While this may seem contradictory to the reduced length of combos and the restrictions on gatlings, I believe we can make this happen through a combination of other mechanics.Įven in the closed beta test, there were many combo routes available. This goes for not only gatlings, but follow-up moves and combos in general as well.Īlso, we are planning to further increase the level of freedom with combos compared to previous entries in the series. Naturally, we are continually adjusting what moves combo into what (including the differences for each character) by looking at the game from various viewpoints. In development, we’ve worked with the concept of making the choice and timing of each and every move important, in order to create room for invention and technical challenge for advanced players while also shortening the length of combos and block strings. If we think of it in terms of either the game being simpler to play in training mode or simpler to play in a match, I would say that GGST values the latter more. I do think it’s more difficult in the sense that muscle memory won’t really work, but there should be fewer mechanics for new players to learn before they can enjoy playing matches. One important concept in this game is placing greater importance on choosing your moves based on the current situation. In addition, we’ve heard the opinion that being able to get a combo simply by pressing each button in order made combos simple, meaning that GGST is more difficult. This change makes it difficult to put experience from previous titles to use in GGST, and we’ve heard many concerns and criticisms from fans of the series. In GGST, we’ve made restrictions on this so that it’s more difficult to combo into damaging moves from fast, small normal moves.īy doing so, we’ve introduced a greater emphasis on choosing which normal move you use to start your combo based on the situation and your goal at the time. In previous Guilty Gear titles, players could cancel many normal moves into their combo parts with relative freedom. Before the game’s release, we’ll be adjusting it carefully by looking at player feedback and match results.Ĭoncern: There are fewer gatling combo routes* *Gatling combos refers to the combo system by which you can combo normal moves into other normal moves. We made the damage extreme in the beta test to get that idea across. Ishiwatari:Ī central idea behind this title is that you can deal big damage without memorizing long combos as was required in previous games. I hope you can keep that in mind as you read on.Ībout the gameplay of Guilty Gear -Strive-Ĭoncern: The damage is too high Mr. The basis of our development is to create everything to be completely new. This game is not intended to be a continuation of previous titles. However, there’s something I’d like to share before that. Our goal today is to respond to your opinions and concerns on behalf of the development team. We’ll keep all of your valuable opinions in mind as we continue our hard work on GGST. We’ve had each member of the development staff look at your survey answers. I’d like to thank everyone sincerely for taking part in the closed beta test and filling out the survey. In this section, Development Director Akira Katano and General Director Daisuke Ishiwatari will answer some opinions and concerns that were particularly common. We saw many of your opinions on the game through the survey. Here are the evaluations for each aspect of Guilty Gear -Strive- *Each score shows the average score received with a scale of:ġ = very bad, 2 = bad, 3 = average, 4 = good, 5 = very good Answers to Your Concerns from the Developers
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