


- GUILTY GEAR STRIVE INPUT DELAY HOW TO
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And the way they were making friends to me was really kind of the purpose and the big motivator of how I felt this was a tool to connect people, not necessarily what was happening with the arcade. And then these fans would then come to Japanese events and meet other people. I saw a lot of fans who were, of course, not Japanese. Really what it was for me was when I went to a lot of overseas events because of Guilty Gear's rising popularity. I wouldn't necessarily say what I'm doing is related to the arcade's performance. So that's kind of what I think keeps it fresh for me.Īs the arcades becoming less relevant in Japan and the home audience becomes the primary focus for fighting games, does that affect how you think about developing Guilty Gear ? I think it's a tool to connect people, especially with the Internet and networks evolving the way they have. So like here, the reason I am able to come to the US right now, we have people from around the world gathered here trying to make friends and building a community. But nowadays, I really feel fighting games have turned into a tool to connect people and to make friends. And in fact, internally, we would call games like fighting games, what we know of them as now, more of like a "battle tool." It's like a tool, a programming tool, specifically for the battle portion of something. As the original creator, can you talk about what the game means to you now? What keeps it fresh and interesting to you as a creator?įor me-and this is gonna be kind of fighting games in general, and I think Guilty Gear is definitely part of that-in the PlayStation One era it was really kind of an extension of action games. You've been working on Guilty Gear for over 20 years. (This interview was conducted through a Japanese translator and has been lightly edited for clarity). You can watch the announcement trailer below, featuring the first six characters revealed for the game, and get a sense for how the game looks in motion (in a word, gorgeous) before reading Daisuke's thoughts.
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I did get to sit down with Daisuke and talk about where he sees the series going, how to balance making the game accessible for new players while still keeping the hardcore happy, and what he thought about the state of fighting-game netcode. I played a few sets but not enough to give detailed impressions (look for that in a later article when I get more time with it). There, the public got a first hands-on with a beta the new game, titled Guilty Gear Strive. Last weekend's ArcRevo World Tour in Irvine, California, was the final stop of a world tour for Guilty Gear and other Arc System Works games. Was the game they know and love going to be dumbed down? Was the freedom of expression they adore going to be removed? The long-time player base, however, expressed consternation. That perhaps comes as welcome news for those curious about the game but put off by the effort required to learn.

He wanted more players to pick up the game, more people to be able to follow along with tournaments and play. In summer 2019, a new Guilty Gear game was announced, and Daisuke began hinting that this time around, the game would be simpler and more accessible. It's beautiful in motion but difficult for outsiders to follow, and the hardcore reputation has led to many feeling intimidated about learning or following the games.
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If fighting games are music, Guilty Gear is jazz, free form and technical, allowing players to improvise and develop their own styles and personalities.

Guilty Gear games are both very difficult to master and also very rewarding for those who put in the hours of study.
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( Guilty Gear was less grounded in a literal sense, too: characters could practically fly about the screen with mid-air moves, later leading to people referring to this style of anime-based fighters as "air dashers.") His vision was a war-torn future, full of magic, man-made bioweapons that turned on their creators (the eponymous Gears), and a diverse cast of heavy-metal-inspired characters players could choose from. Daisuke wanted a fighting game that was less grounded in the real world and reflected the wilder possibilities of manga and anime. A little over 20 years ago, when Daisuke Ishiwatari created Guilty Gear, popular fighting games like Street Fighter or King of Fighters tended to have a similar premise: gather the strongest warriors in the world and pit them against each other in a test of skill.
