Back when Strive was known as Guilty Gear(2020), I was generally excited for the game. I made posts of what I thought about the artstyle, the redesigns shown, etc. There are some great soundtracks I really love and how the different Roman Cancels is implemented. New characters like Nagoriyuki and Goldlewis are great additions to the GG universe. And while I still think Strive is an okay game itself, I was starting to see red flags of its direction that I couldnāt ignore anymore. Time for a super long post! This topic will be split into multiple parts, so I hope you enjoy reading!
THE GAMEPLAY PHILOSOPHY
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Due to the nature of how fighting games are with patch updates, things naturally will change overtime. But I do think the general concept of what the developers are aiming for will remain the same. Multiple past interviews mentionĀ how the intention is to make Guilty Gearās gameplay less intimidating for new players, yet still maintaining the level of depth veterans love. Like in this one
(Source:Ā https://www.eventhubs.com/news/2019/sep/17/were-hoping-wed-be-able-eliminate-perception-game-looks-difficult-guilty-gear-directors-talk-simplifying-title-brand-new-ways/Ā )
Now Iām going to post pieces of another interview about the direction of Striveās gameplay.
When designing a new Guilty Gear, how do you think about the balance of bringing back old characters versus making new ones?
Ishiwatari:Ā Especially for the existing characters, when we consider the balance, like with Sol or Ky, I think people have a way they imagine they're supposed to be played, a way that they feel that they're designed to be played. And when we make a completely new Guilty Gear like this one, I think we need to both shift and kind of reset that mindset. So it kind of opens up the possibility of, well, maybe Sol could be played like this, or maybe he's more of a character that would do those type of things. With a new game, it's a reexamination of all the existing characters and then adding other ways to play the game in addition. So that's how we maintain overall balance.
Was it tempting to throw the old characters out, like Capcom did with Street Fighter III, when it was Ken and Ryu returning and everyone else was new?
Ishiwatari:Ā Incidentally, Street Fighter III is one of my favorite fighting games. And I wouldn't necessarily say we're going to that extent. Kind of the approach for this isālet's say you take Ryu, the protagonist of the story, something we imagine a lot of the players are going to pick. And he was kind of really based around his shoryuken [Ryu's dragon-punch uppercut]. So the idea is, well, what if we take that away from his toolkit? And I'm sure most of the conversation would be "No, it's impossible, etc." But at least posing those questions and seeing what they might lead to is kind of the process we're going through.
Source:Ā https://arstechnica.com/gaming/2019/11/interview-with-guilty-gear-creator-daisuke-ishiwatari/
The biggest questions I think needs to be asked when companies do something like this is,Ā āOther than wanting to do something different in general, why do you think the charactersā moves and playstyle need to be shifted and reset? And how do you think itāll benefit not only new players, but veteran players of the series?ā
I think these questions are important because if Strive is suppose to be an reconstruction and not a reboot, it shouldnāt strictly beĀ ādifferent for the sake of being differentā. It needs to be that if itās different, what makes it better than the last game and what it has to offer to keep someone playing long-term. To challenge this further, GGX2(and Accent Core) already did this by implementing EX versions of the characters. To give an example, Iām going to show how Solās gameplay style is from GGX2.
https://www.youtube.com/watch?v=F78OIRYu3uk
Next is comparing it to his EX version from Accent Core(itās also in GGX2)
https://www.youtube.com/watch?v=ARoalD44pU0&list=PLCBCjsHkVhvRin0ji0sYL8WyKYkm_goN9&index=1
See how not only his moves are different, but his normals and how his Overdrives are also done differently?Ā
NextĀ is highlighting one of the red-flags regarding Striveās gameplay;Ā āWhat if we take that away from the toolkit?āĀ This wouldnāt be bad if there were new and better moves to compensate, but Strive is too focused on taking away toolkits just so the characters can fit into its limited gameplay rules. For example, look at Anjiās movelist in GGX2.(Skip to 1:21 and watch onward)
https://www.youtube.com/watch?v=Me3SHZgFbk4
Now letās look at Anji in Strive.
https://www.youtube.com/watch?v=N69NVbLcb_A
While I do like the ground twirl, Kou, and his Overdrives, Anjiās gameplay revolves around Fuujin. Its follow-up moves from the previous games are watered down, and thereās no extra moves to make it feel fresh. Itāll make it feel boring very quickly, and he isnāt the only one. Many characters(including the DLC ones) have this problem. Itās a shame because Strive has potential with giving characters unique abilities like Kyās Shock State(which for some reason thatās been toned down from the Betas) or how Chipp can wall run and juggle the opponent upward while doing so. And Potemkinās grappling style is so much fun and feels powerful, along with Heavenly Potemkin Buster is one of the best Overdrives visually. They really shouldāve pushed for unique character abilities and extra moves to replace ones that were taken away. But Strive doesnāt seem to have clear a direction, itāsĀ āletās throw darts at the wall and hope something sticksā is the pattern Iām seeing.
The direction of Striveās gameplay also contradicts itself. For example, one of the things taken away from previous games is the opponent getting dizzy. The reason they gave is to keep the action moving and so the other player doesnāt feel helpless. They mention how they increased the damage of the game so players didnāt need to rely on doing long combos for damage. But if you play Arcade Mode perfectly, you get to fight Extreme Nagoriyuki, a stronger boss version of the character. The best way to beat Extreme Nagoriyuki is....doing combos so he can get dizzy, and do an air combo against him(the longer it is, the better it is damage-wise before it scales when his life is low). Trying to damage him any other way would either take too long(due to the damage of the playerās moves, etc. is heavily decreased) or he kills you in seconds since his damage output is doubled. This is obviously on purpose so the player has a chance, but it would also mean if they stuck with the no getting dizzy, etc. rules like they said, there wouldnāt be a way to beat Extreme Nagoriyuki(or harder than usual).
To give another example, Iām going to post pieces of a past Development Backyard.
Next I would like to discuss Mission Mode, where you can various techniques for GGST and fighting games in general. We aimed to show new players that it's possible to enjoy fighting games without knowing about the battle mechanics by opting not to include explanations of the mechanics in the Tutorial Mode and by reworking the matching system. However, we would recommend players who want to improve and get stronger to play Mission Mode. There are over 120 missions total between explanations of mechanics, techniques, combos, and counter strategies for individual characters. The missions are divided by difficulty level, so there's no need to try clearing all of them at once. This mode is great for when you feel you've run into a wall during your matches or when you don't know what to practice next.
Source: https://www.guiltygear.com/ggst/en/news/post-1184/
Either the translator isnāt properly conveying the developersā words or itās another sign itās a contradiction with the gameās direction; I think itās both. Part of not properly conveying the developersā words is what theyāre trying to say is new players arenāt obligated to know everything right away and just allow themselves to just get the basics for now, and learn the advanced stuff later. But why I do also think their statement is a contradiction? The enjoyment of just playing the game without knowing and understanding how it works isnāt going to last very long, especially against a experienced player or even a harder COM. So they would need to know the game mechanics, etc. eventually. So they canāt really enjoy the game, lol. But since Strive is suppose to simplify things compared to the previous games, letās compare the Tutorial Modes from Strive and Revelator! Starting with Striveās....
Now the questions I have are āIn what ways is Striveās Tutorial Mode better or an improvement than the previous game?ā And āWhat was the flaws with how Revelator taught players the basics?āĀ I really wonder if the developers actually had new and veteran players test and compare the Tutorials to see how well they teach people. Both games have Mission Modes where players can learn the mechanics, etc. and even specific match-ups in detail. Was there flaws with how that mode teach people what to do? If so, what was it? Or is it the motions, input timing, etc.?Ā Strive did simplify the motions of charactersā moves and Overdrives like Solās. Yet thereās characters like Goldlewis with multiple half circles of Behemoth Typhoons andĀ āDown with the Systemā that you need to do 360 degree motion 3 times to get the full version, XDDD. How is that āsimplerā to do than the directional inputs from the previous games?
See how it kind of contradicts itself again? Especially since the GG series has the stigma of being ātoo hardā , yet I havenāt truly read or heard someone properly articulate what makes the GG series āso hardā compared to any other game. The closest I found of someone going into some detail is from a reviewer of the game. But even as he explains how he couldnāt get into the older GG games, he mostly said it didnāt āfeel rightā and was āoverwhelmingā for him. It sounds like a personal taste thing rather than the game itself since he didnāt specify what made it so challenging to learn and get into. Nor give examples of the methods and characters he tried, etc. However, he did explain why Striveās Tutorial Mode and aspects of its gameplay isnāt really intuitive.
This is in alignment with how the Roman Cancel system is in Strive. While I do like the concept of how the different colored ones work like the blue one for brief slow down, they really function as a gateway to something that should be done freely instead adding. Even when observing other players and looking at the combo recipe feature, itās another limitation instead of freedom. Itās not truly ādeepā if thereās no variety and expansion.
I think this is the result of going the opposite extreme from Revelator 2. In Revelator 2, it had multiple mechanics and little nuances to the gameplay that some said was too overwhelming. So instead of balancing it out, the developers thought going to the other extreme was the solution. And it was āsuccessfulā according various gaming sites and other sources since GG Strive is the best selling GG game in history.
Itās ironic that in order for Guilty Gear to do well, it basically had to give up nearly everything that made it unique from other fighting games. So, to summarize whatās the core problem with Striveās gameplay and mechanics is ārestricting the charactersā playstyles to fit the limited gameplay rulesā instead of āhaving the mechanics and systems compliment the playstyles of the charactersā.
The direction of Strive goes further because the GG series not only has the stigma of being ātoo hardā, it also has the stigma of being ātoo animeā. Which Iāll get into that and more in part 2, so stay tuned!