“Let’s Rock!” -Guilty Gear Strive OBT

Greater battle with refined UI and direction

Guilty Gear Strive is the latest series of fighting games from Arc System Works that have been around for more than 20 years. In the last CBT, and continually, Arc System Works mentioned and demonstrated a major change in Guilty Gear Strive. Since it is a fighting game, gamers who are not familiar with the series can say’What has changed’, but the actual users who play it have a big change, saying, “It has become a different game.” Although it is not possible to ignore the infrastructure accumulated by existing fighting gamers, it is in the end that new users and existing fighting game users are on the same starting line.

Game name: Guilty Gear Strive (GGST)
genre: Battle Action
Release date : April 9, 2021

Development / distribution: Arc System Works
platform: PC(Steam), PS4, PS5
tag: #2D fighting #battle #action


A neatly polished UI, improved visibility in Daejeon

In the previous CBT, Guilty Gear Strive had a lot of feedback on the UI. In fact, there was a feeling that it was a UI created to extract data about Daejeon, and there were comments that it was not guilty gear. The development team actively embraced this, and in this open beta build, a cleaner UI was introduced. In a way, instead of changing, it could be said that the intention to revert back to the past style but to build a battle screen unique to’Guilty Gear Strive’ was properly made.

The character selection window has also changed, and along with this, the type classification that can show the characteristics of the characters has been subdivided into a form that clearly reveals the characteristics of the characters. What I liked the most was the visibility of the’counter’. There is no big difference from CBT, but it does not break the flow of the battle by refining the existing UI and reducing the exaggeration in counter direction, and refining the character, UI, and counter messages to be clearly visible. The portrait and the burst gauge/risk gauge have been separated again, making it easier to check, which makes the screen more tidy as the UI that has damaged visibility by moving fluidly is fixed.

▲ Close-ups that are now emphasized on the big counter have also been reduced, and the UI has been fixed to make it neat.

Of course, in the process of refining, the direction and force of the characters were well conveyed. The refreshing sensation shown in CBT is maintained as it is, and the workshop where oriental herbal medicine before 40% HP, which has a strong correction value, is important shows the tension peculiar to Guilty Gear. The embarrassingly powerful damage in CBT has been considerably corrected in the open beta build, so even if users with a certain skill difference play against each other, the time required for a round is quite long.

There is still a message saying’Operate aggressively’ while giving a strong tension bonus for ball-and-play transitions, extreme defensive play, and aggressive play that change at a fast tempo. In addition, as romance cancellation can be moved by injecting a 4-way dash, there is a possibility that characters who use honest patterns can also give variables, so a new response is needed. Of course, the tempo is very fast, and the attack power using the romance cancel is beyond imagination, so the portion that consumes 50% of the tension is consensual.

▲ You can also move like this by entering a dash before canceling.


Online lobby system that still likes and dislikes

The most criticized part of CBT is the new lobby system. The arc system works traditionally adhering to the arcade-style lobby disappeared, and a new system was introduced with the feeling of a duel with dot graphics, but there were a lot of anxiety and criticism was heard.

In this test build, the lobby system itself has changed, but the basic framework shown before is the same. As before, players are divided by floor, and players located on higher floors cannot visit lower floors. Instead, a’square’ was added where everyone can play freely. Probably, this seems to be a newly added element because it is a system through lobbies and competitions without separate rank matches as before.

The system that automatically matches when weapons are matched has been removed, and the form has been changed to request a direct match. As before, the out-of-sync phenomenon has greatly reduced, but network errors still occur occasionally. In the future version, if the number of player matches or matches changes, it may improve a bit, but the arc system works’ unique arcade lobby has received a lot of favorable reviews, so it seems that it will be inevitable. In addition, a quick match system that allows you to find opponents at once is also introduced, which is presumed to be finding players in the right floor. After all, if there are few players, it is better to play directly in the lobby.

▲ The system for finding the right floor by rating is still there. Rating fluctuations were not as frequent as CBT.

▲ Casual matches are made in the’square’.

Nowadays, action games in the battle are inevitable to pursue many changes. In the past, the flow of mainstream play from arcade game halls and arcades has shifted to online matching and online matches. Moreover, offline and arcade game venues have been severely hit by the COVID-19 issue, and it is estimated that it will take a considerable period of time to recover. Therefore, online matching and lobbying systems are bound to become even more important.

In such a situation, the intention to introduce a new lobby system instead of the lobby containing the emotion of the existing arcade arcade is seen, but the result is felt disappointing. Of course, there weren’t any major problems due to the right number of people in the lobby based on prior experience, but if the open beta test begins in earnest, another problem may arise.

▲ The lobby seems to have to see the trend of OBT. It is unfortunate that there is no player match.


Willingness to’change’ demonstrated by GGST

▲ I feel pain just by looking at it

Fighting games are basically a genre with a very deep depth, and techniques and operations, and evaluation of characters and games can vary through the flow of continuous research and competition. In the media test, only a small number of people participated and could only play for a limited time, and there were many limited areas outside of Daejeon. Arcade mode, story mode, and story were quite popular, and it was really regrettable that I couldn’t do any of the two contents that gave the character even more.

Still, it is the willingness to change that Arc System Works has shown. Most of the players who enjoyed the old games on the CBT basis felt that it was a’different game’, and the OBT build was shown by supplementing this a bit more. For the part about laying down and the weather workshop, Jiseonda Lee, is “Is this Guilty Gear right?” It has shrunk to the extent you want. In addition, changes in the Gatling route continue as it is, and the situation of dying after being hit all day rarely occurs. On the contrary, in situations where the correction is strongly applied to less than 40%, they often show a reversal or return to the equivalent situation.

The more advanced graphics and directing are fun to see because they are so intense that they look cool or painful just by looking at them. Nevertheless, I liked the part that was trimmed to take care of’visibility’. The sense of Daejeon and the system itself were very satisfactory, and the goodwill was sufficiently drawn. However, it seems inevitable that I am a little regretful about online matching and lobbying, which are essential elements and the process leading to’Daejeon’.


▲ Daejeon is really fun!

Fighting games are a genre that cannot be blamed for others and requires long practice and effort. It is a genre that feels the joy of gradually growing while self-discipline, and users who are fascinated by this have enjoyed various fighting games for many years. This is an infrastructure and experience. No matter how many beginners and advanced users are placed on the same line, users who have already experienced various techniques such as understanding of frames and invincibility/grabbing in other fighting games are inevitably faster to adapt. In addition, because it requires a lot of research and practice, fighting games tend to appear to be’Payoen’, their own league, and the influx of new users is quite small.

Even if a new series is released, if it is similar to the existing series, these skilled users will adapt and become stronger much faster. The influx of new users and meta change are essential elements in fighting games. Guilty Gear Strive has made it impossible to reset all the infrastructure prepared by advanced users, so it is a big change and strong change to set at least novice users and existing advanced users on the same line, and it seems that various evaluations will be inevitable.

It was not that you could see the 100% Guilty Gear Strive in the open beta test build. Still, the most important fighting sensation in a fighting game is refreshing and fun. Through this, I am very excited that there are various contents such as story mode, training mode, mission, etc. to be shown through this, so I look forward to both release and open beta.

Advantages

+ Great directing, graphics and sound
+ Refreshing match feeling and excellent hitting feeling
+ Simplified system compared to the previous work

Disadvantages

-Still, the’Daejeon’ game is not as easy
-Somewhat unfortunate lobby function
-15 characters based on official release, feeling insufficient…?

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