PS4 Guilty Gear Xrd -SIGN-

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Cristo di *** che schifezza hanno fatto con Potemkin ma che si so fumati alla asw , 100 volte peggio che di ky sembra quello di full metal alchemist:bah!:

Meno male x chipp uno dei miei preferiti non hanno combinato casini, venom invece non mi è mai interessato

 
Potemkin corazzato....

E' UNA CAHGATA PAZZESCA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


no scherzo, in realtà fregacazzi di Potemkin, in ogni caso per ora così non mi dice nulla //content.invisioncic.com/a283374/emoticons/sisi.gif


 
Si invece, quello vecchio pareva il gobbo di notre dame della Disney. Già il fatto di non doverlo più vedere il faccia è un + gigante
Potevano anche non mostrarlo affatto.//content.invisioncic.com/a283374/emoticons/smile2.png

Attendo I-No e Slayer.:the:

 
Il design di Potemkin è infinitamente più figo di quello vecchio
Concordo.

Non che questa versione mi faccia gridare al miracolo.

Solo non sopporto quella vecchia:rickds:

La palma del peggior shock va senza dubbio e a mani basse a Kyske!!!:shady: sembra una donna!

Meno male che Chipp è sempre lui.

 
Concordo.Non che questa versione mi faccia gridare al miracolo.

Solo non sopporto quella vecchia:rickds:

La palma del peggior shock va senza dubbio e a mani basse a Kyske!!!:shady: sembra una donna!

Meno male che Chipp è sempre lui.
Di abiti si, ma pure di viso Chipp è stato stravolto, pare proprio un ebete col faccione così ora, gli hanno levato tutta l'espressività //content.invisioncic.com/a283374/emoticons/dsax.gif

Finora salvo solo Millia.

 
Fatemi ingrandire le immagini!!!!

Continuo a preferire il chara design vecchio ma questo seguito sembra davvero tirato a mille

 
Guilty Gear Xrd -SIGN- Retains Old Moves, And Adds Plenty Of New Ones




The controls will be in the same format we’ve become familiar with in the Guilty Gear series. There will be the Dust attacks with a newer system, and dashes, high-jumps and double-jumps will be performed in the same manner as they previously were.

Previously, the Dust attack was used to launch opponents into the air, followed by aerial-combos. In Guilty Gear X3rd –SIGN-, it is a special move that can’t be blocked by crouching, and follows up with two different patterns. By pressing up after the opponent is launched into the air, you will follow them, similar to the older Guilty Gear games. By pressing either right or left, you launch them forward while remaining on the ground, making it possible to connect with powerful attacks.

Additionally, the air-recovery feature will be making a return as well. This move is done by pressing any attack button after getting hit into the air. The “Faultless Defense” is much stronger than the regular guard, as it requires holding down two attack buttons while guarding and gradually depletes your Tension Guage.

Finally, the “Dead Angle Attack” is a more offensive version of the Faultless Defense, that is done by pressing left or right, along with the two attack buttons while guarding. This action uses up 50% of your Tension Guage, but you get to your opponent with a counter-attack in the middle of the guard.

Screen //content.invisioncic.com/a283374/emoticons/sisi.gif

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Altre immagini e dettagli nei link qui

http://gematsu.com/2013/08/photos-from-guilty-gear-xrd-signs-location-test

http://www.siliconera.com/2013/08/08/guilty-gear-xrd-sign-retains-old-moves-and-adds-plenty-of-new-ones/

 
Su Ps4 DEVO comprarmi l'arcade stick, basta smaciullarsi i pollici sul pad //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
Su Ps4 DEVO comprarmi l'arcade stick, basta smaciullarsi i pollici sul pad //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Ma non è detto che esca per PS4 //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

Cmq le immy sono davvero da spaccamascella. La resa grafica di 'sto gioco è devastante! //content.invisioncic.com/a283374/emoticons/sisi.gif

 
Ma non è detto che esca per PS4 //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Cmq le immy sono davvero da spaccamascella. La resa grafica di 'sto gioco è devastante! //content.invisioncic.com/a283374/emoticons/sisi.gif
Secondo me con quella resa grafica deve trattarsi per forza di un titolo per PS4.

Comunque è assolutamente spettacolare.

 
Secondo me con quella resa grafica deve trattarsi per forza di un titolo per PS4.Comunque è assolutamente spettacolare.
La mia è una vana speranza purtroppo :(

 
troppo pulito per essere per ps360

nemmeno storm 3 riesce nell'intento :kep88:

sarà per ps4/xb1

spero di essere smentito però //content.invisioncic.com/a283374/emoticons/sisi.gif

 
Ma non è detto che esca per PS4 //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Cmq le immy sono davvero da spaccamascella. La resa grafica di 'sto gioco è devastante! //content.invisioncic.com/a283374/emoticons/sisi.gif
Non ce la fa a girare su ps3 per com'è ora //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

O esce su ps4/x1 o resta solo arcade, non è che ci sono tante ipotesi.

 
Io onestamente quasi spero che esca per PS4. Altrimenti mi tocca tirarmi dietro la PS3 a vita //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

btw get ready for the megapost

Tutti gli articoli riguardanti il loketest, con tante tante immagini:

http://www.radiokaikan.jp/press/?p=17669

http://dengekionline.com/elem/000/000/690/690703/

http://dengekionline.com/elem/000/000/690/690981/

http://dengekionline.com/elem/000/00...1/index-2.html

http://dengekionline.com/elem/000/000/691/691064/

http://dengekionline.com/elem/000/00...4/index-2.html

http://dengekionline.com/elem/000/00...4/index-3.html

http://www.famitsu.com/news/201308/09038147.html

http://www.famitsu.com/news/201308/09038202.html

http://www.inside-games.jp/article/2.../09/69405.html

and

intervista

Quick and dirty translation of the dengeki interview.
-- This is a large scale location test being held in private on a single floor, but do you have plans to test outside of Tokyo?

Ishiwatari: We want to test in multiple locations, but they might not reach this scale. This time, as it was the latest in the series after a long time, and the first location test, and because a lot of people are already in the Tokyo area due to Comiket, we were able to make it really big.

Pachi: This time, everything just came together. We're holding the test in the Sega Akihabara Building, which is like a Guilty Gear holy land, and we got private access to an entire floor, so it's huge. Of course, even the fans outside of Tokyo, such as those in Osaka, want to test the game, so we'll work on organizing something for them.

-- Instead of 2D pixel art, you're using 3DCG models this time around. Can you tell us about that decision?

Ishiwatari: After making fighting games that are 2D at heart for ten years, we thought about what the future should hold, and this was what we came up with. With Guilty Gear and BlazBlue, our company has presented the appeal of 2D, and fans have supported the appealing 2D pixel art. But we wondered what its peak would be -- if we're doing 2D in an era of 4K resolutions, can you even really consider that pixel art anymore? This is just my opinion, but when we can incorporate 3D like this and move forward while staying true to what makes it fun as a 2D game, that's the type of 3D production we wanted to introduce.

-- Does the 3D processing affect the gameplay in any way?

Ishiwatari: When it comes to 3D gameplay, we haven't done anything daring yet. When you've got a 2D fighting game, everything's really digital. I think of 3D as having analog elements, so we haven't incorporated anything involving a 3D plane. On the other hand, on the production side, we still have to do things that show off the 3D.

-- When your characters are made using 3D models, it must become easier to dress them up, like to change accessories, don't you think?

Ishiwatari: Compared to 2D it definitely has some advantages that make things like that a lot easier to realize in 3D. However, well, I think a lot of the time it's only somewhat easier to do, relatively... you still need to do fine tuning by hand. (Laughs)

-- Can we expect some more information in the future?

Ishiwatari: I can't say anything right now. I think we're going to keep our secrets for the time being, so you'll have to just imagine for now. (Laughs)

-- Why did you choose seven characters for this location test?

Ishiwatari: It was the order they were finished in. (Laughs) Honestly, part of it is that we wanted to have a good variety available for people to choose from today.

-- Are you trying to balance characters that are easy to control and others that are for experts?

Ishiwatari: We want to reduce the gap between beginners and veterans, and we also want players to be able to choose their favorite characters.

Secret Behind the Evolution of the Roman Cancel:

--When you play, you get the feeling that it's not exactly simpler than before, but it's easier to play. Was that an intentional game design?

Ishiwatari: That's part of it. I think the convention is to introduce more and more new systems with each iteration, making it more difficult for new players to start, and I guess to an extent it becomes too difficult. Although there are definitely good reasons for keeping everything in a game the same, we wanted to make it feel new again. I want to be able to play with a new generation of gamers, so that was the intent behind the revisions.

However, we have a strong understanding of the older generation that have been around up until now. We wanted these people to also experience something fresh and new, so we decided to evolve the Roman Cancel. That way everyone can feel like there's something new they've never experienced before while playing.

Rather than adding more and more new elements, the idea was to improve something we already had.

--So the Roman Cancel has evolved. Please tell us some of the finer points.

Ishiwatari: Well, I can only talk about a small part of the system for now, but you can now Roman Cancel in pretty much any situation. To avoid problems with balance it uses NG points (?), but you can basically use Roman Cancel whenever you want. Then, depending on the situation, the color of the effect will change.

Pachi: For example, when you watch someone play, if they Roman Cancel out of a projectile attack, or if they Roman Cancel after an attack hits, the color will be different.

Ishiwatari: There are different properties depending on the colors, but I can't really talk about that yet. Suffice it to say, they'll become important.

--Are the familiar Instant Kills going to be included?

Ishiwatari: We didn't finish them in time for this location test, but they'll be implemented by the time we have an official launch.

--Pachi, you've worked on both the Guilty Gear and BlazBlue series, but do you feel like they have a different development process?

Pachi: They're definitely different, and Mori and Ishiwatari, who are the directors and creators for BlazBlue and Guilty Gear, have different ideas and ways of thinking. Like, when using powerful attacks, the start up time is different in Guilty Gear. When it comes to the flow and quality of gameplay, there are a lot of unwritten rules, and whether they're talked about or not, you need to keep them in mind, even when developing new systems.

--Where did you come up with the "Xrd" title?

Ishiwatari: Well, I made "X (Zex)", and I also made "2", and I wanted to show that this title is a descendant of both of them. Since this time the gameplay system is part of the "X (Zex)" lineage, and it's the "3rd (third)" in that series, I came up with the word "Xrd (Igzird)".

--When does this story occur in the timeline?

Ishiwatari: The stories for the games aren't parallel worlds or anything, basically all of the stories that have happened in this world are connected. Xrd takes place after the home console game, Guilty Gear 2.

--So is Sin, who appeared in Guilty Gear 2, going to show up in this?

Ishiwatari: Well... we're still in the early stages of location testing, so... no comment. (Laughs)

-- This may be hasty, but have you started developing for a home console yet?

Ishiwatari: Hmm. Well, I wouldn't dare say "no!" but there's really not anything I can say about that. (Laughs)

-- The flow of new arcade games has decreased in recent years, but do you think that releasing new titles like this will boost the the arcade game industry?

Extremely long responses from both Ishiwatari and Pachi about the atmosphere of arcades, meeting friends, and the importance of making not just games but fostering the communities that play them.
impressioni di elvenshadow

k I played one match against a human, Ky vs Ky.
Game speed feels good! Pretty much just like XX series.

RC works with whiffed normals and projectiles and does slow time but time slow is very brief and doesn't really seem like it will disrupt match flow.

Dust feels nice and smooth and I tried both kings.

Character select screen doesn't look like it will fit many more characters but hopefully they will redesign it.

The graphics are stunning. Fully animated 3D intros for characters. The game is visually wonderful.

Supers are cinematic like SF4 but go much quicker and don't really bother me or take long.

FD feels the same. Tapping it will stop run momentum as always.

Specials seems to carry momentum as always.

Couldn't hear music.

Ky had some strange air lightning bolt stab that I wasn't sure how to do.

Millia has a backwards roll now too and also had some move that shot up from the ground sorta like testament dust but I dunno what it was. Either stand D or a special.

I think I saw Sol do a dive kick like move outside of dragon install but I dunno.

Even with the costume change, PO animates and fights like always so he still feels like PO visually at least.

Meter builds maybe the same? Faster? It's hard to tell.

I think that's all I got for now. More to come.

Tried Millia vs Chipp.

New forward HS. Air HS same as old one from XX only.

New super. Activate and the. You can move freely and place roses around the screen to controls space. Time based i think.

The backwards roll and move I described are the same. It's her new stand D.

Sol has a straight up dive kick move now.

PO has new shoulder tackle normal.

Air teching feels about the same.

There are currently 2 colors per chat and one extra that only comes if you pick same char and color as opponent.

PO has new move that looks like HoS explosion. After he charges his special meter. Bursts with fire around him.

Air dragon install activates fast. Sol looks way more Gearish (like a demon)

More to come

All moves feel like they have JUST a little more hit stop in general which makes it seem easier to confirm but makes combos feel a little slower. Movement is about the same speed I think.

Edit: extra hit stop on hit only. Block feels the same as old games.

Stagger is still in the game.

Riot stomp is no longer a kick, it's a flaming punch but it moves the same way.

Ky has a new lunge hop forward move. I saw it used as a follow up to 6HS

Venom has a new air normal where he twirls the pool stick.

Didn't see IK yet

Need more info on OTG but maybe same?

When riot "stomp" hits there's an explosion and it knocks them strait up for easy follow up combo

HOLY SHIT!!! Animation when you land heavenly pot buster is godlike!

Confirmed that the "!" Is when you block any high or low wrong way. Not countr. Sorry

May giant beach ball is summoned with a seal from the ground who hits it really high up and it slowly bounces forward controlling lots of space. Can combo off it.

Sol dive kick has a small explosion fire hit that comes out if it whiffs and he lands on the ground. His dive kick is also really fast

Chipp can do his old air fdc to alter jump momentum. If Faust is in the game then his should also remain in tact!

Whoa! PO has some crazy air lunge/dive head first move, arc shape movement path, travels full screen... Medium speed. Looks hella unsafe on block

Don't think Sol dive is overhead.

Pot buster range seems a little shorter

Dizzies don't seem to last as long or else some dude is really fast at mashing

Ok I played 3 matches as Sol and learned a lot.

Which moves can be YRCd are move specific. All of Sol's moves can be YRC (YRC is whiff only) except VV and grand V. You can of course RC as normal on hit. It's easy to know what moves can't be YRCd because it will show a red "X" over your character when you try to YRC during a move that you can't, even if you have no meter.

Sol dive kick can't be tiger knees. There is a min night restriction. Still not sure if overhead or not.

To do follow up to riot "stomp" just hit any button on connected hit or block (all do same version)

Dead angle felt the same.

More to come. The line to play vs is really short now. Everyone is waiting for the single player cabs.

Regular Pot buster has no special animation. It's the same. Heavenly is epic though!

May new move, summon hoop, dolphin waits under it. When may jumps through the dolphin pops out and may rides it horizontally.

Tried Chipp. To wall cling just jump near the wall and press forward and back really fast. From there you just press one of 4 buttons (no D) to get follow ups like teleport throw, 2 different striking attacks or projectile.

Air taunt is gone but maybe they made it a new move. I'm unsure.i also tried to go into IK mode and nothing happened so either they changed IK conditions or its just not in this test version.

Tried Ky again to explore his new move. Qcf D is that lunging move I mentioned. If it hits, your next J.D or stun edge will be enhanced, which is what that lightning strike that I mentioned earlier was.

Tried Pot.

ICPM can be tiger knees. It also can be YRCd so even if its not safe it's a great way for Po to close distance and I can see it leading to scary setups.

Regular buster does good damage. More than 1/3 life on Venom.

Air D only goes straight down. Cannot adjust angle with stick.

Announcer says "select battle warrior" at select screen now. Battle warrior is a much more metal way to say character lol.

Btw I think you can YRC all of PO's specials. I know the super armor one works. It still has P cancel too.

Ky's lightning boost lunge move can OTG and works nicely after a sweep.

So as I described earlier, Venom has that big black ball. That's his new super. It seems to stay on screen a long time as in I saw him hit it at Ky, Ky blocked it. And it just bounced off and stopped near in front of him and remained in screen. Venom seems to be able to summon it towards him like other ball formations. That's all I really know but it looks good.

Dubious curve is gone but that new move QV sorta works the same way as in you can combo into it and it summons a ball.

I don't think there are custom character intro animations but there seem to be custom quotes.

May ensenga looks like it has a huge hit box!

I dunno much about dragon install specifics but sol is fucking fast in it and he can shoot a giant beam .

He also gets a custom win animation if you win a match in DI
 
Se magari non ci giocassero bmk, ma gente che sa giocare, ci capirei di più del gameplay //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
Se magari non ci giocassero bmk, ma gente che sa giocare, ci capirei di più del gameplay //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Ehh per le info sul gameplay si capisce più dalla roba scritta per ora //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
Ehh per le info sul gameplay si capisce più dalla roba scritta per ora //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Ma poi non ho ben capito, c'è già il cabinato arcade? o è un qualche evento e c'è il beta test? =S

 
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