...F... Holy shit! That was 3D?! (cutscene) Ok so they're still doing some 2D animated cutscene stuff, cool! (as it goes on) holy shit... I think those cutscenes were also done with 3D models"

Anyone who thinks this could be done on current gen is crazy/inexperienced with current gen 3D cell shading. The best we've seen of current gen for cell shaded 3D are NiNoKuni and the Naruto fighters and this is leagues above them: With those it looks nice and in certain circumstances I've thought "wow, this looks almost as good as if it were actually animated" but it was always just off enough you could tell (at best you wouldn't know unless you were told but once you do you can clearly tell), but even on re-viewings of the Xrd trailer I'm sometimes in disbelief/questioning on whether or not it's actually 2D animated or 3D cellshaded.
 
Yes, because more AA and 1080p shouldnt be the only factor between next and current gen games.

Because then GoW HD collection is a PS3 level quality game. Or any game tun in PCSX2, EPSXE, or any other emulator for that matter.

But they aren't, and some games next-gen will have even less of a difference than that. You need a more powerful console to render a game like that at 1080p with nice AA, therefore, it can't be done on PS3. Why is this hard to understand?

I would gladly eat crow if this is actually a PS3 game, but the best looking cell shaded games are very obviously 3D and quite jaggy at that.
 
I just watched some footage from this game again after all this Xrd stuff, because I remember being super impressed with it, but I think the Xrd stuff easily looks like a gen ahead of this.

GGXrd definetly looks miles better and take notice that as far as i know none of those Naruto games dont run at 60fps because they cant at least if they want to maintain that graphical level
 
Anyone who thinks this could be done on current gen is crazy/inexperienced with current gen 3D cell shading. The best we've seen of current gen for cell shaded 3D are NiNoKuni and the Naruto fighters and this is leagues above them: With those it looks nice and in certain circumstances I've thought "wow, this looks almost as good as if it were actually animated" but it was always just off enough you could tell (at best you wouldn't know unless you were told but once you do you can clearly tell), but even on re-viewings of the Xrd trailer I'm sometimes in disbelief/questioning on whether or not it's actually 2D animated or 3D cellshaded.

The game also animates worse than Naruto, so it gives them a little more leeway.
 
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.

I think it's quite possible that this title will be available for both current gen AND next gen systems.

or perhaps this version will come to current gen, but the next upgrade version will be on next gen.
 
This is cool in theory and I applaud them for making it look like sprites, but why do they move like sprites in desperate need of someone drawing in-between frames?
I expect you haven't followed the series too closely.

The technical side of the Guilty Gear series relies very heavily upon framedata. Each frame of animation has unique properties, which technical players study.

Probably the most important aspect of this is knowing during which frames you can RC and FRC, however some frames also have invincibility for a portion of the character's body, and sometimes for their entire body, and sometimes to different types of attacks.

If they made the animation fluid, it would completely change the series' characteristic gameplay.
 
Fluid animation does not meant frame data doesn't count.

Look at fluky stuff in VF like Vanessa's Intruder Hook, or some things in KOF like certain normals. Or even 3S.

Arc animation generally does suck. Great spritework but poorly animated. KOF was great spritework with solid animation, then you have Skullgirls which is great at both.


This almost has to be PS4.
 
Crazy hyped for this, my exact response thought train on watching:

"Can't wait to see what they've done with GG, hopefully better spritework even than BB... wait, Unreal engine? not a good sign, hope they didn't go with SFIV 3D models... (Sol and Ky show up) Oh thank goodness, looks like they definitely stuck with sprites, the styling isn't what I was expecting but they do look higher res... (rotation happens) W...T...F... Holy shit! That was 3D?! (cutscene) Ok so they're still doing some 2D animated cutscene stuff, cool! (as it goes on) holy shit... I think those cutscenes were also done with 3D models"

Anyone who thinks this could be done on current gen is crazy/inexperienced with current gen 3D cell shading. The best we've seen of current gen for cell shaded 3D are NiNoKuni and the Naruto fighters and this is leagues above them: With those it looks nice and in certain circumstances I've thought "wow, this looks almost as good as if it were actually animated" but it was always just off enough you could tell (at best you wouldn't know unless you were told but once you do you can clearly tell), but even on re-viewings of the Xrd trailer I'm sometimes in disbelief/questioning on whether or not it's actually 2D animated or 3D cellshaded.

I spotted a few polygon edges that gave it away in the closeups, but it's far beyond Naruto, yes. Very impressive, and in motion it should be great.

If they can do complex characters like Faust and Zappa with this technology, then Capcom really has no excuse for not making Darkstalkers anymore. I'd love that game looking like this.
 
http://contentssync-arcsystemworks.ambel.info/index.cgi?eid=946

So now that we know this game is RingEdge 2 can we stop doing lame console version speculation and instead try to figure out the real arcade specs?

Because last I heard, RingEdge 2 is powered by a GTX 560ti and PS3/360 won't be having any of that.

The only reference I've found on it having a 560ti is a random facebook page and people in this thread referring to that facebook post.
 
The only reference I've found on it having a 560ti is a random facebook page and people in this thread referring to that facebook post.

Let's be honest though, it came out last September, over half a decade after the release of this gen's consoles. The 2009 pc-based board was capable of running games of this gen's graphics, why would they make another one for the same purpose?
 
Fluid animation does not meant frame data doesn't count.

Look at fluky stuff in VF like Vanessa's Intruder Hook, or some things in KOF like certain normals. Or even 3S.

Arc animation generally does suck. Great spritework but poorly animated. KOF was great spritework with solid animation, then you have Skullgirls which is great at both.


This almost has to be PS4.
The point is that they're keeping the same basic frame data (and thus same frames) that they've been using for the last decade and a half.

Also, I'd like you to compare some KOF framedata to GG framedata:

http://dreamcancel.com/wiki/index.php?title=Kyo_Kusanagi's_Move_Metadata
http://dustloop.com/guides/ggac/data/ac/sol.html
 
Let's be honest though, it came out last September, over half a decade after the release of this gen's consoles. The 2009 pc-based board was capable of running games of this gen's graphics, why would they make another one for the same purpose?

I have no idea, but I can't really reference it to see if it's comparable or possible to port to current gen without solid specs.

Doesn't help that the only games on it are GGAC +R and a French Bread game. Not exactly benchmark games.
 
I have no idea, but I can't really reference it to see if it's comparable or possible to port to current gen without solid specs.

Doesn't help that the only games on it are GGAC +R and a French Bread game. Not exactly benchmark games.

Perhaps they kept it under wraps because it might give away something from Sony/MS's systems or something. I'd imagine they spoke to Sony and MS about what they were going to be doing. I'm sure they will reveal the specs eventually.
 
The model seems rather low poly for a next gen game. Look at the shot that shows Sol jumping from behind - you can clearly see the sides of his pants' polygons.
 
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.

Yup pretty much has to do with the way Daisuke draws his characters and I'm just disappointed that they couldn't replicate that into the game.
 
The model seems rather low poly for a next gen game. Look at the shot that shows Sol jumping from behind - you can clearly see the sides of his pants' polygons.

Well if you look at stuff like Naruto Ultimate Ninja Storm 3, those polygons on his pants you can see for one shot you can see at all times everywhere on every character. I'm sure they will continue to improve it until release, but once again, ArcSys is not the one who will be leading the technical aspects of the next generation. It is still impressive in its own right.
 
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.

"Expressing interest" != "Developing games Day 1"

After all, remember when people got all twitterpated because of PlatinumGames being on Sony's "confirmed PS4 developer list"? And how the truth was a bit less "desirable" than what some people wanted to hear?

Since then, other smaller Japanese devs have gone on to spout similar. Yeah, they're "interested" in the PS4. But it's anybody's guess when these smaller/mid-tier Japanese devs will actually get around to pursuing that interest. Costs are only going to go up, so that's why it would make more sense to build up as much revenue as possible on current gen, so that you can effectively invest in the next.

Besides, if this game was truly in planning and early development anywhere between the last 2-4 years (as the "in the know" circle of Dustloop hints at)? It makes more sense for it to at least be current gen. Plus again, we have Ishiwatari's last quotes which stated his intentions were focused on the PS3/360. So, unless he's changed his mind since then...

Midou said:
Perhaps they kept it under wraps because it might give away something from Sony/MS's systems or something. I'd imagine they spoke to Sony and MS about what they were going to be doing. I'm sure they will reveal the specs eventually.

Sega and Taito's arcade businesses have one thing in common, now-a-days: they really don't care about what Sony and MS are doing. They got their own business to run, and what happens when a game running on their hardware is ported to home consoles is beyond their scope of influence.

True, we have yet to see an example of a game that really pushes Sega's Ring Edge 2 to its limits (no thanks to it being the unpopular choice compared to Taito X2 and NESiCA). But even if it was, there's no guarantee that Ishiwatari's game will push it to its limits any more than UNIB and Phantom Breaker would...
 
I expect you haven't followed the series too closely.

The technical side of the Guilty Gear series relies very heavily upon framedata. Each frame of animation has unique properties, which technical players study.

Probably the most important aspect of this is knowing during which frames you can RC and FRC, however some frames also have invincibility for a portion of the character's body, and sometimes for their entire body, and sometimes to different types of attacks.

If they made the animation fluid, it would completely change the series' characteristic gameplay.

What does frame data have to do with it? Marvel vs Capcom 3 and Street Figher 4 aren't choppy as all hell and they still have frame data and hit boxes. They also didn't completely reinvent the wheel or remove the characteristic gameplay there series were known for.

Even if they weren't 3D models, I don't understand the benefit of poor quality animation versus quality animation unless poorly animated is the art style you're going for. I mean, this isn't even as fluid as Skullgirls is, and that game was made by like 3 dudes in a basement and a budget so low that they have to turn to Kickstarter to get things done.
 
Well if you look at stuff like Naruto Ultimate Ninja Storm 3, those polygons on his pants you can see for one shot you can see at all times everywhere on every character. I'm sure they will continue to improve it until release, but once again, ArcSys is not the one who will be leading the technical aspects of the next generation. It is still impressive in its own right.

Its not even the character models though, just look at the background, it looks like the exact same quality found in BB backgrounds.

Other than the AA and higher resolution, there's nothing there that screams next gen to me. Nothing. I wouldn't be surprised at all if this turns out to be a cross gen title.
 
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