A Slayer's-Eye View on Camera Angles!
With the recent reveal of "dramatic camera angles" in Guilty Gear Xrd -Revelator-, I thought I'd discuss the neat things about Camera Angles in GGXrd.
As you know, defeating an opponent with a SLASH or PERFECT gives you some dynamic angles or a "sweeping rotation" of your character and the attack they used to finish the enemy off. Â (A good way to test this, is by going in Training Mode and setting your opponent to have 1 point of health left and trying it out!)
Even in Revelator, if a match comes right down to the wire, a dramatic "closeup" of both characters mixing it up makes the finish all that more dynamic, similar to how Tekken does its finishes. Â Even the beginning of a round starts with a high-angle camera sweep to give us a really nice look at the 3D models being used for Guilty Gear!
That's all well and good, but unfortunately this game has no 3D model gallery, such as what Marvel VS Capcom games typically have for their rosters.
However, there is a solution to that.
That solution is Overdrives!
Have you ever wondered what your characters look like in isomentric view when doing their signature attacks?
As you may or may not know, certain Overdrives that characters use have built-in dynamic camera angles that occur during the startup of the attack. Â A good example would be Sin's Voltec Dein, which actually causes the camera to dip at a low angle below Sin.
If you want to look at a character from a low angle, have them stand right next to Sin just as he does this attack!
Another "low angle" camera example is Chipp's air Overdrive Yukiyanagi, though the camera dips far below Chipp, you'd have to use it as a Tiger-knee input to produce the same effect as Sin's.
Here's a camera "zoom" example: the startup to Chipp's Banki Messai. Â If you pause the game right as he starts this attack, the camera is zoomed deep in on him in particular, but if you have a character standing close to him, you can actually get a close-up look at their model! Â Neat, huh?
Next, is the Isometric view, and the big way to see your character's actions in 3D!
With Slayer, stand about half a screen to full screen's distance and do his aerial dive Overdrive "Direct Hit Dandy", if you tiger-knee the input, Slayer will do the attack low to the ground... but when he does so, the camera will go in to a side view of the action taking place, sometimes even hiding Slayer off-camera by accident!
That said... here's something to try:
Have Ky perform his famous "Ride the Lightning" and as he approaches, quickly do Slayer's TK dive Overdrive input.
If you time it right, pause the game and hide the menu... you can get a good look at the cross-emblazoned shield that is on Ky's RTL! Â It even has text on it (that, as of this writing I am still trying to read/figure out!)
Because of the high isometric angle of the camera during Slayer's dive attack, you can get a really good look at some of the most coolest attacks in the game from side-view!
Try it with Millia's "Winger", Sol's "Tyrant Rave", Potemkin's "Gigantic Brid", or even Ramlethal's "Gamma Ray"!
Sure, Slayer will get hit from the attack most likely, but you'll get to see what the model looks like from an isometric view during the attack! Â It's pretty cool if you time it right!
If you have trouble doing the tiger-knee motion (21421421478+S) for Slayer... you can always use Axl Low's "Shark Strike" overdrive, as it produces the same side camera angle! Â Even for crazy things like Leo Whitefang's rush combos!
Whether it's a low, high, side, sweeping, zooming, or dipping angle... the camera plays a pivotal role in dynamic action in a fighting game... especially in Guilty Gear!
In fact, even in the older GG games, the game's camera still had to zoom whenever characters were next to one another in the thick of combat!
Now that the game models are 3D, just pausing the game during a successful Dust attack is all that it takes to get a good look at the models, the stages, and all the hard work ARC Systm Works has put in to this game!
I hope you enjoyed this little article on camera angles as much as I did in writing it!











