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Guilty Gear Xrd Famitsu Article (2013-12-05)

Being on PS3 and PS4 is good for this game's tournament scene, IMO. If a tournament doesn't have any other next-gen games early on, then they can use the PS3 version. Once more fighters come to PS4, the game can stay part of tournaments.

I guess I don't like the fact that the game's playerbase, as mentioned previously, could potentially be fractured by its release on two different platforms. If the PS4 version is superior, it would also be unfortunate for everyone to still flock to the PS3 version because most people will be playing there.
 
Still crap animations.

Still will buy one day as long as the game is somewhat balanced.

Just disappointing to see the teleporting. I know it's way tougher to animate these than your average SNK sprite because of the uniqueness. Doesn't change the ugliness.

A good looking game most of the time, of course. I just have to voice my opinion that there are cracks in the facade of those beautiful character models.

It sounds like what you're talking about is the hit stop/cancelling. The game freezes for a moment when an attack connects with your opponent. If you whiff an attack the animation plays out in full, when you hit an enemy it still plays out in full aside from the hit stop making it last for a few more frames.

When you cancel your normals, the recovery period of the animation is interrupted so you can link attacks together. This can give the impression that characters are teleporting as they are cancelling the animation of the attack then initiating another attack, which the animation of course will start from your character's neutral state.

You can find this in most fighting games. 3D games like Soul Calibur and Tekken don't really have this though since their animations are done in a way so that they can flow into eachother.

I guess I don't like the fact that the game's playerbase, as mentioned previously, could potentially be fractured by its release on two different platforms. If the PS4 version is superior, it would also be unfortunate for everyone to still flock to the PS3 version because most people will be playing there.

Optimal solution here would be for both versions of the game to be compatible online. As far as we know the only differences between both versions will be in terms of graphics. PS3/PS4 both use the Playstation Network so it should be possible.
 
I guess I don't like the fact that the game's playerbase, as mentioned previously, could potentially be fractured by its release on two different platforms. If the PS4 version is superior, it would also be unfortunate for everyone to still flock to the PS3 version because most people will be playing there.

...but has that really been a problem with cross platform games?
 
Optimal solution here would be for both versions of the game to be compatible online. As far as we know the only differences between both versions will be in terms of graphics. PS3/PS4 both use the Playstation Network so it should be possible.

Yeah, the best possible outcome here is if the game has cross-play. I don't know how much that's to be expected, though. Injustice on PS4 didn't even have cross-play with the PS3 version.

...but has that really been a problem with cross platform games?

Talking about a generational shift, not a 360/PS3 situation.
 
I guess I don't like the fact that the game's playerbase, as mentioned previously, could potentially be fractured by its release on two different platforms. If the PS4 version is superior, it would also be unfortunate for everyone to still flock to the PS3 version because most people will be playing there.

Was it a problem when other fighting games get released on PS3 and 360?

I really don't see arcsys gimping the PS3 version in the most important parts. Graphics might take a bit of a hit (though I don't think it will that much), but they will most likely make sure that the gameplay is still fluid.
 
I'm hoping we'll get a form of cross-platform play. But I'm not expecting it.

Game is just too beautiful to fracture the playerbase like I expect they will.

If they do that, they should do it like Capcom did where people that happen to only own copies of SSF IV could also play against people that only happens to own SSF IV: Arcade Edition, & vice-versa. Or like they did with Street Fighter x Tekken between PS Vita & PS3.
 
Yeah, the best possible outcome here is if the game has cross-play. I don't know how much that's to be expected, though. Injustice on PS4 didn't even have cross-play with the PS3 version.

That was a farmed out port with issues, like combos not working, that haven't even been fixed yet. I imagine this would get a little more attention and have a slight hope of cross-play.
 
That was a farmed out port with issues, like combos not working, that haven't even been fixed yet. I imagine this would get a little more attention and have a slight hope of cross-play.

That's true. There's also the fact that both versions would presumably launch at the same time.
 
I still don't really see the problem of the fractured base. Sure cross play would be great but having a fractured base throughout the entire generation hasn't exactly been damaging the FG scene so far.
 
I still don't really see the problem of the fractured base. Sure cross play would be great but having a fractured base throughout the entire generation hasn't exactly been damaging the FG scene so far.

I'm not talking about the scene or the game itself, I'm talking about people who might have both a PS3 and PS4 and would have to choose between which version they would want to get based on where everyone else is playing Xrd. Comparing PS3/PS4 in this scenario is nowhere near the same thing as comparing 360/PS3 multiplatform fighting games.
 
It sounds like what you're talking about is the hit stop/cancelling. The game freezes for a moment when an attack connects with your opponent. If you whiff an attack the animation plays out in full, when you hit an enemy it still plays out in full aside from the hit stop making it last for a few more frames.

When you cancel your normals, the recovery period of the animation is interrupted so you can link attacks together. This can give the impression that characters are teleporting as they are cancelling the animation of the attack then initiating another attack, which the animation of course will animate from when your character is in a neutral state.

You can find this in most fighting games. 3D games like Soul Calibur and Tekken don't really have this though since their animations are done in a way so that they can flow into eachother.



Optimal solution here would be for both versions of the game to be compatible online. As far as we know the only differences between both versions will be in terms of graphics. PS3/PS4 both use the Playstation Network so it should be possible.

Stay a while and listen,

I love it when idiots like this who have no idea what they are talking about try to defend a game's crap APS. They are so cute, they think "hit-stop" is a design choice and all their games run at a smooth 60 FPS which must mean ever single 1/60th of those frames are animated. Next thing you know you'll tell us your anime must be drawn at 30 FPS, your animated movies at 24, and that all those panning shots in animation are not one APS dragged and slowly panned over. The animations suck, deal with it, just like they do in tons of 2d 3d games and old sprite based fighters. Doesn't make the game bad.
 
It sounds like what you're talking about is the hit stop/cancelling. The game freezes for a moment when an attack connects with your opponent. If you whiff an attack the animation plays out in full, when you hit an enemy it still plays out in full aside from the hit stop making it last for a few more frames.

When you cancel your normals, the recovery period of the animation is interrupted so you can link attacks together. This can give the impression that characters are teleporting as they are cancelling the animation of the attack then initiating another attack, which the animation of course will start from your character's neutral state.

You can find this in most fighting games. 3D games like Soul Calibur and Tekken don't really have this though since their animations are done in a way so that they can flow into eachother.
Nah, I'm pretty sure he's talking about how Arc System Works games with 2D graphics have all had a lot less frames of animation than their contemporaries. Garou: Mark of the Wolves came out a year before Guilty Gear X and looks truckloads better. At the time, Guilty Gear had bigger sprites, but the fact that their animations have not gotten the slightest bit more smooth since that game is kind of disappointing.

Although, as long as they've stuck to the choppy animations, it's nice to have them in 3D, just because it's a neat effect to have 3D models animate like 2D sprites.
 
I still don't really see the problem of the fractured base. Sure cross play would be great but having a fractured base throughout the entire generation hasn't exactly been damaging the FG scene so far.

This is different. Capcom got SfxTk working across Vita/PS3. It would be cool if they got PS3/PS4 playing each other in this. I doubt it will happen though. They want people double dipping, hehe.
 
Nah, I'm pretty sure he's talking about how Arc System Works games with 2D graphics have all had a lot less frames of animation than their contemporaries. Garou: Mark of the Wolves came out a year before Guilty Gear X and looks truckloads better. At the time, Guilty Gear had bigger sprites, but the fact that their animations have not gotten the slightest bit more smooth since that game is kind of disappointing.

Although, as long as they've stuck to the choppy animations, it's nice to have them in 3D, just because it's a neat effect to have 3D models animate like 2D sprites.

I've always wanted 3D fighters that looked identical to 2D fighters, just higher res. Of course the assumption was that the animation would be more fluid because each and every frame of animation wouldn't have to be redrawn.

I think Guilty Gear Xrd works as well as it does because there's limited animation, making it look hand drawn. However, I still think it would look hand drawn with more frames of animation. I just hope they're not using limited animation in order to adhere to GGX's look as close as possible.
 
Now DLC that'd be a smart (although dickish) move. Saving him for another game would just gut their initial playerbase which big no no.

How popular do you think Bridget is exactly?
 
ASW held a poll earlier this year and Bridget was the most popular character in the series.

Guess I missed that

During Arc Revo, Mr. Ishiwatari seemed generally surprised by Bridget's popularity.
Obviously this was still on its early days when announced it later that day, but I think given the size of the roster so for, they really might not have Bridget in the 1st iteration.

He's been kind of an ignored character for a while now. There don't seem to be many good bridget players still playing in Japan.

or people playing him in general online in AC+
 
I just hope they're not using limited animation in order to adhere to GGX's look as close as possible.
I'm pretty sure that that's exactly why they're doing it.
The closer the animations are to old Guilty Gear, the more it feels like old Guilty Gear. And since Guilty Gear is one of the best fighters ever to play, they really don't want to change how movement and attacking feels.
 
I'm not talking about the scene or the game itself, I'm talking about people who might have both a PS3 and PS4 and would have to choose between which version they would want to get based on where everyone else is playing Xrd. Comparing PS3/PS4 in this scenario is nowhere near the same thing as comparing 360/PS3 multiplatform fighting games.

Pardon my ignorance but I really don't see the difference in this case, other than the PS4 being the superior version. I'm betting that there's going to be just as many people who have a PS4/PS3 combo as there are PS3/360 combos when the game comes out, if not less. Same difference.

Again, cross play would be nice, but I don't see why it would be that big of a deal. Just play on your preferred platform, same as this gen.
 
Being on PS3 and PS4 is good for this game's tournament scene, IMO. If a tournament doesn't have any other next-gen games early on, then they can use the PS3 version. Once more fighters come to PS4, the game can stay part of tournaments.

Good move, really. Promotes longevity.
Also,
na na na na na na na na na na na na na na na na BEDMAN!

Yes, as much as people like to blame Marn, PS2 is what killed Guilty Gear.
 
Pardon my ignorance but I really don't see the difference in this case, other than the PS4 being the superior version. I'm betting that there's going to be just as many people who have a PS4/PS3 combo as there are PS3/360 combos when the game comes out, if not less. Same difference.

Again, cross play would be nice, but I don't see why it would be that big of a deal. Just play on your preferred platform, same as this gen.

It's the part where the ratio from PS3/PS4 players would be similar to the PS3/360 ratio that I'm unsure of. It will presumably only have been a year since the PS4 launched (less in Japan) when Xrd launches, so my worry is that the PS4 version will have a significantly reduced playerbase, especially because of the existence of the PS3 version.

That remains to be seen, though.
 
Stay a while and listen,

I love it when idiots like this who have no idea what they are talking about try to defend a game's crap APS. They are so cute, they think "hit-stop" is a design choice and all their games run at a smooth 60 FPS which must mean ever single 1/60th of those frames are animated. Next thing you know you'll tell us your anime must be drawn at 30 FPS, your animated movies at 24, and that all those panning shots in animation are not one APS dragged and slowly panned over. The animations suck, deal with it, just like they do in tons of 2d 3d games and old sprite based fighters. Doesn't make the game bad.

I'm sad that you can't express your opinion without insults.

Nah, I'm pretty sure he's talking about how Arc System Works games with 2D graphics have all had a lot less frames of animation than their contemporaries. Garou: Mark of the Wolves came out a year before Guilty Gear X and looks truckloads better. At the time, Guilty Gear had bigger sprites, but the fact that their animations have not gotten the slightest bit more smooth since that game is kind of disappointing.

Although, as long as they've stuck to the choppy animations, it's nice to have them in 3D, just because it's a neat effect to have 3D models animate like 2D sprites.

The only Arcsys games I have played extensively are from the Blazblue series so I can't say I find it to be a problem. It seems more like a design/style choice as the technology is clearly there if they wanted to have more inbetweens.
 
I'm pretty sure that that's exactly why they're doing it.
The closer the animations are to old Guilty Gear, the more it feels like old Guilty Gear. And since Guilty Gear is one of the best fighters ever to play, they really don't want to change how movement and attacking feels.

I think they could still make it feel like old Guilty Gear while adding a few frames of animation between the key frames Guilty Gear fans are familiar with.
 
Surprising as hell to me. Nobody seems to actually play him

Seems like it was an online poll anyone could vote for, so I wouldn't be surprised if his meme status as the trap icon won him that spot more than anything

I don't think he'll be in, and I don't think his absence will lose too many people that were already interested. but who knows

There are more than enough Bridget players around. Do you watch match videos from Japan arcades for +R?
 
Stay a while and listen,

I love it when idiots like this who have no idea what they are talking about try to defend a game's crap APS. They are so cute, they think "hit-stop" is a design choice and all their games run at a smooth 60 FPS which must mean ever single 1/60th of those frames are animated. Next thing you know you'll tell us your anime must be drawn at 30 FPS, your animated movies at 24, and that all those panning shots in animation are not one APS dragged and slowly panned over. The animations suck, deal with it, just like they do in tons of 2d 3d games and old sprite based fighters. Doesn't make the game bad.
Why you so angry? Hit-stop exists and is a design choice. It helps with timing cancels and combos. Guilty Gear still has worse animations than most fighting games, but some of the "teleporting" is hit-stop and canceling. There isn't an animation between attacks (like pulling back a leg after you kick and combo into a punch) so that their timing is consistent. Even a game with very fluid animation (EG Skullgirls) can have it.
 
Im fine with ggs animation

What arcsys games lack in animation frames they make up for in cool game effects.
 
Axl looks awesome!
 
The only Arcsys games I have played extensively are from the Blazblue series so I can't say I find it to be a problem. It seems more like a design/style choice as the technology is clearly there if they wanted to have more inbetweens.
Blazblue is when this became really noticeable to me, because the bigger, more detailed sprites look even more jarring with small frame counts.

I think they could still make it feel like old Guilty Gear while adding a few frames of animation between the key frames Guilty Gear fans are familiar with.
They probably could, yes, but would it be worth the effort, especially with the chance that it feels more "off" than they'd want? A lot of Guilty Gear's fanbase has played a lot of the X2 games, and I bet they really want to keep that audience, so they might not want to take the risk.

Why you so angry? Hit-stop exists and is a design choice. It helps with timing cancels and combos. Guilty Gear still has worse animations than most fighting games, but some of the "teleporting" is hit-stop and canceling. There isn't an animation between attacks (like pulling back a leg after you kick and combo into a punch) so that their timing is consistent.
I'm 100% sure that everybody here knows the difference between hitstop, cancels, and plain-ass less frames. I mean, Skullgirls has plenty of cancelling, and it's still incredibly smooth, because there's just more frames of animation.. The insulting was probably a little uncalled for, but whatever.
 
There are more than enough Bridget players around. Do you watch match videos from Japan arcades for +R?

I do. I don't see him much.
/
Not nearly as much as testament or Johnny. Or every other character that's not in really.
 
They probably could, yes, but would it be worth the effort, especially with the chance that it feels more "off" than they'd want? A lot of Guilty Gear's fanbase has played a lot of the X2 games, and I bet they really want to keep that audience, so they might not want to take the risk.

My only guess is that it's not as easy as it seems, maybe because of limitatioms coming from the character models squashing and scretching in order to appear like their hand drawn counterparts. I don't know much about 3D animation but I believe not every frame needs to be individually crafted. If you pose the model in various ways during an attack, the animation software follows the logical progression between those points (fist rears back, fist begins extending forward, fist stretches out at maximum length).

Of course, there's no logical progression for a 10 foot tall, paper-bagged doctor to suddenly transform into a boy swinging a baseball bat so that mighy be the issue.
 
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