#source: guilty gear xrd: sign
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GUILTY GEAR GAMEFAQS ARCHIVE
This is an archive of 178 total (121 unique) .TXT files from GameFAQs.com. They contain anything from your basic character guides, story/quote transcriptions or translations, soundtrack ratings, lore speculation, and a whole bunch of other stuff. There are guides for every game between Missing Link to Xrd Sign, including Dust Strikers, Isuka, Overture, and Judgment. The oldest guide is from 1998 and the most recent from 2015.
This project has been in the works for a few months now, please check it out!
WEBVIEW: SOLRADGUY.NEOCITIES.ORG
Sources + guides included in screenshots above:
Guilty Gear X: Baiken FAQ For the Playstation 2 (ID: 21811) by Emery0083 (2003 February 27)
Venom FAQ - Guilty Gear X2 (PS2) (ID: 23530) by Sergio Sykes (September 07, 2003)
THE GUILTY GEAR X MANUAL (ID: 10200) by Ben Cureton/tragic (2000)
GameFAQs files sourced from /u/prograc's Gamespot TXT GameFAQs archive.
GameFAQs banner sourced from Wayback Machine (crawled 1997 April 15)
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Read your Asuka lore post and thank you for a good resource to point to if anyone asks about our boy Asuka, but where is it stated that Asuka gave his research to the US government? Also confused on whether or not Aria or Frederick agreed to the cryogenic thing or the Gear transformation. Plus where is it stated that the Universal Will was controlled by Chaos to escape the backyard? And I think that was also how he posed as That Man and framed Asuka for the disasters? I dunno I watched the Xrd (both halves) and Strive stories but maybe the Arcade modes had something I missed
Am a newcomer to GG and I’m not sure who’s good to ask about the minor details. Also apologies if this is rambly I am very sleep deprived. Have a good day and I wish you well as a fellow Asuka appreciatior
I got you. There’s some I can’t easily grab sources on (I think I was digging through the wiki and GG WORLD mode when I made that post?) but here’s the important stuff:
Asuka turning his research over to the government:
This is from a flashback scene about halfway into Xrd SIGN’s story mode.
From Guilty Gear Begin, the confirmation that Asuka put Aria into cryosleep against her will (he’s lying through his teeth here, context is he was being escorted out of the facility by military goons and it was just easier if he let Frederick think he was doing all this willingly)
Combined with this tidbit from another Xrd flashback that shows she didn’t want to do anything like that if it meant a future without Frederick:
As for Frederick, the entirety of GG Begin is about him being changed against his will.
Re: Chaos being responsible for most of what’s attributed to That Man during the Crusades, Strive story has Anji say it outright (to be honest there is A LOT going on in the story at that point I don’t blame you for missing it)
IIRC the timeline in GG WORLD mode mentions Asuka’s whereabouts were actually unknown for a time, so I’d presume he was laying low and trying to find a way to restore Aria’s personality.
As far as the relationship between Chaos and the Universal Will, on god it is a lot to unpack and even I’m not sure I have it right, but cross referencing the wiki:
- The Original creates the Universal Will, giving her the directive to guide humanity towards eternal happiness
- ofc this isn’t exactly possible so she goes haywire thinking true humanity doesn’t exist yet
- later the Original finds I-No and takes half of her power away so she doesn’t accidentally destroy the entire world
- Universal Will goes “haha wouldn’t it be fucked up if I turned you insane by shoving that power into YOUR body?”
- Happy Chaos is born.
basically from what I understand they kind of drove each other insane?
Anyway thank you for all this I genuinely love digging through lore to answer questions.
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Mika: I tried telling everyone I was part of the Licht Kreis, but they all just didn't listen or told me where the nearest hospital was! Isn't that so mean?
Orie: ...Erm, Mika-
Wagner: Orie, you know what a brain aneursym, right?
Wagner: If this conversation doesn't end right now, I'm gonna have one!
#incorrect quotes#under night in birth#unib#shitpost#unist#orie ballardiae#mika returna#erika miyashiro wagner#source: guilty gear xrd: sign
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Guilty Gear -STRIVE- Unused content part 2
Unused Accent Core Icons
In the Gallery folder there is an unused banner for XX Accent Core songs with an unused icon being present in the Stage Select folder. These were probably made for future proofing incase "Keep The Flag Flying" was to be added.
Unused Characters
Listed among the playable cast are 5 characters that are actually not playable. Those are:
ASK (presumably Asuka R. Kreutz)
COS (Happy Chaos)
GLD (Goldlewis Dickinson)
JAM (Jam Kuradoberi)
JKO (Jack-O)
As part of the DLC season pass, Goldlewis Dickinson was released on 2021/07/27, Jack-O was released on 2021/08/27 and Happy Chaos was released on 2021/11/30. DLC 4, Baiken (Released 2022/01/28), and DLC 5, Testament (Released 2022/03/28), are not on this list however.
Jam Kuradoberi
One of the unused characters, Jam, actually still has files left in the game. First up is her model, which is actually brand new and not a leftover from Guilty Gear Xrd, yet goes completely unused (the Story Mode staff roll uses pre-rendered images instead).
Unused Models Dragon Ball FighterZ leftovers
As if the leftover HUD elements weren't enough, there are also model leftovers from Dragon Ball FighterZ, including Android 16's severed head and Shenron.
Guilty Gear Xrd leftovers
Also found inside the files are leftovers from Guilty Gear Xrd -SIGN-, such as this model of Sol Badguy.
Source: Cutting Floor
#guilty gear#guilty gear -strive-#dragon ball fighterz#android 16#shenlong#jam kuradoberi#SOL BADGUY#arc system works#ps4#ps5#PC#Steam#unused#unused content
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irt fauslayer: in faust and slayers x2 (vanilla) arcade modes they both mutually meet there and share some shrimpteresting dialogue (part of it is slayer noting that they've never met before and slayer has no idea about the baldhead thing, the rest is wow cool homoeroticism or whatever). faust thinks slayer is cool and slayer thinks faust is a shining perfect example of humanity and its potential.
judging from the way they communicate in xrd (for specifics; fausts xrd sign arcade mode), specifically with slayer being very in-the-know about fausts situation implies that they, in the like five years in between the games, have kept in close contact, and that faust trusts slayer enough to tell him such things about his past (and with slayer deciding to basically betray a group he Founded in order to try and do right by faust about it). so its pretty much just. reading stuff in the source material.
No it went through, it was just a mixture of me being forgetful and lazy.
But yeah, I read your reply, and I can kinda understand it. I'm not too caught up with Guilty Gear stuff so I'm not too familiar with some of it.
I'm still not invested in the ship (again, not out of hate, I'm just picky when it comes to shipping), but at least I can understand why people ship it.
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GG Mechanics History: Preface
I've been considering writing an article on the history of Guilty Gear's fighting game mechanics up through to Strive, but, you'd be surprised to know it's not as simple as people may think.
There's a great deal of core elements that have been retained for a good many years, but there's also a few obscure ideas that got scrapped.
And, I don't just mean "scrapped for Strive", but, there's elements to GG mechanics that can be traced all the way back to the first game that were either never used again, or ended up becoming a completely different function.
This leads me to think about what ASW has in mind for changing things up in the future... I make no solid bets at this point, but just to give you a good idea for point of reference:
Guilty Gear: The Missing Link Mechanics
Guilty Gear XX Reload Mechanics
(Note, XX mechanics took what was started in GGX and added on it, though the Wiki itself doesn't cover the original GGX for some reason...)
Guilty Gear XX Accent Core Mechanics
(Because of how complex the game's system is, they broke it up in to separate categories, which is a far cry different from the first game or even current mechanics...)
Guilty Gear 2 Overture Mechanics
(While you might not think this game is anything like previous games, or successive games, it's actually the case where a lot if ideas ended up getting recycled in later games, though the terms used were altered... for example Cyclone Blast was this game's version of a Psyche Burst.)
Guilty Gear Xrd Rev2 Mechanics
(It's worth noting that there's a great deal of differences between Xrd Sign, Xrd Revelator, and Xrd Rev2 in terms of how things work, though Rev2 covers what most previous games could do, there's still key elements that made Xrd Sign a far cry different from the Revelator games. And let's not forget about Rev0, the so-called modded game mechanics... I do not know how complete that system is, but it's intriguing.)
Guilty Gear Strive Mechanics
And now, we come back to where we currently are in the game series. It's still unclear what final form this game will take, but I'm sure things will gradually improve so long as fans continue to give feedback.
If you were to compare Strive with the original GG1 and GGX, you might notice some core similarities that are "closer" to what Strive is compared to what you might have seen in Accent Core or GG2...
A lot of ideas have (so far) been streamlined in to making Strive a much more dynamic game compared to other titles.
But, I also tend to think about this game in terms of what the original Prototype Guilty Gear was (prior to GG1 or GGX)... and based on what limited information we have on the Prototype, it very much resembles games like Battle Arena Toshinden, Fighting Vipers, Soul Edge, Bushido Blade, Samurai Spirits 64, and Bloody Roar from an age long past.
There's a lot of familiar concepts, but I think it's easy to forget what the original source mechanics were based on, and what they were really trying to accomplish.
You might even need to factor in ideas that have yet to be implemented (even based on clues we got from previous games)... so we have a long road ahead.
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GG Strive: Highlights pt. 2
Welcome to part 2 of the GG Strive highlights! If you haven’t seen the previous one, please go here. During the livestream, the developers announced the official website for GG Strive(both English and Japanese) will feature content to help people understand the lore of Guilty Gear. The website features manga based on the events of the games separated by chapters. There’s also Youtube videos of the Xrd series’ story modes uploaded directly from Arc System Works. My perspective of the manga will mainly be from me being a long-time fan of GG. I’ll look at how well and how much information it gives to those not familiar with the series. And, I’ll also be reviewing it as a manga in general with how the writing is, etc. I’ll be using the grade system to judge each aspect. This will definitely be a long post since it’s about the lore. WARNING: My review will contain some spoilers. If you haven’t read the manga yet or you don’t wanted to be spoiled, it’s best not to read this post. (Here is the line for the GG manga!) https://www.guiltygear.com/ggst/en/story/ Readability: The GG Story Digest comics follow the format of reading from right-to-left and turning the pages is from the left side; this is different if you’re not used to reading Japanese material. The font size and style of the dialogue, titles, etc. is generally clear enough. But there are times where it may be hard to see like this one.
The story introduction text of Chapter 5 is mixed in with the background image that has some dark shades of gray. This made it hard to see what it says, especially since the website doesn’t have a zoom-in/zoom-out feature for the pages. You would have to use your browser if you have trouble seeing certain words. Other than this, the readability is very good! Rating: A Artstyle & Presentation: The artist chosen to do the GG Digest comics is Sumeragi, whom you may recognize because she’s known to do artwork for Blazblue. The presentation of her art is nicely done from the opening scenery of each chapter to the expressions on the characters’ faces; there’s a good amount of detail on everything. My favorite part about Sumeragi’s style is the beautiful, soft colors implemented at certain moments in the story like this one.
It perfectly highlights how special the moment is whenever I see it, but it also makes me wish all of the chapters were in color. Sumeragi’s art fits the modern anime style that’s been more mainstream for a while. I think her artstyle is really cute of how she interprets the characters’ designs. I couldn’t help but be reminded of Blazblue more than Guilty Gear at times, though. I personally would loved it if they got with an artist with a distinct style reminiscent of the 90s/early 2000s(for example like Outlaw Star or Record of Lodoss War). Other than this part, I like looking at the pages! Rating: B + (Note: I’ll be going by the English version of the manga by the western side of Arc System Works. The translation has gotten better over the years, but I’ll check the Japanese one for any noticeable differences in the future.) Writing/Pacing: The general quality itself is good, so there won’t be errors like “Welcome to die!” or “This guy are sick”, XD. I noticed the dialogue based on the events of the first Guilty Gear game is improved and the personalities of the characters is conveyed well in each chapter. It does a great job of providing brief character bios and the world of GG in a straightforward way. If you were ever confused on which paths took place as part of the main story, the writing will help make it easier. The writing also adds small details in some of the chapters that you may recognize. For example, on this page below...
For GG fans, doesn’t the man Sol is talking to look familiar? It’s the same guy Sol was stepping on from this.
What happens is the following page between them is probably the funniest part to me throughout all the chapters. The final chapter of the manga ends on a cliffhanger, which is done on purpose for you to watch the Story Modes on Youtube. Now for the negative part... The website does state it’s a quick-overview of events, but I think it’s too quick. There’s so many important details missing that the manga completely ignores. Examples include information about Forbidden Beasts, the Assassin’s Guild, the other Sacred Treasures(like Anji Mito’s fans called Zessen), nations like Zepp, the P.W.A.B.(Postwar Administration Bureau), etc. Other mainstay characters that play supporting/vital role to the series(for example Faust) is reduced to being just there for 1 or 2 chapters. There’s some that don’t appear at all like Slayer, I-No, and Anji Mito to name a few. Things like this is essential to world building in general, but especially for introducing new people to Guilty Gear. Except for Chapters 5 and 3, the chapters of the manga is short. The final chapter being short is understandable, but not for the previous ones. It ruins the overall pacing of the manga because it’s too focused on getting to the point instead of inform you of the details. The second part is something the official GG website lets you know immediately; there will be some events that differ from the games. This itself isn’t an issue, though there are some things I personally disliked. One of them for me is how the Xrd SIGN design of Justice being incorporated in the earlier events of GG(like The Missing Link). That design of her looks like a xenomorph reject with breasts, XD. It’s not as amazing as Justice’s iconic, mech-like design. Another one is based on GGX Plus when Sol encounters Dizzy. It follows the game version at first, but it then changes a bit with creating a scenario where Ky intervenes. How it was done ruined how is in the game with Sol showing some of his humane side to Dizzy and sparing her on his own. It could’ve been done better. I think it’s best to view the GG Digest manga as a basic guide to the world of GG for those new to the series. For long-time fans, it’s just nice seeing more GG related content in general. It obviously doesn’t negate the source material like the novels, Drama CDs, etc. The manga is definitely worth reading, but still important to play or watch the games’ stories for full context. Rating: C I’m glad the story of the Guilty Gear series is being promoted more in the West. I love the lore of GG and its characters, especially since it has the depth of an JRPG rather than a generic plot in most fighting games. Sadly, it’s not easy finding info due to either it’s Japan only and/or it’s very rare. There are a few fanmade English sites and blogs continuously trying to provide this for years. Each of them do have some reliable info that can be trusted, so it’s good to browse around to put the pieces of the puzzle together. So far, there’s no #1 source for GG lore yet because besides the part of finding info, there’s also still areas where mistranslations, misinterpretations, etc. of GG is still present. Mistakes like this happens sometimes and not always easy to spot, but can be fixed with no problem! But sadly, it isn’t always that simple because some people handling GG information be very... “heavy-handed” instead of helpful. So I think it’s best to be not afraid to check and dig, dig, dig! I’m still digging for more GG material, XD. Stay turned for part 3!
#guilty gear#guilty gear strive#gg real talk#GG Lore#arc system works#sumeragi artist#sumeragi art#daisuke ishiwatari
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Ramlethal’s bandages theory
There are some of theories going around about Ramlethal’s bandages possibly being limiters of some kind to help her improve her fighting style.
Hmmm, to be honest, I was at first worried about her and thought that the bandages will hinder her combat prowess. However, I feel more at ease because Ramlethal’s demeanor and the way she came off in her reveal trailer implies that she’s gotten stronger and more--well ‘lethal’!
By now, I’ve figured Ram would’ve removed the bandages long time ago, but its not the case. But if we look back in XRD, Ramlethal never really displayed signs of being seriously injured or in distress, she was still able to move around just fine and helped Sol and co. lift Justice back into position without much effort.
So, going back to her reveal trailer, it looks like she’s become more powerful than usual and is more motivated, putting in major effort in using her swords.
Unfortunately, the trailer didn’t show the rest of her moves, so we might have to wait until we get the full display in the future.
Frankly, I do like speculating the story of Guilty Gear not only just for fun, but to invest more into the lore and eager to learn more. The theory of Ramlethal’s bandages being used as a ‘limiter’ of some kind seems plausible, but I’m still a little iffy on this because there’s not a lot evidence that could help support or confirm it.
Then again, the bandages originally were gray, but somehow changed to red. Although, there is a small possibility of it being a mere redesign.
I support this theory, don’t get me wrong, but I’m taking it with a grain of salt. Hopefully we’ll see her Overdrives soon because the Overdrives were the main ones I’m most curious of.
I am very certain Ramlethal has gotten stronger and she has yet to show off the potential of her powers, but I always have to remind myself that theories are not facts unless they’re confirmed by the official source.
#arc system works#Daisuke Ishiwatari#Guilty Gear Strive#Guilty Gear#Guilty Gear XRD#Ramlethal#Ramlethal Valentine#Ramlethal's bandages#the bandages theory#limiters#theories are not facts#speculation#story speculation#guilty gear story
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So I just found out that Ringos English voice is the same person that does the voice of Elphelt Valentine in Guilty Gear Xrd Sign and now I can't unhear Ringo making wedding related quotes.
(Image Source)
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Regarding the new Guilty Gear for 2020 and Daisuke’s public statement
Last edited: 2019-08-11
The trailer
During the last day of EVO 2019, a week ago from this post, our lord and saviour Ishiwatari Daisuke announced the new entry for the Guilty Gear series. The announcement video is the following:
youtube
The trailer is absolutely stunning. The visuals, the music, the animations, everything is incredible. I’ve been in fact listening to this teeny tiny bit of music over and over for the past week. Somehow, Daisuke and Team Red managed to improve upon all other games using the Xrd engine, even the already widely praised Granblue Fantasy Versus. The textures have more degrees of shade, the animations look smoother (maybe they are using interpolation this time around) and there is a lot more movement in every animation (such as hear and clothing movement).
There’s little gameplay in the trailer, but there are some noticeable things:
The most obvious one is that there are breakable walls. Something that worries me is that this is not a standard feature of every stage, which could lead to some stages giving certain characters an advantage, which would lead to random selection being enforced in tournaments like in Tekken. This is a small random factor that I don’t really appreciate.
Another thing that caught my attention is how all the knockdowns that are seen are recovered from really quickly in relation to the attacking character. This happens both after the stage transition and Sol’s air Bandit Bringer-like move. This may be an indicative that the okizeme will be turned down a bit or just exceptional cases used with the pace of the trailer in mind.
Albeit quite a small detail, the last thing I consider interesting here is the change in the camera angle after Sol lands his 2D > Volcanic Viper string. The game transitions into a cool looking angle that while flashy, looks terribly awkward for a combo. A wild hypothesis would be that maybe it is because you cannot combo from it, which would point to the removal of Red Roman Cancel. However, it is likely that it is not a sign of anything or even that it will be changed to be less awkward in the future.
The statement
The most important and somewhat alarming thing comes after. Some days past the announcement, the Arc System Works USA Twitter account posted the following image with some words from Daisuke regarding the game:
Source: https://twitter.com/ArcSystemWorksU/status/1159654937699086336
There’s a few different quotes I want to point out here. The text is at some points quite vague and even cliche, but there are some very heavy statements thrown in as well.
To create a game that both new and existing players alike would want to get their hands on
I want to get this one out of the way, as it is the most cliche quote yet the one that absurdly enough gets all the attention.
As per usual in the current fighting game-sphere, developers are trying their hardest to get more people to buy their games, as it is a niche genre in which Guilty Gear belongs to an even more niche sub-genre. This is usually worrying as the simplification of the games in order to “appeal to a wider audience” have never really worked for their purpose but also supposed a tough hit to take for the experienced player base. Guilty Gear is, however, a franchise that has plenty of systems that would not be missed. It is an extremely complex game with obscure elements one could argue are unnecessary, such as character weights, variable wake-up timings, mash to tech, mash to remove stagger and dizzy, and guts.
We’ve disassembled the current franchise into fragments and sifted out the pieces that make it unique and charismatic, using those pieces to have a complete reconstruction of the franchise
Here, Daisuke seems to indicate that they have been looking back and considering all the things that have been coming and going into and out of the franchise. It is certainly a wildly varying franchise, and some very crazy things have happened (such as Guilty Gear Isuka or even Accent Core). What he considers are the things that make it unique and charismatic is a mystery.
The real bomb comes now:
What we're undertaking is a full-frontal confrontation with the essence of the Fighting Game genre
This one quote is the one that made me shocked, and the one reason that moved me to write this post. Somehow, this is always overlooked by everyone criticizing or defending Daisuke’s statements, while for me it is the most important, heavy, alarming line in the whole post.
What is for Daisuke the essence of the genre? What could it possibly be for this to be a good thing?
Is it the competitive nature of the genre? If so, going against the competitive nature would mean the addition of mechanics that even out the field for the sake of “fun”, ruining the game for the fans. A way this could happen would be to implement the MOM mode as standard, although that is quite a silly idea.
Is it the focus on spacing and the neutral game? We have seen ArcSys talk how this is a problem for new players when talking about Dragon Ball FighterZ. However, removing or bastardizing this part of a fighting would destroy the strategy within it.
Is it the importance of dexterity? If so, lowering the execution barrier is as typical as it gets. Seems quite melodramatic for him to say it like that, specially when it is fundamentally implied in the first paragraph.
This brings me back to a previous point: What is to Daisuke that which makes Guilty Gear unique and charismatic, and how could any of those go against the essence of the genre?
Anyone who knows me knows for sure that Guilty Gear is my favourite video game franchise. For me, the game is all about its complex, unique character mechanics; its plentiful options for movement and defence; its atmosphere; and its speed.
Could any of that go against the essence of fighting games? It is a bit of a stretch, but maybe. Some people have a very strict definition of neutral, and by that definition many of the unique traits of some Guilty Gear characters would go against the essence of neutral. If this is what Daisuke means, then he will be focusing on these unique mechanics, which for me would be a blessing. So far, however, the trailer shows extremely generic movements, so we cannot know.
Other than that, I do not know how Daisuke intends to confront the essence of the genre. There’s nothing in the beloved Guilty Gear games (i.e. not Isuka) that could do so. This leads me to believe that Daisuke’s idea of the essence is so strict that nothing drastic is really happening and that it is in fact just picking up the good decisions from the rest of the franchise, however, Daisuke sees this as a “tremendous challenge for Guilty Gear”. If I were to be right and the idea was to centre the game around the character mechanics, that doesn’t sound like a tremendous challenge, as these mechanics are a staple of the series.
Because of this I am worried. Maybe Daisuke’s idea of what makes Guilty Gear unique and charismatic is for the most part aesthetic. The artstyle, the music, the speed, etc. could be elements that, while maintained, still give space to modify the experience so radically that it could even cease to be a fighting game. Something seems to be happening and so far it seems almost surely bad. There are things we still know for sure are still there: ground combos, air combos, specials, overdrive. But there are other many things we don’t (mainly because it is a trailer and it focuses on action, but these unknown variables are nevertheless unknown), such as walking back or blocking. After all, Daisuke and Guilty Gear have always had a predilection for offence (strong okizeme, negative penalty, RISC), it is a possibility that the game becomes a brawler, mixing its fighting game roots with elements of an action game.
I might add, however, that there’s another possibility. Maybe “confrontation” could mean that they are trying to adapt the game to the essence, rather than oppose it. With a strict definition of “the essence”, it would make sense for it to be a challenge to the more unorthodox Guilty Gear, as well as a risk. This could mean, in fact, a hard hit to the game’s complexity and pace.
What actually happens we will only know in November, with the playable demo in the ArcRevo Final However, the future looks uncertain and rather dark.
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I went in aware of the (possible) retcons and shit but I watched the whole thing anyway. It’s some ungodly hour way past when I should’ve slept and here’s what I thought. I’m trying to be fair here when I give GG Strive’s story a 6.8/10
Visuals: This game is beautiful. 12/10
Voice cast: I enjoyed the dub. Not as much of a corny anime dub like Sign was, but the returning cast improved from that game -- or at least I thought so. 8.75/10
Soundtrack: One word: Incredible. The duo of Naoki and Aisha on vocals for all character themes -- ok they're only a duet on Ramlethal's [Necessary Discrepancy] but you know what I meant -- was a perfect choice. My favorite themes from when I played the second open beta back in mid-May were Giovanna's [Trigger] and Potemkin's [Armor-Clad Faith], but Leo's [Hellfire] really grew on me the most. 15/10
Game itself: Arcade mode was a fun challenge because I’m an idiot who did all 15 but I got really tired of fighting Nago over and over again. I’m not that great so I’m not worrying about getting the “Messiah Will Not Come” trophy where you fight him but he’s got an infinite blood gauge. Survival gives a good chunk of the lifebar back without making it too easy -- and the “mysterious challenger” at stage 10 being a shadowy Sol with neon red was an okay way to signal a checkpoint. 9/10 I’m not doing online any time soon because I don’t have a wired connection but I hear it’s ass and the tower placement is a complete lie.
Anywho, now on to the real post:
For a finale, the story was... slightly below average. But I’ll be honest here, I kinda had high expectations because of the hype from the past two (?) years, five if you count the total time between Rev2 and Strive's release dates.
The last time I was this critical of a sequel’s story was the gap between Borderlands 2 and 3, which was seven years. I'm going off on a tangent here but I'll sum it up so if you're not familiar with Borderlands you'll have an idea of what I'm taking about. In Borderlands: the Pre-Sequel, the Watcher (Eridian? that saved Athena from execution after telling Lilith and company of her adventures on Elpis with Nisha, Wilhelm, Timothy, Aurelia, and Claptrap) warned "Now's not the time for bickering, Vault Hunters. War is coming, and you will need all the Vault Hunters you can get". BL3 rolls around and there was no big war. Instead, we got a poorly delivered dumpster fire of a main campaign that spanned five planets and the main villains were some bratty livestreamer Sirens that run a planet wide cult. Seriously? The cast was poorly handled there too but I'll stop here.
In the case of comparison to another fighting game’s story, the game that comes to mind is Tekken 7 because if they aren’t a Mishima or Kazama or someone else in that fucked up family that’s plot relevant, they were given a shitty one-fight episode. Sure Nina and Claudio were in the main story mode but that's the thing: they were just there. The returning (dlc) series veterans, such as Anna, Lei, Marduk, and all the way to Zafina plus the newcomers Leroy, Lidia, Fahkumram, and Kunimitsu II weren't given much aside from a brief story snippet. Dare I say it but SFV did their new seasons newcomers and returning fighters justice as they all got episodes of their own. You read that right. Street Fighter V was better to its cast than Tekken 7 and Guilty Gear -Strive-.
Unlike the Xrd games, watching the story does not get you any money. The only difference I saw right after was that the Strive correlation chart updated. For what it’s worth, they could’ve done something like DBFZ’s story clearance unlocking a new character, or do an alternate costume where the outfit Frederick wears in the ending (and upon further inspection is the very same one he wore in the flashback) is useable in fights (it’d be hilarious but a good detail added in if you were to select that option but the name plate doesn’t display “Sol” lmao). If Ky has a palette that puts him in an open button white shirt, jeans, and what look like work boots, then let me play in the ending's lab coat, tanktop, and jeans dammit.
I kept track of how many of the playable cast showed up and played some part. Everyone except Ramlethal, May, and Faust appeared in the story -- these three were reduced to credit image cameos >:( Ram’s seen with Elphelt and Sin, while Ky and Dizzy are in the background. May’s with her crew, and Faust is in the desert somewhere or some shit with Chronus.
But even if they did show up, nobody else except like five people did jack shit. Giovanna, bless her heart, was absent for a long period then showed up to fight Nagoriyuki (who eventually sided with the good guys) but got her ass beat after he faked surrender. Potemkin helped but spent most of his time cruising at high speed trying to get to the White House. Ky and Jack-O didn’t arrive until the end either. Axl -- or should I say Will -- finally got to see Megumi again at the cost of I-No’s defeat. The dude got his girlfriend back at the loss of someone he considered a friend but the delivery felt forced as it was confirmed as she was dying -- wasn't part of her character that she has no recollection of a past? Her suddenly remembering a past boyfriend and being able to describe his appearance didn't really make much sense.
Chipp and Anji were in that comical highway chase scene, but then Anji's just wherever while Chipp's in the Pentagon control room. I get that someone had to stay behind and watch from the other side -- this role landing with Leo as he, Millia, and Zato were overseeing commentating on events from the castle’s war room like Brock and Misty during Ash's battles in the OG season of the Pokemon anime, while Daryl was at the G4 conference and Ky was on his way to the fight -- but the pacing and usage of the cast in this story was a mess. Yeah sure it has most of the GG cast in this installment's playable roster present but it didn't feel like a GG story -- really it felt like the live action Resident Evil movies where the source material's characters are sprinkled in, acting more as a "here ya go they're here don't expect much!" type thing.
Honestly, a step down from Rev because at least everyone in that arc were somewhat present with maybe one or two exceptions? Hell, even though they were added as dlc or in Rev2, Dizzy, Haehyun, Baiken, and Answer were in the main story. Being hopeful here when I say that I hope we see more of Goldlewis or get to play as him because his design is badass and so is his coffin flail weapon. On the side of fairness though, I have a feeling this isn’t exactly what Ishiwatari intended (this is unlikely but it's probably Katano's directing? Whatever in any case)? The general reaction I saw from others who’ve watched the story was that the subplots were half baked and the plot as a whole was pretty rushed. Happy Chaos / the Original as the main villain was Calypso Twins from Borderlands 3 level cringe and every time HC appeared on screen I wanted to mute it. There is the bonus story coming later this year, along with the dlc slots, so ehh? The interactions between Colin and Frederick were one of my personal favorite points even if this did turn into “Neon Genesis White House Down”.
“Brown bears don’t give birth to pandas.“
I’m sure like the others who actually paid attention to the story from the end of Xrd to Strive, my main question was this:
After the Justice / Jack-O fusion -- recall the “newly revived” Aria had purely red hair and Jack-O’s halo disappeared. During the mid-credits of Revelator, former friends turned sworn enemies turned frenemies Asuka and Frederick pretty much have one last declaration of war against each other, with Sin, I-No, and Raven as their witnesses -- Asuka even said “take good care of Aria”. Naturally from all of that, she’s not Jack-O anymore, right? Wrong. According to the game, what's inside of Jack-O is only a fragment / shard of Aria mixed in with Jack-O's projected personality (I think). How did they go from "let's do the fusion and guaranteed she'll return" to "yeah nah she ain't comin' back bro"
Xrd Revelator: "Pull this off successfully and Aria will fully revive as a human."
Strive: "Nah bruh. We lied. It just turned Jack-O human and what's inside her is only an unstable shard of Aria -- not the whole thing."
Back to the “final battle”, they don’t fight, rather Asuka removed the Flame of Corruption from Frederick's body (and somehow he got a haircut too). So really what was the fight in Rev2′s [After Story - A] for? Did he get nearly the life beaten out of him from Ky fighting dirty and left that crater in the park for nothing? Seems that way. Asuka lives on the moon and he's got a radio show now because (*bong rip*) that makes sense.
I’ll admit it’s a little cute that the feelings are mutual between Jack-O and Frederick -- he sees her as herself and not just a genetic copy but they expect us to think in the three weeks they've known each other that "oh shit I'm in love with this person" is believable -- and they live in the woods near a presumably 200+ year old space shuttle complete with the launchpad but come on now. That's some Russo Brothers level writing right there -- y'all remember Avengers: Endgame and how when he went across space and time to return the Infinity Stones, Steve Rogers threw everything away just so he could go back to his original era? The now depowered-so-he's-human-again Frederick Bulsara (the ex-gear and world's savior x times over formerly known as Sol Badguy) living in isolation away from his newfound family and friends gives off the same vibe. Especially after that one and only flashback where it's Aria's birthday and he was going to propose but the ring wasn't ready in time so he had that "error" to show instead.
#guilty gear strive#gg strive#don't mind me i'm just being really nitpicky#this isn't the first time i've been down about a sequel's story#and it won't be the last#hell even if it's dated because two seasons worth of cast have been released since then sfv's story was more enjoyable! imagine that#i was writing a fic that i set before strive but now i'm gonna go back and add in some stuff#mostly that flashback because it was cute yet sad
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New Guilty Gear Game Revealed At EVO 2019
New Post has been published on https://gamerszone.tn/new-guilty-gear-game-revealed-at-evo-2019/
New Guilty Gear Game Revealed At EVO 2019
Arc System Works blessed the fighting game community with a brief look at a brand new Guilty Gear game. During EVO 2019, which took place from August 2-4 in Las Vegas, the Japanese developer unveiled Guilty Gear 2020 with a teaser trailer, expected to launch sometime next year for unspecified platforms.
The trailer, below, shows some gorgeous visuals as the fight between series mainstays–Ky Kiske and Sol Badguy–transitions between 2.5D and 3D, and back again. It seems Arc Systems Works is experimenting with new camera systems to make battles more cinematic. Just before the trailer wraps up, we get a glimpse of what seems to be a new character: an African American male with dreadlocks and two katanas. He looks like a cross between Afro Samurai and legendary two-sword samurai Musashi Miyamoto.
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Guilty Gear 2020 – Teaser Trailer | EVO 2019
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No other information about the new fighting game is available. However, Arc System Works’ Team Red division is developing the project, with Daisuke Ishiwatari (Sol Badguy’s in-game voice actor) leading the charge. The last entry in the long-running fighting game franchise, Guilty Gear Xrd: Rev 2, launched in May 2017.
Guilty Gear 2020 wasn’t the only announcement during the Evolution Championship Series. SNK pulled back the curtain on The King of Fighters XV, which is now in development. SoulCalibur VI will see Cassandra join its roster, with Samurai Shodown‘s Haohmaru sharpening his sword for Season 2. Though leaked, Street Fighter V will soon get a bevy of DLC characters added to its roster. And one of Arc System Works other fighter games, Dragon Ball FighterZ, has a new character entering the fray soon in the form of Janemba.
Source : Gamesport
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GUILTY GEAR Xrd -SIGN- エルフェルト=ヴァレンタイン color 4 1/7 完成品フィギュア[アクアマリン]「出会いは一期一会!」
GUILTY GEAR Xrd -SIGN- エルフェルト=ヴァレンタイン color 4 1/7 完成品フィギュア[アクアマリン]「出会いは一期一会!」 Source: アニメまとめ速報
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Highlights From AOD Con 2017 Weekend
After months of reporting its progress along with a week of prepping, the AOD 2017 weekend was finally here. Between March 18 -19, I had the chance to meet industry figures, learn about the trends in video games or anime while having a good time with some new friends.
If you enjoyed Kraken Con, Fanamie, Heroes & Villains or just enjoy going to cons then this was your perfect weekend. The event had vendors from all over Northern California while artist were present to sell copies of their work and celebrities were present.
The Vendors and Artists
AOD had about 40 merchants along with 35 artists set up in the Exhibit Hall selling a verity of goods. From figurines, old video games, and collectable merchandise are among the many gems in this treasurer trove. Even if you had no shopping agenda, it’s still fun to look through all the cool stuff and meet the many artists. Those who were hanging out after 7pm could visit the Swap Meet outside the hall and checkout all the merchants.
Activities
There was no shortage of activities during the weekend, from board games to foam sword fights and video games. There was always something to do during AOD Con and saying "I'm bored" was unacceptable (plus it means your doing con wrong).
The Portland room offered a verity of board games to play or guests could bring their own and start a play though with a few friends.The Sedona Room offered a verity or arcade and multiplayer console games while hosting several tournaments that were organized by Twitch. The most popular games being played here was either any verity of Street Fighters or Tekken along with Overwatch. On the patio, friends or random strangers could duke it out in a round of foam sword fighting.
Plus it's never an anime convention unless there is a room dedicated to screening some of the greatest films. Viewers could stop here to watch an episode of Saga of Tanya the Evil or Sailor Moon at any time during the weekend.
Game Tournaments
Gamers who wanted to prove that they are the best could sign up for any of the tournaments that were being held in the Sedona Room (based on the players preferred title). The first tournament was at noon and it had players duke it out over a round of Street Fighters V followed a Guilty Gear Xrd Tournament at 2pm. The next tournament pitted BlazBlue: Central Fiction players against each other while everything came to an end with an Overwatch Tournament.
The Sunday tournaments were not so much focused on beating the living day lights out of someone but instead focused on others styles of competition. Overcooked makes its debut at AOD as players competed to make the best dish possible. This was followed by a good ole fashion Rocket League Tournament.
Panels
Cons are not just about playing video games and going into bankruptcy after buying a bunch of collectable memorabilia, it's also a chance to gain some insight. AOD Con organized a series of panels that discussed career advice, insights form an industry leader along with the history of video games and anime.
These are some of the panels I got to checkout during the weekend.
The Foundation for the Preservation of Gen 1 Pokemon hosted a series of panels in which they shared "their insight" into the world of pop-culture. The topics ranged from a look at why dubbed anime is superior to anime with subtitles to why fandom is a cancer. Also since they had one of the first panels and were super loud, their information is correct according to the rules of the internet.
Fans who want to turn their passion into a career, the panels of Steven Savage was the perfect source for advice. One panel was more of a networking event as attendees meet with others who are seeking the same career path. He was joined by several authors on his Sunday panel to discus the benefits and challenges of self-publishing a book.
Gamers who want to get into the industry, there were several panels that discussed the subject. David Hollin discussed the inspiration behind creating Pokemon Go along with the story of its development. Dom Nguyen and Andrew Schroeder shared their story of how they turned their passion into a career.
Many have been wondering what the future of the Robotech series now that Sony is planning a live adaptation, Tommy Yune hosted a panel that explained what fans could expect. Spoiler Alert: It's all good news as fans could expect a lot of new Robotech merchandise and collectables while Yune is confident that Sony will create a faithful live action adaptation.
Live Shows
The AOD weekend offered more then just insightful panels or a plethora of activities as there was also several live events. Aivi & Surasshu were joined with Super Souls Bros along with Team Hideo and Ayakashi for the musical performance.
The one event no one should have missed was the Masquerade, a cosplay show and contest that has become one of the most iconic events of AOD. 20 performers either presented their cosplay skills or organized a short performance based on their outfit for the audience. Each performer was competing for the title of either Best of Show, Best Production or Best Craftsmanship.
Cosplay
Of course no convention story is ever complete without mentioning all the amazing cosplayers that were present. Some worked for authenticity while other added their own personal style. It was not just a photo op with your favorite character but also a chance to learn some tips for anyone who is trying to make their own costume.
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4Gamer Interview GUILTY GEAR STRIVE DEVELOPMENT INTERVIEW. "The Secret Story of the Development of the Trailer Movies, Opening Movie, and Story Mode."
Source: 4Gamer Translation: Yours Truly (Gear-Project)
Guilty Gear -Strive- (the fighting game) was released by ARC System Works on June 11th for PC/PS4/PS5/ARCADE. This is the latest work in the popular "Guilty Gear Series" of fighting games, which began with the original Guilty Gear in 1998.
Speaking of the Guilty Gear Series, it is a title that has been highly supported by Arcade Gamers for a long time as a fighting game where you can enjoy complex negotiation, but that is not the only degree of perfection by which a fighting game is evaluated. Video works with expressiveness that move in 3D graphics drawn in the style of 2D animation along with complex stories have been attracting a great deal of attention.
This time, 4Gamer asked the Production Staff including Mr. Daisuke Ishiwatari to tell the secret story of the development in the video portions such as the opening movie and story mode, aside from the "fighting game" parts of Guilty Gear -Strive-.
The Interview was divided in to two parts, the first concerning the opening movie with interviews from Art Directors Hidehiko Sakamura and Hiroshi Nagano, followed by the Story Mode itself with interview from Daisuke Ishiwatari and Hidehiko Sakamura.
In the Second Half, the Story Mode discussion tries to avoid spoilers as much as possible, but some discussion was included, so please be careful if you want to AVOID SPOILERS TO THE STORY MODE.
The Opening Featured in the Story as a Compilation of Works:
4Gamer [4G]: Thank you for your time today. In the first part, we will ask about the opening movie. It was released two days before the release date, but how was the response?
Hidehiko Sakamura [HS]: It was better than we imagined. Since the opening of the past series was only made according to the format of a fighting game, I think that the full animation like this time was fresh and more pleasing.
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[4G]: The format of a fighting game is like introducing a full-body picture of a character and battle action. Why did you make it full animation this time?
[HS]: Nagano was particular about "I want to do full animation without including images of fighting games." I wanted to do the same thing myself, so I decided to adopt the full animation opening this time. All the videos are produced by Nagano alone.
Hiroshi "Ryo" Nagano [RN]: The story of the Guilty Gear Series is a popular title, and this time the story of Sol has come to an end, so the opening of the full animation featured the story as a culmination. I wanted to make it anyway.
[HS]: It's a big thing to break the story. I think I had a strong desire to take on the challenges that I had wanted to do but couldn't do, and to make a satisfactory break. Originally, all the staff like animation. It's true that there was something I longed for to make a video like this one, and I thought that the format of a fighting game (by itself) wouldn't look as good.
[4G]: It's an attempt you've never done before, but are there any parts that you were particular about in the overall composition of the opening?
[RN]: What I had in mind was the completeness of the story. I want to convey something like the connection between Sol and "That Man" from the Opening. I also think that Sol and Ky are the main characters in the series, so I was aware that the end of the video would emphasize Sol and Ky.
[HS]: As an Order from Ishiwatari, it doesn't have to be a fighting game, but there was an attractive cut for each character. After that, spoilers of the story were strictly prohibited, so I asked Nagano a lot of variations at the time of composition.
[RN]: There was also a point where I wanted you to make it closer to the image rather than making it a short movie that gathers the highlights of the story. Mr. Katano (Akira Katano), the Development Director, told me that there are a lot of non-playable characters involved (laughs).
[HS]: That was a difficult part (laughs). The fighting game part is the main part, but there are many characters that only appear in story mode.
[RN]: I really wanted to put out more, such as President Vernon (laughs). Also, in one particular part, the impression changes before and after watching Story Mode, I would like you to review the Opening after playing Story Mode!
[4G]: How long was the production schedule?
[RN]: It was about three months. Since I was left to myself, I couldn't do it, so I was very conscious of the parts I had to make in 3 months.
[4G]: Please tell us if you had any difficulties during production.
[RN]: I was always worried about whether I could make it within the period. I was so worried that I couldn't help until I could make about half of it.
[HS]: In a situation where I don't have time, I think it was quite reckless to leave it to one person to produce, but as for the animation part, quite a good number of things have come up from the beginning of production, so I myself was looking at it with a lot of peace of mind. I think Nagano had it hard.
[4G]: "Guilty Gear -Strive-" has been postponed once and changed from April 9th to June 11th. Which was the best time to make the opening movie?
[HS]: It was released in April. Composite* after video production. It also takes time, so we completed the video storyboard* at the beginning of the year and had it produced from January to March.
*Composite: Finishing multiple materials and clips in to one video.
*Video Storyboard: A moving storyboard. Script to check the flow of the entire video.
[4G]: Finally, please give a message to readers and players.
[Mr. Sakamura] Nagano has prepared the material in quite a few small parts, so I'd be happy if you could watch it while considering each cut.
[Mr. Nagano] As I mentioned earlier, the video has a different impression before and after watching the story mode, so I definitely want you to watch it again after playing. Actually, Ishiwatari's part also contains spoiler elements that are secret and difficult to understand, so please look for small spoilers after playing.
[The Reason for the Production of "GUILTY GEAR" was an encounter with "SFII".]
*Please note the following includes some spoilers in Story Mode.*
[4G]: Next is the part about Story Mode. From here, I would thank Mr. Ishiwatari and Mr. Sakamura. When I played all the way, I felt that there was a lot of volume. When did the development start?
Daisuke Ishiwatari [DI]: The first plot was published more than two years ago, so production started long ago. At that time, the content focused on more playable characters, but if it was left as it was, the content would be too bloated and the production would not be on time, so we decided to focus on the production.
[4G]: Were the playable characters decided when the first plot was released?
[DI]: It was almost solid, but some characters were fluid. The characters that were unofficially decided at that time may have been changed.
[4G]: Which production took longer, Story Mode or Fighting Game part?
[DI]: It takes time for each, but the fighting game part takes much more time. The story mode may be created by diverting the resources created for the fighting game.
Hidehiko Sakamura [HS]: I'm working on the back of the fighting game part little by little, but it's the end of the whole production that comes out. It feels like I'm working on a schedule at the very end.
[4G]: Is Mr. Ishiwatari in charge of the story part and the overall composition?
[DI]: Yes. First of all, I will put out a plot and check the volume and what material is needed by the staff. Not surprisingly, the plot stage is much larger than the retail version.
[HS]: As it is not the amount that can be produced as it is, it is the first job of the staff to ask Mr. Ishiwatari to cut it.
[4G]: Please tell us the story of the story part. What is the theme of the entire GUILTY GEAR Series?
[DI]: The Theme of "What is a Human being?" has remained unchanged since the time of the first GUILTY GEAR. From the GUILTY GEAR XRD Series, we are developing a story centered on Sol, but I was allowed to tell the outlook on life through the human eyes of Sol.
[4G]: The story of Sol is developed from GUILTY GEAR XRD, but in the GUILTY GEAR XX Series for Home use, a Story Mode was prepared for each character.
[DI]: Is it okay to say this? Actually, I haven't touched the GUILTY GEAR XX Series for home use at all. The company told me that they wanted to create a story mode when porting it to home use, but it was physically impossible to put the same story as what I had in mind, so I told them to stop.
[4G]: I didn't know that.
[DI]: However, the company asked me if I would like to have a port for home use... Then I told them that the story mode is good, but I'm not involved, so don't give a name.
[4G]: Then, was the story mode at that time lending only the (world) settings and letting them do the rest freely?
[DI]: No, I wasn't exposed to it at all. However, I dug it up (as reference) when developing the story from "GUILTY GEAR XRD". It's something that users play, and I thought it was dishonest to ignore the image and world view that got me here to continue as a continuation.
[4G]: The GUILTY GEAR XX Series was also a long-lived work, but wasn't there any talk about developing the story from Mr. Ishiwatari's thoughts at that time?
[DI] At that time, the main flow was to first develop an arcade version and then port it to home use, but behind the scenes of making home use, the development of the next arcade game is progressing. Was always the case. I didn't have enough time to develop the story.
[4G]: In this interview, I watch the story from "GUILTY GEAR XRD SIGN" to "GUILTY GEAR STRIVE" but I felt that the settings were well-crafted. When did the overall configuration and settings settle?
[DI]: The overall big flow hasn't changed since I first thought about it. However, the details are fluid, for example, it was decided that a character in the position of Ramlethal would appear, but it is different from saying that it was the current Ramlethal from the beginning.
[4G]: The whole "flow" was decided, and the rest was fleshed out.
[DI]: It was a little "too" fleshed out. Since the first generation, I had decided to make a trilogy, and at that time, Aliens were scheduled to appear at the End (laughs). As expected, it was outrageous, and the position of the "alien" changed to a character in the Backyard.
[4G]: That's an interesting change. In that case, wasn't there a Backyard Setting at that time?
[DI]: No, there was a Backyard setting itself. For the theorizing of Magic (as a concept). I needed to put out a character with a non-human perspective, and that was an "alien" at first.
[4G]: Are there any other major changes?
[DI]: Of course there are many things, but I can't talk about them. At least at the time of this work, the role and casting of each character has changed considerably. I have another (separate) character "do" what I tried to do with one character.
[4G]: For example, I think Axl is a very important character in the story, but was the role of Axl decided since the first generation?
[DI]: Axl Low hasn't changed since the very beginning. Also, in the early days, it was not decided that I-No would appear, but I was thinking of releasing a character with the same framework as Axl Low.
[4G]: Then when I-No first appeared in GUILTY GEAR XX, the settings had already been set.
[DI]: That's right.
[4G]: When I followed the story, I often found unexpected facts, and I wondered how far Mr. Ishiwatari was thinking from the beginning.
[DI]: There are quite a lot of retroactive settings, though. Especially the settings of the small parts have changed considerably. Jack-O' for example, wasn't initially supposed to be a "character."
[4G]: Jack-O'Valentine appeared in "GUILTY GEAR XRD REVELATOR" but when was the setting completed?
[DI]: I don't remember the detailed timing, but I think that the Backyard setting was fixed around when GUILTY GEAR 2 OVERTURE was produced.
[HS]: When I first saw Jack-O's design, I never thought it would be a heroine position character (laughs).
[4G]: In the first place, when did Mr. Ishiwatari think about setting up a game called GUILTY GEAR?
[DI] It was when I was still a professional student that I came up with the specific settings. I decided to make a fighting game because of my encounter with "Street Fighter II", but I think that about half the settings I thought about at that time were incorporated in to the original GUILTY GEAR.
[4G]: The opportunity was your encounter with "SFII".
[DI]: "Street Fighter II" was a revolutionary game for me. Speaking of which, "Ishiwatari Version Strike II" ("Ishiwatari-ban Suto II" the provisional name) is "GUILTY GEAR". At the time, I liked fantasy manga comics such as "BASTARD!!", and under the influence of them, I incorporated a story-like world view into the fighting game.
[Being able to Draw a Story becomes One Property]
4Gamer [4G]: In this work, the production side has been changed considerably compared to the story mode of the GUILTY GEAR XRD Series. What are the points you would like us to pay particular attention to?
Daisuke Ishiwatari [DI] First of all, in the case of GUILTY GEAR XRD, the big concept was to create a 3D image that looks like a 2D animation. This time it changed to make a movie-like image.
Mr. Sakamura [HS]: This is very difficult, so what makes a movie? What is the movie-likeness that Ishiwatari is looking for? At the beginning of the production, everything was groping.
[DI]: I didn't show the staff what it was like to be a movie. Therefore, at first I thought that I was quite stray, but one day I suddenly found the answer, and Sakamura awakened. From there, it was finished in a movie-like image all at once.
[4G]: Were any of the staff involved in filmmaking in the past?
[HS]: It wasn't there at all. In the first place, even with GUILTY GEAR XRD, I made something that looks like a 2D animation with 3D images, but no one was from the animation industry. We always imitate the appearance and continue to produce with a spirt of familiarity rather than learning.
[4G]: Just listening to the story tells you how difficult it is. By the way, why did you decide to pursue a movie-like character this time?
[DI]: I thought that if we evolved from GUILTY GEAR XRD, it would be similar to "DRAGON BALL FIGHTERZ" and "GRANBLUE FANTASY VERSUS". That may not give you a new surprise. Then it would be a movie.
[4G]: A Trailer that introduced a part of the story was released before the release, but at that time I heard a voice that it was like a movie.
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[DI]: If you have been involved in production for a long time, you may not be able to judge for yourself whether you have something you want delivered to users, but I was relieved to hear such a voice. Also, I don't usually think so much, but this time when I completed and reviewed everything, I thought "I did my best", so I felt a response.
[4G]: Please tells us if you had any difficulties during production or small stories.
[DI]: I don't have a hard time talking (laughs).
[HS]: I think the hardest part was having to create a fighting game part and a story mode at the same time. Normally, I was able to focus on the fighting game part for arcade version first. Also, this time it was a culmination, so the latter half o the story was difficult with only action scenes.
[DI]: Certainly in GUILTY GEAR XRD (Sign), the focus was on conversational plays (talking heads dialogue), and at the end there was little action.
[4G]: This time it's set in the United States. Is there any reason for this?
[DI]: There is no deep reason, but first of all, Sol's birthplace is the United States. And sometimes I didn't want the stage to be the same every time. Also, it was decided at the time of the After Story of GUILTY GEAR XRD REV2 that the stage would be in the United States.
[4G]: It used to be a Western-style or Fantasy-Style world view, but I was surprised to see that it was suddenly become a modern American painting.
[DI]: At the beginning, there was an impressive scene in which the streets of the United States were drawn, but in reality, that scene was planned to draw a wider range. However, it was reduced because it was too heavy.
[4G]: Please tell us if you have any favorite scenes or productions.
[DI]: At the end, there is a scene where everyone fights with I-No. It's not a scene where I can cry, but when I first saw it, tears came out on their own. That's the one that left the most impression on me. I never felt like this when I'd been making games, but I've been trying my best to support everyone.
[HS]: I also have a great feeling for the last battle. In other scenes, there is a scene where Sol and Jack-O' run on a motorcycle at the beginning, but I think that Jack-O's cuteness at that time is considerable (laugh). It's also cute to sit in the sidecar.
[DI]: The only thing that left an impression on me was the action scene. I didn't know what kind of image it will be until it actually comes up, but I was surprised that the images that came up were beyond my imagination.
[HS]: We don't prepare storyboards* for production. I make it only with a script.
*Storyboards: A script for shooting movies and TV, instructions such as dialogue and actions are written for each cut.
[4G]: Conte has not been prepared since GUILTY GEAR XRD.
[HS]: In GUILTY GEAR XRD, we prepared only some cutscenes. I didn't prepare it at all after it became this work.
[DI]: We only get together and have meetings about important scenes.
[4G]: Do you have any favorite parts in terms of production?
[DI]: The goal was to make the conversation drama look like a movie as a whole. It feels like the conversation continues with a series of short words, rather than an explanation tone. I think I was able to create that kind of atmosphere overall in this work.
[4G]: This is the end of Sol's story. What kind of character is Sol for the production team?
[DI]: First of all, he's simply the main character. From the time I started making GUILTY GEAR, I decided to draw a humanity and outlook on life that can only be talked about by a free-spirited person named Sol. I feel that I am thankful for the time being because his thoughts have come to fruition in this work. Being able to face myself through the story was a very valuable experience.
[HS]: Sols' first image was a character that didn't reveal his emotions, but in the stories after GUILTY GEAR XRD, I think that humanity has come out very much, and I'm attached to it. He's a cute guy (laughs).
[4G]: Certainly, I feel that Sol's personality has changed considerably from the past.
[DI] It's not like a human being that the personality remains the same as the story and the times progress. As he interacts with various people, Sol also regains his humanity. I needed a background to answer the question, "What is a human being?"
[4G]: The story of GUILTY GEAR that started in 1998 has been completed. Finally, please tell us your current feelings.
[DI]: Anyway, I feel relieved for 20 years because I was able to draw the story to the end. Being able to finish what I started was very valuable to me and became a great asset. However, this time I focused too much on Sol. The challenge remained that we couldn't express what more users would have wanted to see.
[4G]: What are your thoughts on Future developments?
[DI]: Of course, I'm thinking about various things, but since I'm a good age, I may not be able to do it at the top of a project of the same scale in the future. Please look forward to the new style fo GUILTY GEAR and new IP.
4Gamer: Thank you for your time today.
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Thanks to a friend on Twitter, I found YET ANOTHER Error in the P.W.A.B. Reports. (Postwar Administration Bureau Reports)!
As you can see, the first image is a screenshot from the original PS2 version of Guilty Gear XX (or X2 in American regions). The second image is a Japanese text mode version of Korean GGXX Reload.
Still can’t see the mistake? It’s a big one!
It lists the Gear Project itself as having happened in 2099. This is COMPLETELY WRONG!
The only time the GG Bible ever even mentions 2099 is when Frederick Saved Kliff Undersn from a Gear when he was 6 years old (this year was even mistaken in Xrd Sign years later as 2097). The original (Ed Chang from GameFAQs) translation of the GG Bible refers specifically to Kliff Undersn. And you can read the source right here too!
GGXrd states that the original Gear Project itself began in 2014 and ended tragically in an accident in 2016, but was restarted by the American Government in the year 2042. It didn’t make headway until 2060, and Justice wasn’t even “completed” until the year 2073... and that was before Japan was destroyed a year later in 2074.
So there you have it... while the “translation” in this case, is technically correct... the information source is NOT!
So unless 2099 refers to an alternate timeline of events, IT DIDN’T HAPPEN!
#Gear Project#The Gear Project#Daisuke explains NOTHING!#Misinformation#P.W.A.B.#Bounty#P.W.A.B. Reports#Error#Ecosystem Evolution Project#GG Expanded Timeline#Daisuke is a LIAR!#Inconsistency
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