Well, I fancied a 2D fighter, I haven't played one in ages and at £24.59 from Play-Asia I really couldn't resist this.
I'm WELL out of the 2D fighter loop, the last one I played really being Mortal Kombat 3 on the PC, so I've bought this pretty blind. What can anyone tell me about this game? Is it good? Have I bought a dud? Here's the play-asia summary:
Sega/Sammy's popular fighting game series Guilty Gear XX gets yet another update, which was released in Japan Arcades in the end of 2006.
Accent Core features a type of special move, the "Force Break", which consumes 25% of the Tension bar when used, in addition to balance changes along the lines of those in #Reload and Slash. Most characters have gained new special moves, and some have had existing specials (or powered-up versions of existing specials) converted into Force Break attacks. It also introduces moves that make opponents stick briefly to walls or slide across the floor of a stage.
In addition to its gameplay changes Accent Core features the first major aesthetic change for the series since the original release of Guilty Gear XX. All voices, including that of the announcer, have been re-recorded (or replaced with previously unused samples), sometimes by different actors. The playable characters artwork was also redone.
The game feature three gameplay modes per character, based on the Guilty Gear, Guilty Gear X, and Accent Core fighting systems.
How are special moves done nowadays? Last I managed was a quarter circle towards and punch, or a a quarter circle away and kick. Do I now have to pull off the equivelent button presses of Jordan on Guitar Hero?
Thanks for any info.
(By the way, shall be playing on a Classic Controller, not the wiimote+nunchuck...which IS an option apparently)
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Cheers, a bit of info on the game there. I'm looking forward to giving it a shot. Kudos on the site too, nice and informative and more importantly, it works on my pitiful work connection without a hitch.
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
Special moves are basically the same motions. I haven't gotten my hands on Accent Core yet, but based on my experience in Reload, most of the special moves can be performed with a quarter circle, half circle or dp (forward, down, down-forward) plus a button. I'm assuming that in-game there is a menu with all the commands, as well as in the game manual.
Manual will more than likely be in Japanese, but I guess I could gamefaq it!
So essentially all I need to know is Dragonball, Flaming Uppercut and Hurricane Kick?
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
I can't believe I still get this excited about receiving games in the post. I only ordered it a few days back, that's pretty impressive.
I'll post back with some impressions and also what the wii controls actually "feel" like for a 2d fighter.
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
As far as Aksys, there is a quote from a while back:
"We just wanted to let everyone know that all the bugs found in the Japanese version of Guilty Gear XX Accent Core will be fixed for the American version. So hopefully everyone's worries will be put to rest."
So hopefully the bugs will actually be fixed for the game...
Anyway, as for people who know little about Guilty Gear... it's a pretty traditional 2D fighter, at it's core. You perform special moves by making quarter and half circle movements plus button presses. You have projectile and close quarter attacks as well as various throws. You have 'super moves' that use a super meter. And you even have 'fatalities' of a sort, which really aren't all that useful.
The game is incredibly deep and pretty well balanced for a fighting game (as no fighting game is perfectly balanced). There are plenty of game mechanics in place to prevent excessive cheapness; for example, there is a gravity system in place that causes characters who are being juggled in a combo to fall to the ground faster, thus preventing infinite loop combos or cheap combos. You also have scaling damage, so that a person can't keep using a cheap or repetitive combo to deal out constant damage, because the damage gets reduced as the combo goes on. You also have a Burst move, which will let you use up a burst meter to forcibly break out of a combo manually; this helps you break your opponent's momentum or prevent a damaging combo and perhaps get back on your feet. You can also Burst offensively to instantly charge your super meter, which can be used for Super attacks or other purposes such as Force Break special moves, forced cancels to continue combos, or perhaps to perform a retarded fatality move, and lastly to use to create a 'flawless defense,' a shield which will prevent you from taking block damage -- useful when your health is low and you're being hammered by specials. The combo system is very deep thanks to all the manner by which the game allows you to cancel into new moves, and force cancel, and juggle your opponents, and cross over due to the speed of the game or certain characters. You also have a Dust move that can send your opponent sky high, at which point you can launch yourself into the air in a very stylish manner in which you can combo the heck outta them. You can attack opponents on the ground for a very limited time and using certain attacks to extend combos as well. Apparently there's also an aerial dust of sorts in Accent core, but I've never used it. Weird. I guess lastly, I should say, all of the characters in the game are very unique and whacky, and there is a great deal of variety in their design and in their movesets, of which are quite large. Thanks to the safeguard gameplay mechanisms, these characters can all be very different, and yet the game remains relatively balanced. Some fighters are slow and have lots of health, others are fast with little health, some have good offense and weak defense, some vice versa, etc. The different number of characters and their movesets vary a great deal, so there's TONS of different strategies to use with different characters, so many I can't go into. It adds a ton of depth and replay value to the game to learn new characters and face off against different opponents with so many different possible playstyles and techniques.
Lastly, of course, GGXX AC is one of the prettier 2D fighters in recent memory, with high resolution sprites and backgrounds running in 480p, filled with good animation and tons of special graphical effects. The game is fast and combos can get crazy and flashy. The music is hard rock and really adds to the mood of the game and its characters/settings.
Overall, it's one of the best 2D fighters, yay, fighters in general, that there is out there today.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Fortunately the menu screen is in English!
Wiimote controls are...amusing. If you want to flail about wildly you can do some damage and even pull off some special moves. I've got the classic controller plugged in now though which feels NICE for a 2D fighter.
I'm just hoping the menu at the start didn't ask me to format my Wii or anything...
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
What's the difference between Slashback and Dead Angle?
Or are they just renaming it?
Mr. Grinch, I own the Japanese versions of GGX2, GG Isuka, and GGX2:Slash. There really isn't anything you NEED to know Japanese for, just check out a faq for the game mechanics and you'll be good to go. For the basic modes
All the the move lists are done with Japanese names followed by the corresponding buttons.
Now, for mission mode you might need to get a faq or check some guilty gear forums, because there'll usually be special circumstances to the mission that you won't be able to follow without a grasp of the language.
Dead Angle is where you use 50% tension to do a attack that knocks the opponent far away. Performed by while blocking, press 6 (forward) and two attack buttons. Every attack button is usable for this except Dust. It has low damage and short range.
I don't remember it's knockback being too significant, but I am to understand slashback has no knockback?
Also, I never took the the numbered conventions for directions.
Slashback is pretty much a parry that costs a bit of tension.
I can safely say, judged off this, that in Super Smash Bros, I shall be using the classic controller.
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
It was probably something that asked you if you'd like to make a save file or something :P
Because these games are so alike.
No, they're not alike, but it's similar paced gameplay. Is it bad that I'm loving the feel of the classic controller and would prefer to use that?
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
Not bad at all.
IMHO, the use of the classic controller is as valid an option as using the nunchuck. Even though you "bypass" the Wiimote by using the classic controller.
Also, DAs are used as counters, you do it during blockstun IIRC.
August 28 according to IGN. They're usually pretty accurate with this.
Pokémon HGSS: 1205 1613 4041
Seriously... I don't understand why any European who knows enough about games to come here would ever bother buying a PAL console.
If I were living in the UK, I would've started importing all my games and hardware from the US ages ago.
It's annoying to have to import every game, if you see a game in a store you can't buy it and the main reason is customs. At least here in Portugal it's nearly impossible to import anything from outside Europe without paying absurd taxes.
Pokémon HGSS: 1205 1613 4041
WHAT?
What is the logical explanation for this lunacy?
Hahahahahah.
No.
It'd be nice, though, wouldn't it?
Nay, modded.
(Even then compatibility with imports is pretty low)
PSN: SirGrinchX
Oculus Rift: Sir_Grinch
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
PSN: SirGrinchX
Oculus Rift: Sir_Grinch