#also blitz talking about his feelings…. more than once… in a small trailer
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itsmarsss · 9 months ago
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we got a short AND A TRAILER while i was at the hospital??? what the fuck
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gear-project · 5 years ago
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My response to the Closed Beta Survey:
People were asking me for more specifics on how I felt about the survey, so I guess I ought to outline in a larger broader sense what I think so far of Guilty Gear StrIVe.
Graphics: 
Outside of individual characters/animations, the stage graphics needed some better rendering for certain objects.  Things like grass and smaller objects looked “plastic” or “lego-like” in some areas, so that could be tweaked.
Lighting seemed okay, effects from various attacks also looked very good, and better than I was expecting at the time.  Clash/Offset graphics need improvement so that they appear more obvious to players (I still miss Danger Time however... that added an extra spice to the game that GG has missed since the original Instant Kill screen in the first game, perhaps it can be optional in certain modes?).
The beta was especially slow in terms of load times between matches though, and even the matching function for netplay was sluggish as well.
I would like to see actual dramatic clash intros instead of “talking head sequences” for rivalries in the future... the first trailer suggested that was possible, so I hope they can actually achieve this once more like Accent Core once had for Sol and Ky especially.
Animation-wise, nothing really outstanding to note other than the fact I still find Ky’s battle stance to be somewhat strange for him, given the screen-facing perspective... I just find it particularly odd to have his battle stance changed so much since the older games.  While Millia’s stance did change, it was more subtle, for example.
The Tension gauge didn’t seem to provide enough information to me, and was rather overly simplified, and I would like better notifications when my risc guard gauge is high.  Character select still looks dull, though I did like the post-match rating system.  I think players would benefit not just from ratings when they win, but tips and advice when they lose as well.
The lobby still needs a lot of work, but I did like the concept of only having access to certain “floors of the tower” depending on how strong you are as a player.  It makes things feel more like a dungeon exploration than just a netplay lobby.  Gatekeepers truly do exist... so such gameplay should reflect that.
I would like to see something closer to what Granblue Fantasy Versus has, times of day, weather, minigames to do while waiting between matches, or even just a place to mess around with stuff.
Sounds:
Everything sounded okay, albeit random.  Normally I have sound effects much louder than music, as certain sounds serve as important “tells” during a fight.  Voicework tends to come second to that, but I did note that in certain underground stage areas, character voices gained acoustics, which was an interesting change.
I also liked how the voices gained a dramatic echo like the Guilty Gear X era once had, particularly for Overdrive Attacks, which I hope they keep.
Controls:
I’m going to say this up front, but I never liked the concept of throw wiffs for Guilty Gear... while it might be more useful for games like BlazBlue, GG was more fast-paced, and generally geared more towards spacing and neutral attacks, giving throws an opportunity to neutralize an attack at close range.
This made throws safer, but also kept players in check who were always about close-range mixups.  Option selects were also important in older games too.
Add to this, and I dislike the idea of them being attached to the Dust button.  This makes it difficult to do things like run up and perform a Dust attack, or airdash in with a Dust without accidentally inputting a throw input.
Unless they came up with a way to better control throws as opposed to pressing Dust and a Direction (or give it a better input window), I’m not sure I like things how they are.
Another issue I have is the Roman Cancel Button... under most circumstances, the default Roman Cancel macro is P+K+S... this was always the default button in most games, but you couldn’t opt for other macros, like S+K+H, or P+K+H.  This is important for characters who negative edge inputs, like Johnny or Zato, as they might need a different macro input so they can better “hold certain buttons” without having to rely on the default Roman Cancel input.  This applies to other things like Slashback, Blitz, or Faultless Defense as well.  Limiting input macros just leads to more problems if you ask me.
Gatling Combo cancels seem “okay” for now... and I understand why they put limits on Punch and Kick buttons, simply because those kinds of moves have higher priority and are safer in most situations.  I think it makes sense to limit benefits when priority is on taking less risk in a fight.
In other words, using stronger attacks is more of a gamble, and therefore should get more natural benefits.  Bigger risk, better rewards.  This goes for guarding as well.  While blocking itself isn’t taking much risk (or rather, raising RISC), players who use technique like Instant Blocking or FD blocking should get benefits from using it.
I don’t know if Blitzshield will return, but I wouldn’t mind if it did, especially if it functioned the same as Slashbacks in older games, especially on block or wakeup.
Gameplay/Nuances:
Not enough special moves/tools for characters to my liking... though some felt overpowered.  Ky’s 6H acting like a Dust Launcher felt way too powerful for someone like him... though I can understand why such exists if it’s a slow attack.
Other characters felt “sluggish” at certain areas, like Chipp Zanuff and his combo routes (which would normally feel easy to chain together).  Even Alpha Blade felt a bit slow.
Airdash Speed/Height also felt slow and limited.  Also I don’t like the idea that forward Airdashes have the “Air Hike” glyph (DMC), but Air Backdashes do not as much.  If they’re going to have air dash “tells”, it should work for any form of airdash.  That’s especially needed for crossups and IAD situations.
Also it felt like Backdashes weren’t very safe, not to mention the damage output being too high.
I missed moves like Ky’s Grinders or Sol’s Riot Stamp... or even classic moves like Tyrant Rave Alpha, Sidewinder, or Crescent Slash.
Lots of characters felt lobotomized and overly simple to my liking, compared to their more developed older versions.  Even EX characters felt more developed in the older games.
I’m still not sure how I feel about Roman Cancels having a “hitbox” or “launch hit” when they go active, but I guess it takes getting used to.  It’s not a bad tool, but I’m not sure how effective such would be as a Dead Angle on defense.
I was also told that blocking reversal moves (DPs) in the air causes a large blowback... I find that interesting, but I don’t know if there’s pushback when blocking said moves on the ground.
It’s fine if you can FD moves to deal with reversals safely, but common blocking without Instant Blocks should at least have some knockback to put some value in reversal moves.
Other Stuff:
I liked the concept of getting to use normal attacks immediately after certain key special moves (like Sol’s Vortex), or the simplicity of the juggles.  Though I hope they improve things like Dust Air Combos... right now Dust only causes launch on counterhit, there are no more ground Dust combos like Xrd had.
It also felt like the window for an air combo was very small as you could only do 3 hits at most after a Dust Homing Jump.  I would like to see more uses of Jump Dust for characters, or even momentum-based combos.
Things like Impossible Dust (homing jump cancel) or even Jump Install would also be nice.
I would like to see more character-customization, like having different types of weapons/outfits, abilities, or stats, in an adventure-style game (like Granblue currently uses, but bigger in scale perhaps).
I would also like to see different modes of gameplay, like an Isuka Mode, or a 3-on-3 battle setup for team battles (not necessarily tag style, but KOF style teams as well).
I would also like to see GG Generations return... classic modes for every style of play:
GG1 Mode, GGX Mode, GGXXAC Mode, Xrd Mode, and maybe even a GG2 mode that makes special moves resource-heavy (like Granblue currently employs).  Having separate modes of play would satisfy everyone... EX fighting styles as well, to further expand character play.  Gold Bosses and Darkside enemies need to return as well.
I would also hope they explore the prospect of a GG animated film or movie, though that’s still wishful thinking.  Having English novels would also help move things along.
Roster-wise, I just want everyone to return at their best, along with really cool new faces.
Closing Notes:
Experiencing the beta first-hand, I can definitely say it has Guilty Gear aspects at its core, but I felt wanting more.  I know they can pull it off, and I gave them everything I could possibly want in the game.
There’s a possibility they might update the beta later on... so I hope I’ll get to participate in that as well.
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howwelldoyouknowyourmoon · 6 years ago
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Onni Speaks
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▲ The marriage of Dr Mose Durst and Onni Yeon-soo Lim (or Im)
HOSTAGE TO HEAVEN by Barbara Underwood and Betty Underwood
Four years in the Unification Church by an Ex Moonie and the mother who fought to free her.  Published 1979
from pages 66-69
Divine Principle was continually reinforced by community life, especially in Family Meetings. These were a time for brothers and sisters in the centers to share their realizations of God, their conquests of their own selfishness, or their dreams. Sometimes Onni would speak words of fire. Because of this, the call for Family Meeting struck like lightning.
“Quick, pali-pali!” (Pali meaning hurry in Korean.) “Onni’s coming tonight for a Family Meeting. Clean up now!” Teresa ordered. Teresa, who was responsible for preparing the worshipful atmosphere, assigned an older sister to prepare fruit and Ginseng tea for Onni and Dr. Durst, tasks accepted with honor and fear. Tensions ran high to meet Onni’s standard of perfection. Windows were opened because we all knew Onni’s “spiritual smell” was very sensitive to “low spirits” from recently departed guests still dwelling in the Satanic world. Hair combed, faces washed, shirts tucked in, the Family gathered in full circle around a pillow or sofa prepared for Onni. Teresa would lead us in singing before the magisterial arrival.
Onni and Dr. Durst would sweep in. Onni’s presence commanded full obedience. Meetings would usually start with a ritual passing of fortune cookies, which we read out loud. Seen as a barometer of our spiritual states of mind, the ones I saved were memorable: “Great thoughts come from the heart,” “Life to you is a dashing and bold adventure,” or “He that falls in love with himself [which I publicly read, “God”] will have no rivals.”
...
I also lived at the Hearst Street mansion, a stately old Georgian ex-fraternity house near the University of California campus; at The Gardens, elegant and palatial home of Onni and Dr. Durst, for a few months; up in the Boonville trailers; and at the dignified Victorian Washington Street center in San Francisco.
The most complete responsibility in center life I ever assumed was during two months in summer of 1975 when I moved back to Oakland’s modest but historic Dana Street center. Jonah directed that house with bursting momentum, consistent as a reliably wound clock. My duties as his “object,” or assistant, included cooking for thirty each day and night, buying food and provisions, and in “spare” hours leading a recruiting team in downtown Oakland in which our goal was a “date” for dinner each night. (I still recall those unsuspecting sidewalk innocents on whom we lunged in desperation a few minutes before dinner.) I also hostessed evening lecture programs, gave lectures and slide presentations, kept the finances and the family history, answered telephones, drove flower-selling missions at night, conducted prayer meetings and trinity meetings, group-assisted at Boonville on weekends, and, above all, served Jonah with total obedience.
Jonah treated me with stern instruction, ever ready to correct. He’d catapult out of the house for meetings at The Gardens with Onni, sticking his head back in the door to yell about all the errors in judgment I’d committed that day. With no chance to plead for justice, I’d trot to Onni’s prayer room to faithfully pray for inner strength to humble myself to his holy tyranny, to feel “married for eternity” to his will. I tried to sense our bond as unending, the only way I could force myself to submit temporarily. After unlocking it with a hidden key, I’d slip into the Dana prayer room. One for each center, this one was immaculate with quiet light, translucent curtains gently blowing, photos of True Parents and Jesus, mementos from Korea, holy books, and the fragrance of fresh-cut roses. These moments were the few times when Reverend Moon’s wife, my True Mother, emerged as more important to me than “Father” himself. I had been told that her course in restoring the world set the example for all sisters. She lived an absolute shadow existence to Reverend Moon, an obedient birth-giver to “perfect” children, one after another. Kneeling under her unreadable face posed beside Father’s, I identified with her intense struggle to endure her life.
At Dana Street, while I was assistant, our main mission consisted of recruiting eight hours a day in places like the San Francisco wharf, Golden Gate Park, on Berkeley’s campus, or on the new subway system, BART. Working with a small team of partners, we would approach and invite to dinner as many bright, capable passers-by as we could manage to engage in conversation. Onni instructed us to avoid talking too long to any one person, especially to avoid talking philosophy about the Church. She herself had set the standard when, in the early movement, she had reached out to one hundred people in one day. “Make friends, offer them whatever they are seeking, pray for Heavenly Father to guide them to dinner,”' Onni would teach. “Sisters get handsome men, brothers attract pretty girls. It’s good if they come because they like you. Once in God’s house, they learn to love God instead.” By spoken and unspoken understandings, we knew what we were looking for: capable, healthy, restless, young, white people like ourselves, preferably lonely and traveling, uprooted. They might respond to our approach: “Beautiful day, isn’t it? Been traveling long? Where are you from? Have you ever met our Family? We live on a huge farm together. You should come visit us; you’re always welcome. By the way, are you hungry?”
Two Family buses, called the “Coffee-Break-Bus” and the “Elephant Bus,” were strategically located in tourist areas as recruiting centers for “hitchhikers with knapsacks.” Our teams would look for young prospects, bring them back to the bus for coffee and doughnuts, and introduce them to the Family. Our psychological approach was irresistible. Members of the Church “radiated” love and kindness to strangers. Many conscientious, open people felt obliged to respond to us on a personal and social level because we made it seem too cruel to resist.
After a full day of recruitment, reaching out to people we believed we could save, our dinners at the center consisted of more intense relating to individuals. We fed them, entertained them, and suggested to them an “amazing set of ideas that would change their lives and make them happy.” We insisted they stay with us. The success of the day was measured by how many guests “signed up” and paid for a weekend training session up on our isolated 680 acres of land, the Boonville farm.
After guests left the centers at nine-thirty at night, the house was cleaned. Moneymaking teams prepared to “blitz the bars.” Everyone else visited prospective “spiritual children,” or held trinity meetings to read “Master Speaks,” a series of tracts based on Moon’s speeches. Prayer and chanting was at eleven sharp. Anyone who had fasted, to bring more people or money in, would break that fast at midnight with soup and ice cream. By 12:30 younger Family members were in their sleeping bags, men side by side on one floor, women on the next level in strict segregation. Carpet cleaning or auto repair crews might come in at four or five o’clock after working all night.
After midnight, as center assistant, I planned menus, incorporating Boonville farm produce into rice, soup, or potato combinations for next night’s dinner. (Breakfast had been juice, coffee, oatmeal; lunch was peanut butter and jelly sandwiches, raisins, carrots, cookies.) One-thirty a.m. found me still making lists of workshop signups and fund-raising accounts, and trying to locate used clothes in the “extra clothes room” for new sisters.
By two o’clock, Jonah would either stagger in or bluster in, depending on Onni’s mood, from a staff meeting at The Gardens. Over his milkshake or a stack of gooey jelly and peanut butter sandwiches I’d prepared, I would try to guess from him the content of the meetings. I later read through a staff brother’s notebook and learned what a tight ship Onni ran. The following are quotes from Onni, as recorded in his notebook:
“If one person doubts then no good. If on staff and drop out, this creates disunity because can’t trust you. Such people are betrayers. You know heavenly secrets. If you go away, you dangerous because you know too much. You can’t zig-zag. If you fight it out, you can overcome.” (2/13/74).
“You staff have Satanic evil mouths. Have to knock off—don’t say too much. And when you talk to people, talk only about their needs, their benefits, find out what will get them in. In witnessing, if people get negative toward you, just say that we support all churches.” (2/3/74).
(And a few days later): “We never tell any lie, never give any untruth. Who accuse us of that?” (2/21/74).
“If you don’t listen to me [Onni], no way for you to be restored. Bind with Onni. Do or die for purpose. Get rid of own ego. Our own will or desires must be last.” (2/14/74).
In January Onni had given instructions to Teresa about a sister who had complained of seeing evil spirits: “Teresa, must ask Abbey honestly heart to heart, pray together. Then talk. If no good, then chase evil spirit out of her. If not we’ll send her to hospital. She should do laundry each day.”
Onni had said of a brother, a young insurance salesman noted for his spunk and independence of mind: “Never let Don drive again. I don’t like him. Smash his ego. Or put him in Heavenly jail to change his attitude!” (2/21/74).
Other provisos: “Everyone must raise hand and share experience at Family meeting. If you can’t raise hand you are living selfishly. No good.” Or: “When you go out and witness, witness to the people for Dr. Durst; they respect Ph.D. bag. But when people come into Family to stay, then you witness for Onni.” And, “No one want elderly people around for dinner because they are not needed.” (2/20/74).
Onni also made clear in staff meetings: “No German travelers for workshop; they too scientific and heady. And black people don’t fit in so well. Hard for them. Not right time in God’s providence for them. Father says if whites don’t accomplish then use blacks to shame whites in America, but not yet.”
Barbara Underwood:
One Family meeting with Onni Durst scarred my soul
A story from Bay Area Unification Church of the 1970s – part 1 Disciples Fill Moon’s Pockets
A story from Bay Area Unification Church of the 1970s – part 2 Moonie 1977 Court Battle: Fighting For ‘Rights’
A story from Bay Area Unification Church of the 1970s – part 3 For Moonies ‘Deprogram’ Meant Torture
Onni Durst – The Dragon Lady
Moon’s ultimate truth is … absolute obedience – Allen Tate Wood
Moonwebs: Journey into the Mind of a Cult by Josh Freed
Crazy for God: The nightmare of cult life by Christopher Edwards
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