

will increase greatly, and you will take huge damage from subsequent attacks.įor this reason, there should be more emphasis on “making the opponent guard your attacks” than in past series. For example, if you normally guard a ground attack in midair, your R.I.S.C. With the overall increase in damage in this title, in a match between high-level players, managing R.I.S.C. What can you tell us about the mechanic’s implementation, and how it will change the flow of fights?
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system is something that has caught the eye of many series fans, and the impact it can potentially have on everything from combos to counters is particularly exciting. will increase greatly, and you will take huge damage from subsequent attacks."

"With the overall increase in damage in this title, in a match between high-level players, managing R.I.S.C. For advanced players, we would like them to be able to construct combos with more freedom.

In this game, as long as the opponent is floating in the air, you can follow up with various moves.įor beginners, we would like to keep the knowledge of combo routes to a minimum. In the past, if you didn’t learn a predetermined combo route, you’d get counterattacked from an opponent after they recover from your combo. We think the biggest element is the removal of aerial recovery. Can you talk about those changes in more detail? It seems combos are something else that Guilty Gear Strive has tweaked as it looks to become more accessible to newcomers. The thought process behind many of our design decisions was to make a game that was easy to understand for new players, but with lots of depth behind the mechanics that allows players to really think about the decisions they make. We think we are pushing that point more strongly than ever before. How much of a challenge has it been to ensure that Strive retains that quality even as it looks to be more accessible to newcomers?Īs you said, we don’t think that we should narrow down the choices for players. Something that Guilty Gear games are known for is the level of freedom they offer to players in how they want to approach fights, which obviously stems from mechanical depth and complexity. In other words, we want to create a game with a completely new depth, where all players are at the same starting line. This means that all players will start off on the same level. In terms of game design, we’d like to use new techniques that weren’t used in the past series, rather than techniques that can be used directly from the past series. If the online rating system works, each should be able to enjoy playing against each other in the same level range. To begin with, GGST is not looking to bridge the gap between advanced players and beginners. You’ve said that you’re attempting to bridge the gap between high-level players and beginners with Guilty Gear Strive, but what sort of an approach have you taken to ensure that that’s done without losing that core appeal of skill and technique that is so inherent to fighting games as a whole? And while that’s part of the charm, it’s also daunting to newcomers to the genre. The thought process behind many of our design decisions was to make a game that was easy to understand for new players, but with lots of depth behind the mechanics that allows players to really think about the decisions they make."įighting games as a whole are defined by high skill ceilings, especially Arc System Works’ games, which tend to be fast and technical. "We don’t think that we should narrow down the choices for players.

You can read our conversation with director Akira Katano below. We recently had the chance to speak about the game and its biggest talking points with its developers, and learned quite a bit in the process. Stunning visuals, interesting changes and improvements, and the implementation of some unique new ideas all seem to be coming together in what might just be one of Guilty Gear’s better entries in recent years. A new fighting game made by Arc System Works is, in today’s day and age, pretty much guaranteed to be great, and Guilty Gear Strive in particular has been looking particularly interesting for as long as we’ve known about it.
