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Guilty Gear Xrd -SIGN- Trailer #2

  • Thread starter Thread starter Retro_
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I got so much shit for saying it was probably coming to PS3 or at most being a crossgen title. Looks like I was right
 
"Umm...wow, what happened? In motion the game is noticeably 3D."

Nothing, the trailer just showed more of the cutscene-y bits where they're not imitating sprites.
 
Which is funny because it was given T during the PS2 era.
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Good news is I finally have a fighting game for PS4. The bad news is I'm better off buying it on PS3 where the player base is larger and I already have a fight stick.

[screams internally]
 
This game likes to remind me of how much I enjoyed Battle Fantasia :/

I wonder how the "Camera rotation on EVERY killing blow" thing will work out for moves that don't "play nice" in 3D? Like frames that exaggerate perspective with transformed model proportions? I guess they'll be limited to only work on supers or something?

All that obvious hand-animated Motion blurring, morphing, and cloth/hair physics... I still feel like this is a style that could have been played around with more over the past few years. The fact it's getting a PS3 release makes me wonder about this even more. I really feel like it's a lot of secondary elements (transitions, morphs, quality / style of special effects, hair movement) that help sell this game's look. The impressive stuff feels like it has more to do with artistic dedication, rather than purely based on system power and "next gen" specs.

KI quite likely will be towards it's 2nd season by the time this fully releases (if it makes it to consoles in 2014 at all), and they'll probably both have comparable rosters by then, too. I'm actually glad the first 2 fighters out-the-gate won't be Street Fighter or Tekken, really...

And it's nice to actually see some live people in the backgrounds! Axel's lookin' good, and that moments flash of flashin I-no was cool. I guess most designs are pretty similar to their origins in this case, but I guess it's good they're not straying too far. Though I do hope there's some more characters that are at least as modified in look as Millia.
 
^ On supers that involve stuff like flailing arms (Chipp and May,) the "wind effects" appear to be individually modeled. I remember people in the Xrd loke test leak thread freaking out and posting gifs about this

Umm...wow, what happened? In motion the game is noticeably 3D.

Only dusting, supers, and KOs show the 3D effect. The rest of the time it looks like BlazBlue
 
Good news is I finally have a fighting game for PS4. The bad news is I'm better off buying it on PS3 where the player base is larger and I already have a fight stick.

[screams internally]

Ah crap, didn't think of that. Might have to get both versions after all.

Would have kinda preferred this to be PS4 exclusive so I wouldn't have to think about it.
 
"Umm...wow, what happened? In motion the game is noticeably 3D."

Nothing, the trailer just showed more of the cutscene-y bits where they're not imitating sprites.
The trailer showed plenty of gameplay.

EDIT - I'm referring to how you can now tell that the game uses 3D models instead of sprites.
 
probably will get both, ps3 for the larger playerbase and ps4 just because its pratically a guarantee it'll perform and look better there
 
Honestly, I don't see anything in the game trailers that wouldn't be possible (at 720p) on current gen consoles, handily. Yes, the arcade system its designed for has 2011 specs, but that doesn't mean the game itself is trying to stress it. You need only look at the other games on the system for proof.

Exactly. Plus, I think Arc knows better than to alienate their PS3 audience with a less than perfect port.

If anything, I'm betting that the PS3 version is the standard version and the PS4 is the "up-port", not unlike how a number of cross-gen titles are constructed. Especially if they've been working on this game as long as has been alleged.
 
oh hey. Fuuenken is in the mouth of Sol's new weapon I think
 
I saw that too. I don't know much about the series' lore but I thought that was pretty interesting. Wonder why it's in this new sheathed form.

Dunno.

As impractical as it is it looks pretty badass. Especially with his old sword looking like the tongue of his new one when its mouth opens up

Is Ky's sword still Fuuraiken? It looks a little different. If it is we can probably rule out this game taking place after GG2.
 
Dang, the framerate during cutscenes is really bad.
Thought that might've just been the stream, but yeesh.

Nah, and it's not an accidental framerate drop either, it's intentional. For some inscrutable reason the japanese think low framerates look more convincing for cel-shaded CG, it's pretty common in anime too.
 
Nah, and it's not an accidental framerate drop either, it's intentional. For some inscrutable reason the japanese think low framerates look more convincing for cel-shaded CG, it's pretty common in anime too.

One of the most tell-tale signs of CG masquerading as Anime, is the fact that the framerates raise well above what is generally used in actual hand-drawn animation. When something is generally drawn with 8 or 12 unique frames per second, suddenly showing the same motions with 30-60 unique frames loses a lot of the hand-crafted flair that makes anime what it is in the first place.

For fighting games, this is even more true, and even more so for ASW, which really believes in their elaborately expressive keyframes for move recognition.

ASW is also doing a lot more "per frame" animation in this, than most games now-a-days, which leave much of the tweening to computer generation.

Much as how Osamu Tezuka pioneered lowering animation framerates to the minimum that the human eye needed to interpret motion (thus forming the principles of Anime animation), ASW is doing the same thing with its work, since they're doing a lot more hand-crafted animation than your average 3D game.

Basically, they're treating this game as if they're actually drawing animation cels, rather than slapping a filter on traditional 3D animation techniques, and calling it a day.
 
Coming for both huh? May have to double dip for once because I don't know where the community will exactly be.

Also whats up with people actually being happy that I-no look didn't change? I kinda rather they try something new with her of the majority of the characters on the roster. There's so many designs that would have fit her but I guess they will just play it safe with a few characters.
 
This game likes to remind me of how much I enjoyed Battle Fantasia :/
Heh the one game I may say is more boring than Garou and I enjoyed both games.

All that obvious hand-animated Motion blurring, morphing, and cloth/hair physics... I still feel like this is a style that could have been played around with more over the past few years.
IIRC, Naruto Ultimate Ninja Storm 2 was the first to do something similar.

And it's nice to actually see some live people in the backgrounds!

Well duh, the game is still in development, the first trailer's stage was from early builds in the game. Actually the loketest vids showed various stages like May's ship which had some of the girls on deck.
 
Coming for both huh? May have to double dip for once because I don't know where the community will exactly be.

Also whats up with people actually being happy that I-no look didn't change? I kinda rather they try something new with her of the majority of the characters on the roster. There's so many designs that would have fit her but I guess they will just play it safe with a few characters.

At least with 3D models they're able to dramatically change the meshes for alt costumes. Hope they try something a little more out there with those.
 
Heh the one game I may say is more boring than Garou and I enjoyed both games.

Maybe it depends on who you played with... I didn't find it any more boring than getting smacked around by long Litchi loops in BB, or anything of that sort. Really liked playing DeathBringer and Freed, Coyori was pretty fun to play (even if getting stuck in some of her combos provided loads of frustration), and I loved leveling up with Watson.


IIRC, Naruto Ultimate Ninja Storm 2 was the first to do something similar.

Well, they had "anime like 3d" stuff going back to PS1 and PS2 days. People have stuck 2D-style squash-and-stretch on 3D models before, and even PS2 RPGs like the later Wild Arms games played with bringing more 2D aesthetic to 3D models. Even the Jet Set Radio games had some attempts at 2D style motion blurring in 3D. But past those games, and CC2's works, it's all been so under-utilized.

It's just taking them a LOT longer to get to these points than I'd like. I was asking my 3D teachers in 2002 why Cel-shade animation didn't embrace lower framerates, key frame animation, and 2D animation effects, why am I seeing big studios seriously doing these things in games 11 years later? (I actually won an award for my toonshade exploration back then from my teachers, too, ha)

Well duh, the game is still in development, the first trailer's stage was from early builds in the game. Actually the loketest vids showed various stages like May's ship which had some of the girls on deck.

I'm not talking about JUST this game, just ASW's works in general. They focus more on large constructs and huge statues, rather than detailed crowds or individuals for their backgrounds. I really like how much background life there is in Chaos Code, for comparison... Skullgirls does a nice job with this, as well.
 
Maybe it depends on who you played with... I didn't find it any more boring than getting smacked around by long Litchi loops in BB, or anything of that sort. Really liked playing DeathBringer and Freed, Coyori was pretty fun to play (even if getting stuck in some of her combos provided loads of frustration), and I loved leveling up with Watson.
Forgot who I used but I enjoyed it for the most part, it's on US PSN but...would like to have ti as a Plus freebie =V

I'm not talking about JUST this game, just ASW's works in general. They focus more on large constructs and huge statues, rather than detailed crowds or individuals for their backgrounds. I really like how much background life there is in Chaos Code, for comparison... Skullgirls does a nice job with this, as well.

Never bothered me tbh as I just treated them like the backgrounds of SF3 3S: They're portriats your characters fight on.
 
9 characters so far.

I wonder how many they will add in. Considering all the characters released so far have been from previous games I imagine that might lessen the work load a bit since there are references already created for the characters moves/properties.
 
You know how Street Fighter games have different art style for each version and they're always trying to improve the animation for each game. Then for SSF2 Turbo HD remix they kept the same exact animation and just redrew the sprites to make them look good prettier? That looks exactly like what Arcsys had done for Guilty Gear Xrd. It looks like all the PS2 Guilty Gear games, but just much much prettier.

I'm not a GG fan, and the animation isn't the main reason why I didn't like the previous games but it certainly didn't help either. It's like each move only has 2 frames of animation, the start up and the ending frame that shows what the move looks like. I always hated that about the series and it's back again.

For you GG fans, does this bother you guys at all or is this exactly what you guys wanted out of a sequel?
 
You know how Street Fighter games have different art style for each version and they're always trying to improve the animation for each game. Then for SSF2 Turbo HD remix they kept the same exact animation and just redrew the sprites to make them look good prettier? That looks exactly like what Arcsys had done for Guilty Gear Xrd. It looks like all the PS2 Guilty Gear games, but just much much prettier.

I'm not a GG fan, and the animation isn't the main reason why I didn't like the previous games but it certainly didn't help either. It's like each move only has 2 frames of animation, the start up and the ending frame that shows what the move looks like. I always hated that about the series and it's back again.

For you GG fans, does this bother you guys at all or is this exactly what you guys wanted out of a sequel?

ArcSys animation style is gameplay motivated I believe so I have no problem with it.

Alot of people criticize their animation style but honestly it's never bothered me one bit.
 
You know how Street Fighter games have different art style for each version and they're always trying to improve the animation for each game. Then for SSF2 Turbo HD remix they kept the same exact animation and just redrew the sprites to make them look good prettier? That looks exactly like what Arcsys had done for Guilty Gear Xrd. It looks like all the PS2 Guilty Gear games, but just much much prettier.

I'm not a GG fan, and the animation isn't the main reason why I didn't like the previous games but it certainly didn't help either. It's like each move only has 2 frames of animation, the start up and the ending frame that shows what the move looks like. I always hated that about the series and it's back again.

For you GG fans, does this bother you guys at all or is this exactly what you guys wanted out of a sequel?

Honestly didn't notice it till people constantly brought it up, and it still doesn't bother me anyway.
 
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