Made a simulated 60fps version of the trailer to get a better idea of what the gameplay might look like. You'll have to actually download the file since the dropbox player doesn't do 60fps.
Not up to Sega. ASW owns GG in its entirety now.
The only reason you see SEGA on the trailer at all is because Xrd will be on Sega's RingEdge 2 hardware.
There should be no confusion at this point.
Arc System Works told Siliconera that they completely own Guilty Gear since 2011.
KreygasmMade a simulated 60fps version of the trailer to get a better idea of what the gameplay might look like. You'll have to actually download the file since the dropbox player doesn't do 60fps.
I really hope it's not PS3 now.
Made a simulated 60fps version of the trailer to get a better idea of what the gameplay might look like. You'll have to actually download the file since the dropbox player doesn't do 60fps.
Great work!Made a simulated 60fps version of the trailer to get a better idea of what the gameplay might look like. You'll have to actually download the file since the dropbox player doesn't do 60fps.
- translation of http://www.famitsu.com/cominy/?m=pc&a=page_fh_diary&target_c_diary_id=60335 via http://www.dustloop.com/forums/show...Announced-PV&p=1503643&viewfull=1#post1503643Hello! Ishiwatari here.
On 19/05, at the 25 years of ASW commemorative event held at Pacifico Yokohama the new version of the Guilty Gear series was announced, called called Guilty Gear-XRD-SIGN!
I would like to pass a message to all the readers of this blog.
First of all, thank you to all the fans of the Guilty Gear series, who waited so long for a new version.
It's been six years since Guilty Gear 2 Overture, the last completely new version.
The last fighting game I directed was Guilty Gear XX # Reload, I was satisfied with the results and started exploring a new genre with Guilty Gear 2.
But after some time 2D fighting games started to be recognized again and then i thought "well, maybe I should go back to making 2D fighting games, but I would like to give it a sense of novelty?".
Just as Guilty Gear caused surprise when it first came out in the arcades, I wanted everyone to feel that impact again. So I fought that a new system and visuals were crucial to that effect.
"It is possible to evolve the process of creating characters in 2D fighting games even more?" And "Will use the 3D development techniques be used to recreate 2D characters cause that impct?". With this in mind we adopted 3D production.
Since then we started to using 3D but searching for a solution that made it seem 2D. After many experiments and tests to understand how to make this work, we finally found a practical way. We ended up leaving everyone waiting for a long time, but now I wonder if the impact was strong enough?
The Guilty Gear series is a long series, which has existed for many years. The development of the series so far has been adding new components to the solid foundation of the game, but this time we'll start from scratch and review the entire system, we are very dedicated to the system.
This is what we call 'back to the beginning' is it not? So for fans who play until today and the the ones that will start now, we basically wanted to put everyone in the same starting position, giving the feeling of a 'new game'.
And finally, a few conceptual words ...
By 'resetting' everything that has accumulated so far, we can carve it to something simpler. Not as a 'successor', but as an 'expansion'.
Of course that the revival of the Guilty Gear series with XRD-SIGN-have in mind the fans who supported the series until now, but we're trying to develop something that players that start now can also start having fun! Wait!
Ishiwatari doesn't tell us anything really new, but I thought somebody might appreciate the sharing of its translatation anyway...
- translation of http://www.famitsu.com/cominy/?m=pc&a=page_fh_diary&target_c_diary_id=60335 via http://www.dustloop.com/forums/show...Announced-PV&p=1503643&viewfull=1#post1503643
I'll admit it. As much as I'm wary about the idea of changes, thought of starting from "scratch" excites me, as well. And #RELOAD is easily still my favorite version of GGXX, so I'm inclined to trust Ishiwatari and his crew's judgment.
I wonder what kind of changes they'll make to the system? Is it going to be a SFIV type of situation?
I like my RCs, Bursts, Dusts, and Perfect Guard... but I also understand if they need to change it.
I think FRC's and Slashbacks are most likely things to be removed.
THe other things you mentioned were kept even in Persona- I don't see Arc ever removing those mechanics, though I do expect GG to be simplified some, and I expect a min airblock height similar to Persona to kill off chicken blocking.
THe one thing I am sure of, is that GGXX fans will rage at the design decisions.
Busaiku said:I also don't get the hate for Slashbacks and FRCs.
- http://www.dustloop.com/forums/show...Announced-PV&p=1505096&viewfull=1#post1505096Destin said:It's more like this. Aba has 2h, it was built to give her frame advantage into her further mixups. If you wanted to get out, you had to get out before the 2h, once that started, it started the ABA mixup minigame. Now in AC, you can SB the second hit. Does she have ways around this and such, sure! She has multiple other mixups she can go to. This is exactly the argument that I always heard in SFIII, there were so many mind games on every hit, which is great if you like that. But I never enjoyed the mixup in SFIII as much as I did a simple fireball trap in ST. Those always felt more intense, more interesting, because the game would break into multiple different small sub-games due to limited options. In 3s, there is a fairly complex mixup game that goes on with hits and fakes and parries, but it's mostly the same. In ST, there are various different simpler mixup games.
Guilty gear in many ways is the spiritual successor to ST. 1f Throws, fast pacing, and most importantly to me, real trap situations. Guilty gear has tons of oki situations where the game devolves (not in a bad way) from it's million option neutral to a very few choices for a few moments. This comes from moves ending in definable discrete endings. If ky does Big fireball, he can expect a mixup because it is going to give him + frames. With SB, he might have a mixup, or the opponent might slashback it. So in that case, he has to account for that with random other hits thrown in occasionally. But I was never of the persuasion that Ky should NEED to throw in those other moves. He knocked me down, he throws a big fireball frc, he deserves to get to play the Ky Mixup game, and let's see what he's got. If his name wasn't Final Showdown I was very confident I could block what came next, but honestly it was fun to try and block that. Taking away these guaranteed mixup situations with another maybe weakens offense and creates less of these rather fun mixup moments, at the advantage of an added layer prior. SB is only needed if the game is unable to balance these mixups and create real openings for all characters, which maybe was the case in AC(?), but it wasn't the case in #R. Additionally, the only reason you don't see a ton of slashbacks in japanese videos is because they don't use moves in situations that would be slashback bait. The slashback has already effected the meta, it has done it's work in many situations.
TL;DR - Slashbacks change the properties of moves that weren't designed around them being there. They just aren't NEEDED to mount an honest defense in most of the guilty gears. If they are included in the next game, the whole game needs to be designed around them, but I doubt that will be the case.
Not a surprise. Sucks that some people are going to hold out on their other fighters while waiting for Xrd now.
To be honest, now that I know Xrd is coming so late I decided to give BlazBlue a second chance. Today I ordered a copy of CS II for the 3DS and if I like it enough I'll get Chrono Phantasma later (this year hopefully).
Why did you get the 3ds one.... let alone cs2?
The 3DS is my main console these days and I have no issues with it being d-pad only. I play most of my DS games that way. If I owned a Vita I would totally get Extend...but I don't. Also, it was $20 only.
Still no word on platforms?
So they did really change Millia's signature colors to May's... wonder what will be the new outfit of the pirate girl.
Actually from wat I read, FRC is being replaced with an RC that slows down time (costs 50% meter).Also, I doubt they'd drop FRC's, mainly because they were in #Reload. Slashbacks maybe (I don't really care), Force Breaks maybe (I sure hope not). But the first trailer seemed to use #Reload as a starting point, considering the version of Grand Viper shown.
EDIT: Under the SYSTEM part of the website, it looks like FRC's are in, because it shows the good ol' Gunflame FRC. Good to know.
Oher than Eddie, Pot is a sure bet, he is fat guy of this series and one of Daisuke's favourites. Also, Johnny or May will probably be there. Chipp and Baiken are mu guesses also.
Some stuff is translated on Dustloop. It seems FRCs, SlashBacks and ForceBreaks (judging from the movelist) are removed. There is gold RC which is done on projectile moves and it apparently slows down everything except the character you are using.
R.I.S.C. gauge is simmilar to the guard bar except it can't go bellow the default values
I know it's a longshot, but I want Zappa, lol
What the fuck?
Seems like they're changing the system up quite a bit.
I'm OK with the loss of FRC. Was never good at them.![]()
Oh god I AM NOT OK with this as a Ky player, give me Slash Ky back nowSeems like they're changing the system up quite a bit.
I'm OK with the loss of FRC. Was never good at them.![]()
Oh god I AM NOT OK with this as a Ky player, give me Slash Ky back now
Same, but force breaks too? :S
Goodbye Dizzy's 421D. I only knew you for one iteration.
I honestly don't mind them going back to basics this way. Maybe FBs will make a return in another version, but I'm fine with this right now.
They should make Xrd j.D as Ky's old j.214D lol Then I'll be happy.
Edit: Actually I'll miss that FB from Ky's CSE. That was fun to create pressure with.