Last year we already wrote about our first impressions of the new part. Guilty gear… Then the game went through the closed testing stage and we were able to evaluate only the updated graphics and the general concept of the online mode. However, due to strong lags, it was not possible to figure out all the details. Recently developers from Arc System Works conducted one more testing, and apparently, the demonstrated version is already close to the final version. We will leave the analysis of the important nuances of the combat system and a description of other innovations for the review of the full version of the game, and in this article we will talk about the changes that we noticed in comparison with last year’s build.
The first and foremost difference is the network code. It finally works as it should. Last time, even in the lobby, you could see strong lags and huge response times at the moment of interaction between characters. Here, during testing, I did not observe any problems, the characters were responsive and acted almost instantly after pressing a button on the controller. The online mode still has a division into regions, between which you can freely switch, and also includes a system of towers with levels, where players roam in the form of pixel avatars on each floor. If after the victory the system lifted you to a new floor, this time you will not be able to go down on your own. Thus, each level in the tower will be populated by players with skills of about the same order of magnitude. There is certainly sound logic in this, and potentially this system makes fights more interesting and unpredictable. However, how well this element has been implemented will finally become clear only some time after the release of the full version of the game.
Another important difference compared to last year’s version is the number of available fighters. The composition of the characters is almost close to the final one and allows you to evaluate the nuances of the game from different angles. My attention was almost immediately attracted by new heroes – fast and relatively easy to learn Giovanna and powerful but slow Nagoriyuki. The red-haired girl fights alongside a certain wolf spirit, which is used in almost all of her special moves. Giovanna has relatively simple timings, which makes her a pretty good option for beginners. Due to her speed and various advancing punches, she can act aggressively at close range and successfully press the opponent.
Armed with a katana, the dark-skinned man of Nagoriyuki seems to be the complete opposite of the red-haired beast. He moves quite slowly, has more complex timings and mainly attacks with sweeping blows with a large radius of destruction, practically not moving forward. He is a typical counterattack character who must punish opponents for reckless actions. Given that many novice players prefer an aggressive fighting style, Nagoriyuki has every chance of becoming a big problem for them. The developers describe him as a difficult fighter to master, but he seemed to me much more understandable and suitable for my style of play than the same Giovanna. This is only a first impression, but when playing for a black “samurai” I managed to win much more often than for a “reactive” girl.
New beta version GUILTY GEAR -STRIVE- pleases with its changes and makes you count the days until a full-fledged game is released. The wait, fortunately, is not long, because the release is scheduled for April 9, which is very soon.
Author: Azamat Tegaev (Azzy)
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