The thought process behind many of our design decisions was to make a game that was easy to understand for new players, but with lots of depth behind the mechanics that allows players to really think about the decisions they make. We think we are pushing that point more strongly than ever before. How much of a challenge has it been to ensure that Strive retains that quality even as it looks to be more accessible to newcomers?Īs you said, we don’t think that we should narrow down the choices for players. Something that Guilty Gear games are known for is the level of freedom they offer to players in how they want to approach fights, which obviously stems from mechanical depth and complexity. In other words, we want to create a game with a completely new depth, where all players are at the same starting line. This means that all players will start off on the same level. In terms of game design, we’d like to use new techniques that weren’t used in the past series, rather than techniques that can be used directly from the past series. If the online rating system works, each should be able to enjoy playing against each other in the same level range. To begin with, GGST is not looking to bridge the gap between advanced players and beginners. You’ve said that you’re attempting to bridge the gap between high-level players and beginners with Guilty Gear Strive, but what sort of an approach have you taken to ensure that that’s done without losing that core appeal of skill and technique that is so inherent to fighting games as a whole? And while that’s part of the charm, it’s also daunting to newcomers to the genre. The thought process behind many of our design decisions was to make a game that was easy to understand for new players, but with lots of depth behind the mechanics that allows players to really think about the decisions they make."įighting games as a whole are defined by high skill ceilings, especially Arc System Works’ games, which tend to be fast and technical. "We don’t think that we should narrow down the choices for players.
![guilty gear player kadakau guilty gear player kadakau](https://www.guiltygear.com/ggst/en/wordpress/wp-content/uploads/2021/08/chara_jko-1024x1984.png)
You can read our conversation with director Akira Katano below. We recently had the chance to speak about the game and its biggest talking points with its developers, and learned quite a bit in the process.
![guilty gear player kadakau guilty gear player kadakau](https://mlpnk72yciwc.i.optimole.com/w:600/h:338/q:auto/https://www.bleedingcool.com/wp-content/uploads/2018/02/81jpCSpcuL._SL1500_.jpg)
Stunning visuals, interesting changes and improvements, and the implementation of some unique new ideas all seem to be coming together in what might just be one of Guilty Gear’s better entries in recent years. A new fighting game made by Arc System Works is, in today’s day and age, pretty much guaranteed to be great, and Guilty Gear Strive in particular has been looking particularly interesting for as long as we’ve known about it.