Très hâte, même si j'ai jamais dosé sérieusement un Guilty

Youl a écrit :Je comprends que vous m'ayez chier dessus
“Guilty Gear Xrd is a title we’re considering to bring to the next generation.”
http://www.siliconera.com/2013/06/18/gu ... tion-game/Kidooka added that Arc System Works are confirmed to be a PlayStation 4 developer
I checked out the GGXrd loketest. Quite impressive. I'm not going to write about the character details because I haven't played the GG series in nearly a decade, and there's better sites to search for technical details like Dustloop.
However, this should give people a good idea of the hype surrounding the loketest, and how the game felt in terms of presentations. (Note: Skip to Part 3 if you don't care about the hype.)
I - Best Loketest, EVER.
There were about 120 people lining up outside before the loketest even started, a little past 11. Everyone shouted out "LET'S ROCK!" when the playing began. Needless to say the core staff were there including Blazblue producer Mori, who skipped out quicky from the scene.
Although it doesn't directly have to do with the game, this loketest was probably the best & effecient loketest that I've ever been at since the Fatal Fury Special and Virtua Fighter 1 days. I was pretty skeptical because the hosting arcade is pretty grimy and small; their past loketests with Meltyblood and KOF had been horrible experiences where a ton of people were always trying to fit in while there were also customers playing other normal videogames.
At today's loketest though, Sega took all out all their normal games at the arcade's 4th floor and dedicated the floor to just the loketest. It was the roomiest loketest I've been to, and even better, nobody smoked-- all the customers revolved too fast for that, especially with a 3 win limit. The effort showed just how serious that Arc System Works and Sega's Amusement division is about the game.
II - Player & Character demographics
A LOT of the players at the loketest were female. In fact, the first batch of players were ALL girls which was rare sight you'd never expect to see in the arcades.
The build only had the roster of 7 characters announced up to date, no surprises there. Sol and Ky were popular as hell and Arc System Works definitely anticipated on that. The souvenir they gave out (plastic fans) only came in two flavors, Sol or Ky. The other characters aside of Sol and Ky were picked at relatively equal paces to each other. May was probably the least picked character so that sort of left a deeper impression whenever she was seen. And to clarify, Sol and Ky being the most picked characters had nothing to do with the ratio of female players. It was like that regardless of player gender.
Most of the people were playing the game as though they haven't touched the series in years--- I'm pretty sure they haven't.
III - Graphics and presentation
-This game is so anime-
If you ever heard of anyone calling 2D fighting games an "anime game" and blistered at their ignorance between pixel art and toon shading... well, this is definitely what you'd call an anime game. These photos taken today by Radio Kaisan (as well as the other URLs at the top of this post) does a pretty good job at showing what the game looks like right now.
http://www.radiokaikan.jp/press/?p=17669
-Pre-fight intros-
The game has fully animated pre-fight intros for each character. With May, it starts out with a zoomed view of her shipmate calling for her from the sky, then the screen pans out to the ocean where May is riding her dolphin. Then May takes a leap and lands on to the stage. In Chipp's case, he comes running out from the horizon of a desert, meanwhile leaving a sand of smoke behind him.
At first glance these cinematics look like they're hand-drawn animation. In fact, if you take a look at the photos (like this for example), it's hard to tell that it's a render. However it's completely real-time 2.5D. The animation comes completely seamless to the game and they also come into play when supers are done during the matches. So YES, you'll finally get to see the emotions on the character's faces as they get thrown by a Potempkin Buster. The developers didn't compromise processor usage for the zoom-ins; the background doesn't fade away when the camera zooms in to the character as they do their super.
That said, there were some noticeable frameskips during some of the animation sequences. Millia was a prime example, as her pre-fight intro felt like it dropped to something around 10fps in some parts of the sequence. Hopefully that'll be improved in the upcoming builds.
Going 2.5D definitely gives GGXrd the leading edge over contemporary 2D fighting games. Every knockout comes with the screen panning around, zooming in, or flashing into different camera angles. In some ways it felt a bit overused, because it even happens when a player simply foot sweeps the opponent for a KO.
I've seen a couple of times where an unfortunate player went into their gorgeous and dramatic super move cutscene, and the next second-- wham, they get smacked out of their move. Pure drama.
-The small things that matter-
Arc System Works did quite a job at the small stuff that matters-- presentations. Every character still has their taunts and appraisals. There were a handful of matches where the players just kept using them to each other for the first 10-20 seconds of the game. And of course each character has unique time-over animations. I don't recall what they looked like back in the old games but for example, May squats on the floor with both feet out, throwing a tantrum as she pulls down her cap to her face. With Sol, he turns his back, looking a bit pissed.
And talk about Sol, his Dragon Install actually changes his appearance this time. He turns to a demonic form, a bit like the silhouette back when he did the move in the old GGX games, except he has small wings on the top of his head that makes him look like a demon with horns, and he's got a chain dangling from his neck. He has a different winpose if he wins in his install state.
The one thing I was wondering was how the game will handle Millia, given that the developers will have to toy around a lot with her rendering since her hair turns into various shapes. I'm not sure if it's done through just textures or if the developers went through the painstaking work of rendering each of her attacks, but she seems to retain all her moves. She also has her Bad Moon of course. Some of the moves actually look better than before, like the Lust Shaker (rapid hair poke) has a more natural flex to it, making it feel more like hair than needle-like pokes.
But of course, the biggest tidbit of detail that left a deep impression was...
-Back to the goodness of the 1990's-
Remember back in the 90's when publishers weren't afraid of showing the opponent, beaten up mercilessly by the player? Well, GGXrd brings that back. In the victory screen, the loser is seen laying on the floor while the winner stands in the distance, savoring their victory. In a way, the screen composition almost looks like SFIII's victory screen, except unfortunately there's no bruises or cloth damage in GGXrd's case-- the loser just lies on the ground in front of the screen, unconscious from the battle. It's a still shot (no animation), and surprisingly, no victory quote, at least in the current build. It looks a bit silly for Sol.
There's a bit more I'm tempted to write, but that should hopefully give some essence of what GGXrd felt like. The loketest has about 8-10 staff tending the crowd, so I'm not sure if anyone will be able to take videos, which of course is strictly prohibited.
Manette dreamcast spoted!FrédoVOOT a écrit :J'ai un écran pivotable et ça valait encore plus le coupPouh a écrit : J'ai un torticolis mais ça valait le coup !!
Youl a écrit :Je comprends que vous m'ayez chier dessus
Youl a écrit :Je comprends que vous m'ayez chier dessus
C'est tellement beau qu'on dirait de la 2D!ste a écrit :Bon, on va pas tortiller du cul, on est tous d'accord que le jeux est vraiment beau non ?
Youl a écrit :Je comprends que vous m'ayez chier dessus
Ils ont clairement dit qu'ils étaient attentifs à la chose pour jauger l'attente du titre sur la machine.dark_eagl' a écrit :[troll on] mais est-ce que ça a vraiment du poids une pétition Wii-U, vue le flop relatif de la machine, et l'absence d'accessoires dédiés aux jeux de combats (y'a des stick Wii U ?) [troll off]
Tu as plus de détails à ce niveau? Je trouve difficilement d'informations à son sujet.Maho a écrit :Je suis pas sur qu'on puisse comparer un hardware pc comme le ringedge 2 et le current gen console, ce n'est pas vraiment la même chose, si on prends ce qu'on sait pour le ringedge 2, il est relativement comparable à une ps4 pour ce qui est de la partie graphique au moins.
C'est que le jeu/moteur est plutôt flexible à mon avis.There was a survey at the end asking about which consoles we’d like to see a home port on. While Arc is considering Xrd for next gen systems, in addition to the expected PS4, Xbox One and Wii U, the options included 360, PS3, 3DS, and Vita.
De ce que je me rappelle avoir lu, la carte graphique serait une 560ti, ce qui la mets environ à égalité avec la CG de la Xboxone en terme de puissance brute.RaiKo a écrit : Tu as plus de détails à ce niveau? Je trouve difficilement d'informations à son sujet.
En tout cas, il fait surtout tourner des jeux current gen pour l'instant, donc il est probable que le jeu n'utilise pas forcement les specs "Next Gen" du hardware.
C'est ce que j'ai ça, depuis un moment, et ça met à égalité avec une X1?Maho a écrit :De ce que je me rappelle avoir lu, la carte graphique serait une 560ti, ce qui la mets environ à égalité avec la CG de la Xboxone en terme de puissance brute.