DunDunDunpachi
Banned
Courtesy Gearnuke. Preview:
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Lots more at the link. Daisuke talks about wall-breaks, the changes to the gatling system, and this quote about the concerns over Guilty Gear Strife's possible simplification:
Guilty Gear XRD Sign’s initial launch trailer has over 1.6 million views to date on YouTube. New Guilty Gear has had 1.2 million views and it’s been less than 6 months. What it’s like to experience that level of enthusiasm for the new title?
Absolutely, it was definitely surprising to see that enthusiasm, but what was more surprising than just the number of plays on the first launch trailer was the second trailer is actually over a million views. The rate at which people are engaging with this is really astonishing and all we are doing is really just staying inside our space and working really really hard to bring these to you guys. It’s definitely surprising.
Visually New Guilty Gear looks stunning, and I’ve heard lots of early conversations that it might be the best looking fighting game we’ve ever seen. I know Sakamura-san is the Art Director on this title as well as XRD. What type of conversations did you have about the look of the game because it looks different, yet still Guilty Gear?
First, I want to start by saying that we work really closely of course and right now how we are arranged in the office is that he sits directly in front of me so it’s not so much meetings or let’s go book a conference room, as much as lets have a you know “Hey, how is that thing going?” So it’s a really very type of, casual interaction that we can have with each other. With XRD we were very careful to make 3D look as 2D as possible. So A lot of our reference material and things we would be comparing it against would be just animation, 2d animation, anime that type of thing. Whereas with the New Guilty Gear, we are very conscious to use movies as a reference. We want to respect the 3D and make sure it does have that 3D-ness to it. So we’ve been looking at a lot of movies as opposed to anime.
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Lots more at the link. Daisuke talks about wall-breaks, the changes to the gatling system, and this quote about the concerns over Guilty Gear Strife's possible simplification:
The simplification of fighting games I think isn’t necessarily when people are watching people play to engage with them to make sure they are having fun. That doesn’t mean to say complex games aren’t fun. I think there are definitely complex game mechanics that if you get into it can be really engaging and fun. But I think where it stops being fun is where you don’t have people around you that are the same level as you. So one thing we are really conscious of right now is how do we fill that gap, bridge that to make sure there is still an element of fun even though the skill level might be kind of different.