Alon is joined by friends and fighting game freaks Chris and Hayden to talk about the newest hype fighter called Guilty Gear Strive. We try to focus on the appeal of the game and what the designers nailed about the game but also we drift into some more macro game design concepts.
Now Playing is a new series from Wide Flank (as opposed to Gameclub) where we’ll bring on friends/gamers/whomever to talk about what game they’re currently playing and why they’re playing it and what’s good about it and what’s bad about it and if we should play it or not and so on and so forth.
Let’s rock.
- 00:00 - Intro and background of Guilty Gear.
- 01:08 - Accessibility and barrier to entry.
- 06:54 - Playing “off book” but not playing optimally.
- 08:03 - Different types of players and playstyles.
- 11:34 - Guilty Gear’s “off book” feeling.
- 12:26 - Playing optimally, skill ceiling, and a strong meta game.
- 14:15 - What is “canceling” in fighting games and specifically Roman canceling in the Guilty Gear series?
- 14:51 - Canceling in other fighting games vs. Roman canceling in Guilty Gear Strive.
- 19:40 - The importance and role of graphics, aesthetics, and storylines in games.
- 29:48 - Guilty Gear’s graphics, aesthetics, and storyline.
- 31:08 - Busy visuals and screen real estate.
- 35:20 - What’s especially fun or compelling about anime fighters and Arc System Works’ games?
- 38:48 - The diversity of fighters / characters.
- 41:17 - Balance in games.
- 48:17 - Netcode and rollback.
- 54:32 - And finally the worst part of the game: The matchmaking system.
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