LeonD Posted August 9, 2013 Posted August 9, 2013 ES should be given an award! :D He has done extremely well.
LeonD Posted August 9, 2013 Posted August 9, 2013 BGM and SE are reused from earlier games. HQ I guess? :D
LuciferD666 Posted August 9, 2013 Posted August 9, 2013 BGM and SE are reused from earlier games. Thx for the clarification.Pretty smirk move on Arc's part lol Still the clashing systems (especially danger time) I would like to get a good review of.
fiendmaw Posted August 9, 2013 Posted August 9, 2013 Looking at the screenshots,the game looks absolutely amazing.The 3D engine allows them to present each character's personality in a more natural and effective way.I like what I'm seeing.
ElvenShadow Posted August 9, 2013 Posted August 9, 2013 DI beam is tyrant rave while in DI. It's like if tyrant rave shot proton cannon!
zdravkelja Posted August 9, 2013 Posted August 9, 2013 It's nice to wake up to a 15 pages of new info. The game seems to be going in a right direction and looks awesome. Thanks to ElvenShadow and everyone else for constant info and translations
Suzaku Posted August 9, 2013 Posted August 9, 2013 Quick and dirty translation of the dengeki interview. -- This is a large scale location test being held in private on a single floor, but do you have plans to test outside of Tokyo? Ishiwatari: We want to test in multiple locations, but they might not reach this scale. This time, as it was the latest in the series after a long time, and the first location test, and because a lot of people are already in the Tokyo area due to Comiket, we were able to make it really big. Pachi: This time, everything just came together. We're holding the test in the Sega Akihabara Building, which is like a Guilty Gear holy land, and we got private access to an entire floor, so it's huge. Of course, even the fans outside of Tokyo, such as those in Osaka, want to test the game, so we'll work on organizing something for them. -- Instead of 2D pixel art, you're using 3DCG models this time around. Can you tell us about that decision? Ishiwatari: After making fighting games that are 2D at heart for ten years, we thought about what the future should hold, and this was what we came up with. With Guilty Gear and BlazBlue, our company has presented the appeal of 2D, and fans have supported the appealing 2D pixel art. But we wondered what its peak would be -- if we're doing 2D in an era of 4K resolutions, can you even really consider that pixel art anymore? This is just my opinion, but when we can incorporate 3D like this and move forward while staying true to what makes it fun as a 2D game, that's the type of 3D production we wanted to introduce. -- Does the 3D processing affect the gameplay in any way? Ishiwatari: When it comes to 3D gameplay, we haven't done anything daring yet. When you've got a 2D fighting game, everything's really digital. I think of 3D as having analog elements, so we haven't incorporated anything involving a 3D plane. On the other hand, on the production side, we still have to do things that show off the 3D. -- When your characters are made using 3D models, it must become easier to dress them up, like to change accessories, don't you think? Ishiwatari: Compared to 2D it definitely has some advantages that make things like that a lot easier to realize in 3D. However, well, I think a lot of the time it's only somewhat easier to do, relatively... you still need to do fine tuning by hand. (Laughs) -- Can we expect some more information in the future? Ishiwatari: I can't say anything right now. I think we're going to keep our secrets for the time being, so you'll have to just imagine for now. (Laughs) -- Why did you choose seven characters for this location test? Ishiwatari: It was the order they were finished in. (Laughs) Honestly, part of it is that we wanted to have a good variety available for people to choose from today. -- Are you trying to balance characters that are easy to control and others that are for experts? Ishiwatari: We want to reduce the gap between beginners and veterans, and we also want players to be able to choose their favorite characters. Secret Behind the Evolution of the Roman Cancel: --When you play, you get the feeling that it's not exactly simpler than before, but it's easier to play. Was that an intentional game design? Ishiwatari: That's part of it. I think the convention is to introduce more and more new systems with each iteration, making it more difficult for new players to start, and I guess to an extent it becomes too difficult. Although there are definitely good reasons for keeping everything in a game the same, we wanted to make it feel new again. I want to be able to play with a new generation of gamers, so that was the intent behind the revisions. However, we have a strong understanding of the older generation that have been around up until now. We wanted these people to also experience something fresh and new, so we decided to evolve the Roman Cancel. That way everyone can feel like there's something new they've never experienced before while playing. Rather than adding more and more new elements, the idea was to improve something we already had. --So the Roman Cancel has evolved. Please tell us some of the finer points. Ishiwatari: Well, I can only talk about a small part of the system for now, but you can now Roman Cancel in pretty much any situation. To avoid problems with balance it uses NG points (?), but you can basically use Roman Cancel whenever you want. Then, depending on the situation, the color of the effect will change. Pachi: For example, when you watch someone play, if they Roman Cancel out of a projectile attack, or if they Roman Cancel after an attack hits, the color will be different. Ishiwatari: There are different properties depending on the colors, but I can't really talk about that yet. Suffice it to say, they'll become important. --Are the familiar Instant Kills going to be included? Ishiwatari: We didn't finish them in time for this location test, but they'll be implemented by the time we have an official launch. --Pachi, you've worked on both the Guilty Gear and BlazBlue series, but do you feel like they have a different development process? Pachi: They're definitely different, and Mori and Ishiwatari, who are the directors and creators for BlazBlue and Guilty Gear, have different ideas and ways of thinking. Like, when using powerful attacks, the start up time is different in Guilty Gear. When it comes to the flow and quality of gameplay, there are a lot of unwritten rules, and whether they're talked about or not, you need to keep them in mind, even when developing new systems. --Where did you come up with the "Xrd" title? Ishiwatari: Well, I made "X (Zex)", and I also made "2", and I wanted to show that this title is a descendant of both of them. Since this time the gameplay system is part of the "X (Zex)" lineage, and it's the "3rd (third)" in that series, I came up with the word "Xrd (Igzird)". --When does this story occur in the timeline? Ishiwatari: The stories for the games aren't parallel worlds or anything, basically all of the stories that have happened in this world are connected. Xrd takes place after the home console game, Guilty Gear 2. --So is Sin, who appeared in Guilty Gear 2, going to show up in this? Ishiwatari: Well... we're still in the early stages of location testing, so... no comment. (Laughs) -- This may be hasty, but have you started developing for a home console yet? Ishiwatari: Hmm. Well, I wouldn't dare say "no!" but there's really not anything I can say about that. (Laughs) -- The flow of new arcade games has decreased in recent years, but do you think that releasing new titles like this will boost the the arcade game industry? Extremely long responses from both Ishiwatari and Pachi about the atmosphere of arcades, meeting friends, and the importance of making not just games but fostering the communities that play them.
ElvenShadow Posted August 9, 2013 Posted August 9, 2013 In DI Sol's dp+k in the air is like an air dash version of his command grab.
LeonD Posted August 9, 2013 Posted August 9, 2013 In DI Sol's dp+k in the air is like an air dash version of his command grab. WOW, that's some cool animation right there! :0
kosmos badgirl Posted August 9, 2013 Posted August 9, 2013 It seems that they run out of questionaries at 16:00, people is writing feedback like there's no tomorrow.
Suzaku Posted August 9, 2013 Posted August 9, 2013 http://www.inside-games.jp/article/2013/08/09/69405.html Another article with more screens.
Epic Posted August 9, 2013 Posted August 9, 2013 Thanku you Suzaku for the translations, google translate can only do as much. And thanks Elven for the fresh news. Much appreciated.
LeonD Posted August 9, 2013 Posted August 9, 2013 Dragon Install Sol. He surely looks badass right now! :D
Starlight777 Posted August 9, 2013 Posted August 9, 2013 The jacket looks out of place with the rest of him.
kosmos badgirl Posted August 9, 2013 Posted August 9, 2013 Suzaku did you checked the Famitsu interview?, snything new there?.
Suzaku Posted August 9, 2013 Posted August 9, 2013 At a glance, it all seems like the articles all kind of have the same info. I guess it was less one-on-one interviews and more a Q&A, since different sources have the same questions an answers.
fiendmaw Posted August 9, 2013 Posted August 9, 2013 Uhm,obvious question,but was it addressed why the bar is divided in 4?
Fenrir Werwolf Posted August 9, 2013 Posted August 9, 2013 Because there will be something like (if not really) FRC in the final game that consumes 25% bar :/ Really nice interview, and also glad they are still focusing on arcades. I'm also happy to see Sin confirmed (sort of)
Kyhz Posted August 9, 2013 Posted August 9, 2013 I'm also happy to see Sin confirmed (sort of) Sometimes, no comment just means no comment.
Jakestation Posted August 9, 2013 Posted August 9, 2013 Waiting for Mikes next post when he finally gets home.
werewolfgold Posted August 9, 2013 Posted August 9, 2013 (edited) Yo, guys. I am now back from Akihabara (I even ran into ES while I was there!). I can't go into a lot of finer details about the characters because I didn't quite have a set goal in mind when playing. But, I can give you some details about the overall presentation. The game looks and feels eerily like the previous games. I say eerily because it's frickin' using 3D models. A lot of the frames are pretty much dead ringers for the previous games, especially for Millia and her hair which is what surprised me the most. BUT, I do have to say this. The stills do look amazing. But, because the models and such look so great, the fact that during the character's openings and such there is very little tweening going on in the animation, it kind of looks jarring and...well, cheap-looking. Before, it had the "2D game" look, so missing animation frames weren't that big of deal. Now it basically looks like an anime, so the missing frames really stand out greatly. Also, a lot of times during the openings, they zoom in on the character's faces while saying their opening lines. (For now, at least), every one just has the all-purpose, continuous, single mouth flap for whatever it is they're saying. It's..., once again, jarring to look at coming off of other games that have used the cel-shaded style, yet kept the animation tweening intact. This may be just the stylistic choice they have going for the game, and it may just be an acquired taste. But, I have this sinking feeling that in the eyes of the general public, it may be met with some pushback... I will edit this post with some general character impressions soon... Edit #1: All of the characters have one "cinematic" super move where the camera will change to focus upon them as they're preparing for the move (kind of akin to Ultras in SF4). Sol: Tyrant Rave Ky: Ride the Lightning May: Great Yamada Attack Millia: Winger Chipp: Gen'you Rou Zan (for the final downward slash) Venom: Dark Angel Potemkin: (Uhhhh... I didn't get a chance to play as him. I'm thinking Heavenly Buster, though.) This may be ArcSys trying to employ a "signature-this-is-what-you-should-use" type thing, since it's only one per character. Edit #2: Sol has a Dragon Install winpose. It's kind of a cross between Painwheel from Skullgirls and Urien from SF3. I can confirm after doing the move a couple times that Riot Stamp is still a kick like in the previous versions. The second hit knocks the opponent straight to the ground for a bounce rather than pushing them back. If blocked, it launches you higher into the air, giving you the chance to attack again. That new dive kick is srs bzns. As previously stated, performing a DI'd Tyrant Rave turns it into a massive, screen-reaching fireball. Chipp's 236236+K is now a massive whirlwind of punches (Fist of the North Star-style, almost) followed by 2 Beta Blades. His taunts employ manga/anime style emotion lines (such as the throbbing vein). His chin is reeeeeeeeeeally pointy now. Almost Wicked Witch of the West-style... His burst is a very faithful rendition of the 2D version. "Find Me" has him kind of going from fully there and then turning into what looks like static interference as opposed to the previous games. Millia's Chroming Rose involves various flowers suddenly appearing on screen after its activation. The opponent will definitely have to be on the defensive for this one. HS Tandem Top has a new animation. It's pretty cool looking. Venom's QV is basically Dubious Curve with a new animation. As opposed to smacking you with the ball, he summons a decent distance in front of him. The blast radius of the ball upon summoning is palpable. Upon hit, it moves into place depending on the button you used. Bishop Runout is a giant, flaming ball that can be ping-ponged back and forth across the screen for a limited time with no regard for whether it hit, was dodged, or blocked. I don't think you can charge Carcass Raid anymore. At least, it didn't work when I tried. I may have done something wrong. His opening animation is -fabulous-. It involves him striking a pose, followed by a hair flip. I find it hard to believe that anytime has passed for May at all. I dunno if they were just using clips from the previous games (she still has the "Treat me like a kid at your own risk!" line), or her VA just gave the exact same performance. Her 63214+HS doesn't even involve the anchor. It's just her flailing her arms in a circle reeeeeeeally hard at you. It doesn't even knock you back that far as far as I can remember. Potemkin's new move (well, I didn't recognize it), 63214+K involves him hitting the ground and encasing himself in fire. He has this, as well as the flying missile attack. His opening animation has a jet flying overhead dropping a cargo/weapons crate, which he then jumps out of. Ky's Grinders are gonna be serious business. It adds a completely different feel to his gameplay. Placing the seals in the air is interesting because then you have to make sure you can then actually aim your Stun Edges into them. Since Ky can't teleport like Venom can, people are probably going to have to be careful. Grinder + Sacred Edge = instant, full-screen sword. Caught me by surprise completely (I was fighting against him). Ky has a cape which he throws away in his opening animation. Edit #3: I'm gonna guess that the "You Rock" screen with your opponent lying on the ground is gonna be the new win quote screen. Defeating your opponent can lead to some different camera effects. One being just a single camera angle change, another being a three-camera angle change (think TTT2), and the third being a circular, pan around shot. Welp, that's all for what's off the top of my head. If I have more things to contribute as people ask the right questions, then I'll chime in... Edited August 9, 2013 by werewolfgold
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