Blood and Gore Features:
- Guilty Gear Destroyed Sound Effect Full
- Guilty Gear Destroyed Sound Effect Download
- Guilty Gear Destroyed Sound Effect Meaning
Blood spouts and lands on the floor when characters are hit by their opponent's weapon.
Blood splats disappear when created by normal, special, and hyper attacks after a few seconds.
Blood splats stay permanently when created by a Destroyed 1 Hit Kill attack on the deciding round.
Characters with explosive Destroyed 1 Hit Kill Attacks will cause their victims to explode into messy chunks ( MK Style ).
Characters with fiery Destroyed 1 Hit Kill Attacks will cause their victims to stay on fire after death with fire and smoke FX.
Characters with electrical Destroyed 1 Hit Kill Attacks will leave their victims with electrical FX.
Blood splats disappear when created by normal, special, and hyper attacks after a few seconds.
Blood splats stay permanently when created by a Destroyed 1 Hit Kill attack on the deciding round.
Characters with explosive Destroyed 1 Hit Kill Attacks will cause their victims to explode into messy chunks ( MK Style ).
Characters with fiery Destroyed 1 Hit Kill Attacks will cause their victims to stay on fire after death with fire and smoke FX.
Characters with electrical Destroyed 1 Hit Kill Attacks will leave their victims with electrical FX.
Multiple Stage Fatalities.
The ability to kill your enemy by simply finishing them with a standing or crouching hard slash/attack.
Screenpack Features:
Borrowed the intro, assets, and inspiration from the GGXrd Screenpack made by MustardSeedComics and Ralfab.
Custom Main Menu, Options, Character Select, VS, Victory, and Gameover Screens with a lot of moving parts.
GGXrd Life bar, Fight art, and power bar created by Rayzo and edited by me.
Borrowed the intro, assets, and inspiration from the GGXrd Screenpack made by MustardSeedComics and Ralfab.
Custom Main Menu, Options, Character Select, VS, Victory, and Gameover Screens with a lot of moving parts.
GGXrd Life bar, Fight art, and power bar created by Rayzo and edited by me.
Added Ending scenes for each character.
Added lots of visual art content from GGXrd.
This is the final frame of the intro. The 'Press A Button' flashes on and off until you actually press a button. Then you are taken to the main menu screen.
All of the gears and chains are animated except for the gears attached to the top and bottom metal borders. The lava also flows to the left behind the grating. As you select different game modes the picture on the monitor will change according to what you have selected.
Every gear is animated except for the big gear in the center of the screen and the gears attached to the top metal border. The lava flows to the right and the fire is of course animated. When it's time to select a stage a monitor will appear and it will display the stage you currently have selected.
Tales of vesperia pc download. Graphics: GeForce GTX 660 2GB / Radeon HD 7950 3GB. Sound Card: DirectX 11 compatible. Memory: 4 GB RAM. DirectX: Version 11. Storage: 25 GB available space.
The gears in the background rotate and the fire is animated. Huge metal doors open up to reveal all of this as the VS screen is activated. The lava flows to the right. More GGXrd content.
All gears rotate.
Stages:
Mostly typical stages for GGXX characters downloaded from The Mugen Archive with added FX such as fog or smoke and also lighting overlays.
Edited some stages to accompany Mugen's limitations such as a lack of having water effects when characters are walking in water.
Used 2 edited stages from GGI for Testament and the Robo-Ky Ambush Mini Game.
All stages were edited to allow the Mugen 1.1 zoom feature to work properly and have a very high ceiling.
Mostly typical stages for GGXX characters downloaded from The Mugen Archive with added FX such as fog or smoke and also lighting overlays.
Edited some stages to accompany Mugen's limitations such as a lack of having water effects when characters are walking in water.
Used 2 edited stages from GGI for Testament and the Robo-Ky Ambush Mini Game.
All stages were edited to allow the Mugen 1.1 zoom feature to work properly and have a very high ceiling.
Stages also have added sound effects to bring more immersion to the atmosphere.
Music Features:
All music for stages and the screenpack are included and may come from GGX, GGXX, GGI, or GGXrd.
All music for stages and the screenpack are included and may come from GGX, GGXX, GGI, or GGXrd.
Character Roster:
All characters by muteki have been stripped of their ridiculously hard AI and use the default Mugen difficulty system.
All characters come from muteki except for Robo-Ky ( 1 on 1 version ) who comes from Ukege and Leopaldon who was made by Kurogane.
Robo-ky was edited to include all features from muteki's characters.
Order Sol is a secret character on the character select screen.
All characters by muteki have been stripped of their ridiculously hard AI and use the default Mugen difficulty system.
All characters come from muteki except for Robo-Ky ( 1 on 1 version ) who comes from Ukege and Leopaldon who was made by Kurogane.
Robo-ky was edited to include all features from muteki's characters.
Order Sol is a secret character on the character select screen.
Added a new giant boss fight right before you take on Justice. Thanks to Dronekiller for the creation.
Enjoy this creation and feel free to ask questions and give feedback.
Check out this video for an in depth look at the game's fighting system:
Official GGXX Bloodshed Gameplay Tutorial Trailer - Mod DB
I haven't played fighting games seriously since the olden days and I never was very good. I have at multiple times last couple years tried to get into it, with street fighter 4, mortal kombat, and a few others. Most recent fighting games seem to have some sort of mode where they go move by move of each character and teach you how to do their moves and a lot of their combos.
I for the life of me can hardly ever do any of the combos past the first couple on most games. [I am currently trying Persona 4 Arena]. I guess I just don't get it. In my mind half the time as far as I can tell I am hitting the buttons exactly as they say but I have no idea on any sort of timing, or if there are pauses or anything at all. I just lack any understanding of how combos in a fighting game actually work and come together. I am saying, I seriously have trouble with the button presses of basic combos and I have no idea what I do wrong. These games just say press ___ ___ ___ and then ___ ect but is there a rhythm, a timing, or what in fighting games? I honestly just have never understood something so basic. And whenever I do get a combo right and progress I never have any idea what I did differently than the other 10 times.
Anyone have any advice for stuff like this? I mean I normally do quite well in video games but I just feel like in all these games I have no feedback of what I ever do wrong or right when trying to do combos. I am probably just stupid but does anyone have any advice or maybe some guide that can teach me something so simple and basic down to the very button presses of combos = cause I have been unable to find it.
I love the fighting game genre but I just don't know what I do wrong with this stuff.
Charlotte s web e.b. white audiobook list. I can't get anywhere near learning strategy or anything when I am struggling on basic button press execution as it seems to be beyond me.
Please be nice guys i know I must sound like an idiot but I really need help =(
Late Bird Review: Blazeblue Calamity Trigger
Last time I talked about Street Fighter IV and mentioned a game, I felt, deserved more credit than it received. Blazblue is a brand new fighting franchise that hit the consoles last year and quickly became my favorite 2-D fighting game. Though I avoided praise on SFIV, I’m afraid I can’t avoid it when talking about this game; nearly a year since its console release of Blazblue: Calamity Trigger, and it still hasn’t gone stale.
Story
Ok, so it’s a fighting game that has a story. Unlike how I brushed aside the story of Street Fighter, I feel that the developers put too much effort into creating the story and the world in which Blazblue takes place to ignore it. It was criticized for its story because it was difficult to follow the many branching paths of each character through a world that had many terms and histories left undefined; so I will make my best attempt to summarize it all.
The setting of Blazblue is in the distant future. Humans and various other humanoids live “Hierarchical Cites,” large city-states that sit atop mountains to protect its inhabitants from deadly ether gases that plague the planet. This ether is the remnants of a “Black Beast” that, several hundred years prior, nearly destroyed the planet and would have, had it not been for several very powerful heroes. In this post-apocalyptic land there exist two major political/military factions. Sector 7 is a scientific community that is trying to understand workings of the world. They also do research on a void called “the Boundary.” The other group is known as something really long, but the shortened version is: The Library. This is the tyrannical military force that controls the various city-states using magic and studying mysterious contraptions that are buried beneath the cities known as “Cauldrons.” The magic they use draws off of the poisonous ether of the planet, so obviously there are some contradictions within the Library (they’d probably still charge a lot more than late fees for any books left unreturned). There are many other details, but that is the world in a nutshell.
Inside this nutshell are the fighters. The main two are Ragna the Bloodedge and Jin Kisaragi. Much like the Sol Badguy and Ky Kiske of the Guilty Gear series (in looks too), these two are bitter rivals. They also happen to be brothers, though unrelated by blood. Ragna is a terrorist out to destroy the Library and their sick experiments on whatever lurks beneath the cities. Jin is a psychopath who works for the Librarium and has a sadistic lust for his brother. The rest of the cast tend to revolve around these two. Ragna has a bounty on his head so naturally there are plenty of people who would love to capture/kill him. Jin is an agent gone rogue so everyone is either looking out for him. All this conflict among the characters hides the threat of a primary villain and his role remains rather unclear to the end of the game.
The story is not award-winning and it is certainly confusing, but there was so much effort put into it that it deserves some attention. I could probably try and write a 10-page synopsis of the world and its story, but I still would be leaving many important details out or unexplained. That is one of the main problems with its story. Much of the motives of characters, the terms, the items, and the threats all remain clouded and confusing. The developers were nice enough to include little animated shorts that help define the terms commonly used in the character dialogue; they’re also very funny. But all the elements that make up Blazblue’s story never become completely clear. This may end up being explained in later chapters like Continuum Shift, but it does get frustrating when you feel like a game dictionary should have been included in the box for a quick reference. However, the developers kept the Story mode separate from the mode for a reason. If this just too much background information, you can skip it straight into the fighting, which is where Blazblue shines.
Mechanics
Obviously if the fighting wasn’t good, there wouldn’t be a point to the game. But the developers at Arc systems designed a fighting system with a plethora of unique fighters to inhabit it, which really makes for an intense and almost balanced experience. Before examining the controls, let’s discuss the system itself.
This may be difficult to follow on paper, so bear with me if you can. Each character has a life bar, and in between the life bars there is a stun gauge for both characters. There is also a “barrier” bar and a magic gauge for each character. The life bar is simple enough to understand. The stun gauge is a meter that fills up as a player blocks attacks. When the stun meter is full on one player’s side, his or her guard is broken, allowing for the opponent to strike. Players can do a regular block (holding “back”) which will take a small amount of chipping damage.
They can also do barrier blocking, which involves holding down several buttons while holding back. This puts up a magical shield that stops almost all attacks, does not allow chip damage, and does not affect the stun gauge. If the barrier bar depletes all the way, players enter a danger state where their character’s defense is extremely low allowing even the simplest jabs to cause extreme damage until the barrier bar fills back up. Players can also reach this state permanently by doing a “barrier burst.” You might wonder why anyone would do this. It is meant as a last resort for players who are caught in a lengthy and powerful combo, to send their opponent flying away and giving the player some time to breathe.
Finally the magic gauge is used for super moves. Each character has at least one move that uses up 50% of this bar for what is called a “,” a devastating attack that can quickly turn the tide of battle. Each character (in the console version) also has something called an Astral Heat. Similar to Guilty Gear’s instant death moves, the characters of Blazblue have a move that ends the battle, so long as the specific battle conditions are met.
All of these parts of the system are subject to change in the coming Continuum Shift version. I personally think that the way this system works right now maintains a balance in the battle. There are different strategies to blocking and dodging as well as how to command the battlefield. At the very least, each player has the chance to throw off a powerful opponent using the barrier burst. The fact that a barrier burst leaves you vulnerable makes the battle much more intense and advanced players will try to get their opponent to use it early in the match. It allows for interesting strategies and recognizing properties of different blocking and fighting techniques.
That’s not to say the game is perfect or completely balanced. Each character is unique in his or her own way (I’ll explain why in a moment), but they aren’t necessarily balanced. Jin and the playable boss characters are rather overpowered with high-priority devastating moves. Each character has a few particular techniques that have leeway, but certain characters ended up with moves that lead into combos easier or just allow a lot of recovery time. Other characters got the short end of the stick, but have a few tricks up the sleeves to keep them alive. One has low priority, low health but is extremely good at escaping and “turtling.” One has the same properties but happens to have an infinite combo. Overall, the fighting system and character mechanics make it more balanced than Street Fighter, though a little fine tuning is needed.
Controls
There are four buttons that map out the attacks of each character. Designated A, B, C, and D in the command lists, the attacks go from weak to strong in that order; there’s no “punch” or “kick” button designation, it’s all just attack. It seems simple enough, but where things get different is the D button. On the blue-ray that came with the special edition of the game, one of the players giving a walkthrough said, “The D stands for: ‘Do something cool.’” Each character is unique in that they use different weapons or techniques that are specific to that character; the D button is the one that utilizes this. For instance: Jin’s sword has a magical property of ice, so when this button is pressed, he sends out a projection of ice that freezes the opponent for a length of time. Ragna has a soul-leech ability that allows his attacks to be imbued with this dark force that leaches life from his opponents. There are some characters that use magnetism, counter abilities, wind, the list goes on. The reason this is such a big deal is that after playing Street Fighter and having so many “fireball characters,” it was refreshing to see a roster of characters that were vastly different from one another. Tekken and King of Fighters suffer from recycled techniques and abilities that are shared among characters, but in Blazblue no one character is the same as another…yet anyway.
This however leads to the main argument against the game. It is not for beginners. The designers tried their best at making the controls relatively simple to pick up and map out. They even had the right joystick as a method of using special attacks without having to enter the inputs. However, this cannot compete with the fact that so many people already know Street Fighter and how most of the game works. If you bring Street Fighter to a party, people can pick up and play it. They’ll be able to go through most of the roster with relative ease. Bring Blazblue, and only the dedicated are going to want to try it. Its speed and intensity is daunting enough for people who are only a little interested in fighting games. Throw in the countless combos that go beyond 15 hits and only the fans remain. It’s unfortunate that such a strong fighter will forever be overshadowed by a game that commands the masses through reputation and nostalgia.
Presentation
Presentation is another area that Blazblue kills the competition; and it’s much easier to describe. The stages are bright and colorful with distinct backgrounds that are constantly moving and showcasing the cultures of the areas. Since the game takes place in the hierarchical city Kagutsuchi, battles are in areas ranging from the dungeon-like sewer, to the poverty stricken sections, to the high-class levels. Since the game is strictly 2-dimensional, the characters are all portrayed with the 2-D hand drawn style in the foreground, with NPCs drawn into the background. However, the backgrounds are rendered in a 3-dimensional style that adds an interesting look to the visuals. You truly have to see it to believe it.
The game looks so good while playing, the brief cinemas that are fully animated have a style that, ironically, seems ugly in comparison. When the game cuts to the sequences in the story or the intro, the way the characters are drawn or move feels almost lazy. They look okay when they’re standing still, but as soon as they start moving it just makes me want to play the game and look at the frames instead.
Sound is superb! One thing that Arc has done well consistently with its fighters has been sound. Specific dialogue is constantly thrown around between characters when special moves are performed, players are hit, or while taunting. The ability to turn the language to either English or Japanese lets you hear what the characters are saying to each other in a fight. So naturally rivals have a lot to say or sometimes they have a specific intro—unfortunately the introductions never quite live up to Guilty Gear ones. The interaction brings out the characters’ personalities and makes the fights seem more meaningful.
The stages also influence the sound effects. The material that the characters are standing on makes specific noises as characters walk or run or fall. As Ragna runs across the stage in the upper section of Kagutsuchi the floor resounds with the pings of shoes hitting metal, while the rose garden has soft thuds with the fluttering rose petals.
The music department does not disappoint either. Daisuke Ishiwatari reprises his role as the composer of intense orchestral heavy rock music. Perhaps one of the best soundtracks for any game I’ve heard—certainly for any fighting game—character themes stand out for setting the stage of an exciting battle. Certain character pairs have specific songs to make the match more epic. Ishiwatari’s songs in the Guilty Gear series were intense, but it seems like he was really free to create whatever songs he wanted for this soundtrack. The ominous tones of an organ, or the rhythmic plucking of bass strings, or the jazzy piano mixed with the fast paced guitar thrashing, typical of his style, help set this soundtrack apart from any other fighting game.
Multiplayer
It’s a fighting game so naturally it’s important to have a good multiplayer. The computer AI does a good enough job in the arcade mode and is actually frighteningly challenging in Score Attack mode. It is undoubtedly an achievement if you can beat this mode because even the weakest characters are aggressive enough to mop the floor with you. But where you’ll likely be spending most of your time is in the Network mode.
On the network you have the choice of Player Match, Ranked Match, and Friends Match. Player Match is used to create rooms where you can invite your friends for a Friends Match, or just fight a random opponent. In these rooms you can set particular parameters for the match including allowing powered-up characters, Astral Heats, or use of the right joystick. Ranked Match sets you up with an opponent where you can view their profile before starting the fight. Here you can see what their main character choice is, however, the character select is “blind” and you won’t know what they chose till the match starts. Also the right analog stick is disabled to make the ranking more legitimate. You can search for a match or sit in the lobby and wait for an invite. The wait is usually brief and the level of your opponent is close to your own much of the time.
Last time I spoke about Street Fighter’s online deficiency being an acceptable one, albeit frustrating some of the time. The same cannot be said about Blazblue. It was astounding how good the game is online. Though I struggle to find a match devoid of lag in SFIV, I often have to look for a match in Blazblue that has any. In the game lobby for Ranked Matches I often see the connection value of only one bar. Yet, when the battle starts, even if lag shows in the character introductions, by the time the announcer yells “Action!” the matches are synchronized and the battle does not suffer any slowdown. There, of course, is a match here or there that is dropped, or where lag delay is significant enough to notice, but it really only happens one every ten times at the most. This is on PSN, by the way; I can only imagine how near perfect it is on XBL.
The only downside is that since the roster is not huge and there are the unbalanced characters, you are likely to play many matches with the same fighters. I’ve heard that the boss character is a favorite on XBL while on PSN Jin and Noel seem to be the most recurring choices.
Conclusion
Blazblue isn’t for everyone, it can be a challenge to master each character and the fast paced system takes some getting used to. However, it is one of the most exciting and unique 2-D fighting games out there that is available for consoles. It also happens to be the best fighting game to play on PSN right now. The characters are all so different and unique that the experience is vastly different from anything you’ll find in a match of Street Fighter. Its fast pace and quick action keeps players on their toes and forces them to invent new combos to get an edge on the competition. The visuals and the sound are enough to numb the senses as your opponent hands your ass to you. The system does a good job at balancing out the gameplay and giving everyone a fair shot. Even a master of a character that is on the bottom tier could very quickly gain a victory. I said that Street Fighter III: Third Strike was nearly perfect despite the fact that it wasn’t for the casual fighter, so I firmly believe Blazblue: Calamity Trigger deserves a high score.
(Redirected from Guilty Gear XX)
Guilty Gear X2 | |
---|---|
Developer(s) | Arc System Works |
Publisher(s) | Sammy Studios |
Producer(s) | Daisuke Ishiwatari |
Designer(s) | Daisuke Ishiwatari |
Composer(s) | Daisuke Ishiwatari Koichi Seiyama |
Series | Guilty Gear |
Platform(s) | Arcade, PlayStation 2 |
Release |
|
Genre(s) | Fighting game |
Mode(s) | Single-player, multiplayer |
Arcade system | Sega NAOMI |
Guilty Gear X2, also known as Guilty Gear XX (Japanese: ギルティギア イグゼクスHepburn: Giruti Gia Iguzekusu) and subtitled The Midnight Carnival in Japan, is a fighting game developed by Arc System Works and published by Sammy Studios. The third main installment (5th overall) of the Guilty Gear series, Guilty Gear X2 furthered the plot of the series, as well as introduced new characters and gameplay mechanics. A sequel to Guilty Gear X, it was announced in January 2002, and was released on May 23, 2002, for the arcades, in Japan. It was later ported to the PlayStation 2 and published in North America and Europe.
The PlayStation 2 version of Guilty Gear X2 sold well in Japan; over 140,000 copies were sold between 2002 and 2004. In addition to the public reception, the game has been praised by video game critics. Several aspects were commended, the most noticeable being its gameplay, visuals, music, and new additions from Guilty Gear X, the second game in the series. Some called it the best title of the series, of the year, and even one of the best fighting games of all time. Since its release, it has received five updated versions, each offering additional features over the previous versions.
Guilty Gear Destroyed Sound Effect Full
- 2Synopsis
- 3Development and release
- 5Other media
Gameplay[edit]
The fighting system works around a four attack button configuration, consisting of punch, kick, slash, and heavy slash.[1] Additional buttons allow the player to perform taunts, and throw enemies in the air.[2] When a character causes damage or moves toward its adversary, a tension gauge charges.[3] However, when a character moves backwards or uses defensive moves often, its tension gauge is reduced.[4] Once a character's gauge is filled super moves called Overdrive Attacks, or a variety of special techniques—'Instant Kill', 'Faultless Defense,' 'Dead Angle Attacks' or 'Roman Cancels'—can be performed.[3][4][5]
Guilty Gear X2 adds a new feature to the series: a burst gauge, which is filled as the player causes or receives damage.[2] By pressing buttons in combination, the player character jump and unleash a blast of energy—a Psyche Burst.[6][7] It allows the player to break combinations and super moves in the middle of the opponent's offensive.[2][8] Also, if the blast hit the adversary, the tension gauge is filled to its maximum capacity immediately.[5][6]
Guilty Gear X2 offers eight modes: Arcade, Survival, M.O.M. (an acronym for Medal of Millionaires),[9][10] Mission, Story, Trainning, Versus 2P and Versus CPU.[4][11] The Arcade Mode allows the player to fight against several enemies until reach the final fight against the boss.[12] On the Survival Mode, the player continuously battle against enemies until reach the 500th and final level or die, whichever comes first.[2][12] Medal of Millionaires is a variation in which the player earn medals by performing combos.[1] In the Mission Mode, there are 50 challenges,[11][13] in which the player fight with and against a predetermined character; the player character have handicaps such as being prevented from jumping, poisoned or start a fight with half of health.[1][12]
The Story Mode, reveals the game's plot through battles interleaved with conversations between the player character and its enemies.[1] It vary depending on the player's choice and performance in the battles; there is a total of 60 possible endings.[14] The Training Mode allows the player to learn attacks by fighting a customizable CPU enemy.[8][11][12]Two players can play in the Versus 2P, and on the Versus CPU the player fight against an AI-controlled character.[10][11] In addition to those modes, there is a gallery with artworks, character endings, and cutscenes that are unlocked by playing Arcade, Mission and Story Mode.[1][8]
Synopsis[edit]
Plot[edit]
The story picks up approximately two weeks after the events of Guilty Gear X. In the time following Dizzy's disappearance, the mysterious Post-War Administration Bureau begins secretly investigating the Gears and fighters from previous tournaments for their own needs and ambitions. To achieve their goals the organization has created several mechanical copies of Ky Kiske, the “Robo-Kys”. In addition, fighters find themselves in a reality beyond their control, most notably in the manipulative hands of the villainess I-No, who is revealed to be a servant of “That Man”, the creator of the Gears. Each character provides a different ending to Guilty Gear X2.
Characters[edit]
Guilty Gear X2 features twenty-three playable characters;[8] twenty of them are available from outset,[9][10] with Justice, Kliff Undersn, and Robo-Ky as unlockable secret characters.[15] In addition to the return of all Guilty Gear X's roster—Sol Badguy, Ky Kiske, Johnny, May, Chipp Zanuff, Potemkin, Baiken, Axl Low, Faust, Anji Mito, Jam Kuradoberi, Dizzy, Testament, Zato-1, Millia Rage, Venom—,[16] there are four new characters: Bridget, Zappa, Slayer, and the aforementioned I-No.[17]
Development and release[edit]
In January 2002, Sammy Studios had announced that a Guilty Gear Xspin-off, titled Guilty Gear XX, would be released in Japanese arcades on the Sega NAOMI system in the spring of that year;[18] it was released on May 23, 2002.[19] Its porting to the PlayStation 2 was speculated in late August, with release date set to autumn in Japan,[20] which was later confirmed by Sammy in the same month.[21] In the following month it was shown at Tokyo Game Show,[22] and it was published on December 12, 2002 in Japan.[19] In October, the game North American release was set to happen in the first quarter of 2003; it was retitled Guilty Gear X2.[23] An announcement in November confirmed its release date as February 4, 2003;[24] in January 2003, Sammy created a website to promote its release.[25] The European branch of Sammy released the game on March 7, 2003.[26] On February 26, 2004, it was rereleased in Japan under the label 'PlayStation2 the Best'.[19]
Updated versions[edit]
Guilty Gear X2 was followed by five updated versions of it.
- Guilty Gear X2 #Reload, first released on March 26, 2003 in the Japanese arcades,[27] was later ported to Xbox, Windows, and PlayStation Portable (PSP) in 2004 and 2005.[27][28] It was published in North America in 2004,[29][30] while released for PS2, Xbox, and Windows in Europe.[31]
- Guilty Gear XX Slash, first released on September 28, 2005 for the arcades in Japan, was also released for the PS2 in the following year.[27]
- Guilty Gear XX Accent Core, first released to Japanese arcades on December 20, 2006, was published for the PS2 and Nintendo Wii in 2007.[27] While in North America both the PS2 and Wii versions were released,[32][33] in Europe and Australasia only the Wii version was available.[34][35]
- Guilty Gear XX Accent Core Plus, first released in Japan on March 27, 2008 for the PS2, was followed by a PSP version.[27] In North America and Europe, both PS2 and PSP versions were released,[36][37] and also a Wii port.[37][38] An Xbox Live Arcade and a PlayStation Network were also released;[39] the former worldwide,[40] while the latter in Japan and North America.[39][41][42]
- Guilty Gear XX Accent Core Plus R, first released on September 20, 2012 to the arcades,[43] was ported to PlayStation Vita in 2013,[44] getting releases in Japan, Europe and North America.[37][45]
Reception[edit]
Reception | ||||||||||||||||||||||||||||||||||||||||||
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Guilty Gear X2 was the 117th best-selling title in Japan in 2002, with 112,520 copies sold as of December 31, 2002.[54] In 2003, it sold 34,294 more copies, amounting a total of 146,814 copies sold since its release on PlayStation 2 (PS2).[55] Reviews were generally positive, with aggregate scores of 86.14% from GameRankings, and 87/100 from Metacritic.[46][47] On release, Famitsu magazine scored the PS2 version of the game a 33 out of 40.[50] The game received the maximum score from Cincinnati Enquirer,[9]G4 TV,[14] and Gaming Age.[5]
Jeremy Dunham of IGN, GameZone's Michael Knutson and 1UP.com staff praised the multitude of moves;[8][12][48] Knutson, however, said that it was difficult performing special moves,[12] and 1UP.com affirmed 'The real improvement, though, is the addition of more life-destroying options, like the hyper-addictive Challenge mode.'[48] Dunham accuse the fighting engine of being 'too advanced for the casual fighting fan', also criticizing its 'sucker' control scheme.[8] Conversely, GamePro thought it 'can be enjoyed by novices and veterans alike',[51] and Matt Keil of G4 said it 'is surprisingly accessible' to all gamers.[14] Dunham cited how the 'two-player mode allows for near-infinite possibilities and all the extra options are just icing on the cake.'[8] In contrast Kasavin criticized the other modes for not being as engaging as the two-player mode.[1]
Dunham stated it has 'incredibly attractive backgrounds, super slick animations, and the best character design on PlayStation 2.'[8] An Electronic Gaming Monthly (EGM) reviewer stated it has 'cooler character designs on a PS2 fighter' whilst another said, 'some of the coolest 2D game artwork ever.'[49]Official U.S. PlayStation Magazine deemed it as 'the best-looking 2D graphics ever seen in a fighter.'[52] 1UP.com said, 'the ultrasharp, hi-res character art and fluid animation keep XX at the cutting 2D edge.'[48] Dunham, Knutson, Keil, and GamePro commended its similarity with Japanese animated series.[8][12][14][51] The reviewer for GamePro stated it 'becomes an art form in its own right.'[51]Greg Kasavin of GameSpot, however, said 'many of the moves in the game are animated so strangely that it can be difficult to see exactly what's going on.'[1]
Kasavin commented that its 'cohesive musical style .. further helps set this game apart.'[1] Dunham deemed it as having 'One of the best soundtracks to come along for quite some time', and praised Sammy for keeping the original voice actors,[8] as did Knutson, which felt it 'gives it a 'cooler aura'.'[12] Keil and Knutson found the sound effects to be 'excellent' and 'really great' respectively.[12][14] On the other hand, GamePro described the sound design as the game's 'major flaw.'[51]EGM remarked 'Depending on your tastes, GGX2's pervasive heavy-metal cheesiness might negatively influence your opinion of the game.'[49]
Other features praised include its short loading time,[1][3] the variety of game modes[1][3][5][10][49] and characters,[3][8][14] the balance between characters' abilities,[1][9][10] the response of the controls,[1][12] its replay value,[12] and variety of features.[8][12][14][49] Dunham even declared it 'reads like the bible of fighting game options. Taking a page from every other title out there, there doesn't seem to be a single feature on the horizon that's been left out of GGX2 for fear of the Completists.'[8] In spite of the praise, other criticisms vary from its general difficulty[5][9][12] to the lack of an online play mode,[1][53] position of move list in training mode,[10] and the difficulty to perform moves in Dual Shock.[3]
D. F. Smith from IGN elected Guilty Gear X2 the best game of 2002.[56] It ranked fifth in the 'GameSpy's 2003 PlayStation 2 Games of the Year' with the staff saying 'Guilty Gear X2 is easily one of the best fighting games to come out in the last couple years'.[57] In 2004 IGN's editors selected it as the ninth best 'Hidden Gems'—fun video games with poor sales in America.[58]Official U.S. PlayStation Magazine included the game on its 2005 list of the 'Eleven Essential Fighting Games'.[59] In 2007 UGO Networks placed it ninth in their 'Top 11 Fighting Games', with its staff qualifying it as the best game of the series.[60] IGN cited X2 had all of the qualities previous games, but 'in bigger quantities than we had ever seen', including it in the 28th place of its 2010 'Top 100 PlayStation 2 Games' list.[61] In the same year, UGO also placed it 12th among the 'Top 25 Fighting Games of All Time'.[62] Likewise, About.com placed it eighth on their 'Top 10 PlayStation 2 Fighting Games of All Time',[63] while Complex ranked it tenth among 'The 50 Best Fighting Games of All Time', and included it in the fifth place in 'The 25 Best 2D Fighting Games of All Time'.[64][65] Furthermore, The Escapist's John Funk called it 'the best fighting game of the last generation.'[66]
Other media[edit]
Music[edit]
Guilty Gear XX Original Soundtrack | |
---|---|
Soundtrack album | |
Released | July 24, 2002 |
Length | 50:54(disc 1) 52:32 (disc 2) |
Label | Scitron Digital Contents |
Guilty Gear XX Original Soundtrack (ギルティギア XX オリジナルサウンドトラックGiruti Gia Iguzekusu Orijinaru Saundotorakku), composed by Daisuke Ishiwatari and Koichi Seiyama, and arranged by Seiyama,[67] was released on CD by Scitron Digital Contents on July 24, 2002.[68]
The album was well received by critics. Don Kotowski of Square Enix Music Online rated it 9 out of 10, and said it is 'a well executed album and it captures the spirit of the game amazingly.'[69] Writing for the same site, a reviewer dubbed GoldfishX gave it a perfect score, and declared it 'is no doubt a masterpiece'.[70] Comparing it to Guilty Gear X's music, IGN stated there was a 'substantial improvement in the sequel's music', and said it 'finally lends the tunes a little credibility' with better production, musicians and a live drummer.[71]
Disc 1 | ||
---|---|---|
No. | Title | Length |
1. | 'Feedback' | 0:59 |
2. | 'Noontide' | 3:08 |
3. | 'Keep Yourself Alive II' | 3:07 |
4. | 'Holy Orders (Be Just or Be Dead)' | 3:01 |
5. | 'Blue Water, Blue Sky' | 3:01 |
6. | 'Writhe in Pain' | 3:03 |
7. | 'Feel a Fear' | 3:05 |
8. | 'Burly Heart' | 3:13 |
9. | 'Suck a Sage' | 3:10 |
10. | 'The Original' | 3:08 |
11. | 'Make Oneself' | 3:06 |
12. | 'Momentary Life' | 3:08 |
13. | 'Elegance (風雅Fūga)' | 3:03 |
14. | 'A Solitude That Asks Nothing in Return' | 3:07 |
15. | 'Liquor Bar & Drunkard' | 3:08 |
16. | 'Babel Nose' | 3:05 |
17. | 'Bloodstained Lineage' | 3:22 |
Total length: | 50:54 |
Disc 2 | ||
---|---|---|
No. | Title | Length |
1. | 'Awe of She' | 3:08 |
2. | 'Simple Life' | 3:08 |
3. | 'Haven't You Got Eyes in Your Head?' | 3:10 |
4. | 'Good Manners and Customs' | 3:10 |
5. | 'Shadow Festival (陰祭りKage Matsuri)' | 3:15 |
6. | 'Nothing Out of the Ordinary' | 3:08 |
7. | 'Existence' | 3:07 |
8. | 'The Midnight Carnival' | 3:09 |
9. | 'Till Next Time' | 3:04 |
10. | 'Boom Town Blues' | 3:09 |
11. | 'Missing..' | 3:02 |
12. | 'D.O.A.' | 1:16 |
13. | 'VS' | 0:14 |
14. | 'Go for It!' | 0:28 |
15. | 'Game Over' | 0:17 |
16. | 'Pride and Glory' | 3:15 |
17. | 'Meet Again' | 3:18 |
18. | 'Primal Light' | 3:07 |
19. | 'Calm Passion' | 3:06 |
20. | 'Walk in the Dusk' | 3:03 |
Total length: | 52:32 |
Two live albums containing some of the Guilty Gear XX Original Soundtrack's tracks were released by Team Entertainment. The first one, Guilty Gear XX In L.A. Vocal Edition (ギルティギア イグゼクス in L.A ボーカルエディションGiruti Gia Iguzekusu in L.A Bōkaru Edishon), performed by A.S.H. and produced by Jay Gordon of the metal band Orgy, was released on May 19, 2004.[72][73] In that same year, Guilty Gear XX In N.Y. Vocal Edition (ギルティギアイグゼクス in N.Y ボーカルエディションGiruti Gia Iguzekusu in N.Y Bōkaru Edishon), performed by Jason C. Miller, was released on September 23.[74]
Guilty Gear XX #Reload Korean Version Original Soundtrack | |
---|---|
Soundtrack album | |
Released | November 6, 2006 |
Length | 70:02(disc 1) 65:35 (disc 2) |
Label | Team Entertainment |
Guilty Gear X2 #Reload featured a Korean exclusive album titled Guilty Gear XX #Reload Korean Version Original Soundtrack. Composed by Shin Hae Chul, and performed by his band, N.EX.T, it was released by Team Entertainment on November 6, 2006.[75][76]
Reviewing the album for Square Enix Music Online, GoldfishX wrote 'Guilty Gear XX #Reload Korean Version lacks the raw power of the Ishiwatari-composed Guilty Gear scores, but more than makes up for it with character and creativity', and gave it a score 9 out of 10.[77]
Disc 1 | ||
---|---|---|
No. | Title | Length |
1. | 'Labyrinth of Souls' | 1:09 |
2. | 'Revelations' | 3:17 |
3. | 'Starchaser' | 3:11 |
4. | 'Pillars of the Underworld' | 3:06 |
5. | 'Get Out of My Way' | 3:14 |
6. | 'The Great Empress' | 3:04 |
7. | 'Dementia' | 3:13 |
8. | 'Megatona Furioso' | 3:06 |
9. | 'Child of the Wild' | 3:10 |
10. | 'Take the Pain' | 3:02 |
11. | 'Dogs On the Run' | 3:02 |
12. | 'Ricochet' | 3:28 |
13. | 'Riding the Clouds' | 3:06 |
14. | 'Keeper of the Unknown' | 2:57 |
15. | 'Desert Dust' | 3:04 |
16. | 'Stieks and Stones' | 3:09 |
17. | 'In the Arms of Death' | 3:07 |
18. | 'Tears are Forever' | 3:03 |
19. | 'Crash and Burn' | 3:18 |
20. | 'The Vampire Saga' | 3:10 |
21. | 'Seizures' | 3:05 |
22. | 'Blacklight Babe' | 3:11 |
23. | 'Vortex Infinitum' | 3:03 |
Total length: | 70:02 |
Disc 2 | ||
---|---|---|
No. | Title | Length |
1. | 'Vengeance Is Mine' | 3:10 |
2. | 'The Day of Judgement' | 3:17 |
3. | 'Faith Shall Save Thee' | 3:08 |
4. | 'Red Crossroads' | 3:07 |
5. | 'Ditto' | 3:17 |
6. | 'Dead Silence' | 3:23 |
7. | 'Rogue Hunters' | 3:15 |
8. | 'The Midnight Carnival' | 3:10 |
9. | 'Latez' | 3:07 |
10. | 'Run Till Tomorrow' | 3:12 |
11. | 'Dance of the Behemoth' | 3:04 |
12. | 'Final Opus' | 3:19 |
13. | 'Redemption' | 3:03 |
14. | 'VS' | 0:17 |
15. | 'Fighting' | 0:33 |
16. | 'Options' | 3:05 |
17. | 'El Fin' | 0:25 |
18. | 'Holy Orders?' | 3:01 |
19. | 'Under Construction_Day' | 1:31 |
20. | 'Under Construction_Night' | 1:39 |
21. | 'Sol' | 0:26 |
22. | 'Ky' | 0:26 |
23. | 'May' | 0:21 |
24. | 'Millia' | 0:15 |
25. | 'Eddie' | 0:41 |
26. | 'Potemkin' | 0:25 |
27. | 'Chipp' | 0:22 |
28. | 'Faust' | 0:33 |
29. | 'Axl' | 0:17 |
30. | 'Baiken' | 0:21 |
31. | 'Anji' | 0:22 |
32. | 'Venom' | 0:21 |
33. | 'Johnny' | 0:19 |
34. | 'Jam' | 0:28 |
35. | 'Testament' | 0:27 |
36. | 'Dizzy' | 0:26 |
37. | 'Bridget' | 1:05 |
38. | 'Slayer' | 0:24 |
39. | 'Zappa' | 0:35 |
40. | 'I-No' | 0:35 |
41. | 'Robo-Ky' | 0:28 |
42. | 'Kliff' | 0:17 |
43. | 'Justice' | 0:15 |
44. | 'Common Sound Effects' | 3:23 |
Total length: | 65:35 |
Other[edit]
For Guilty Gear X2 and each updated version released, some strategy guides were released. Entrebrain released two encyclopedias for the original game, on June 22, and December 19, 2002.[78][79] A Complete Guide (コンプリートガイドKonpurīto Gaido) was released by SoftBank Creative on February 5, 2003.[80] SoftBank Creative also released guidebooks for #Reload, Slash, and Accent Core on September 10, 2003, May 29, 2005, and July 27, 2007, respectively.[81][82][83] Enterbrain released on November 16, 2005, February 28, 2007, and October 30, 2012, guidebooks for Slash, Accent Core, and Accent Core Plus R, respectively.[84][85][86]
Guilty Gear Destroyed Sound Effect Download
Ichijinsha released three manga adaptations under its DNA Media Comics line. The three volumes of a Guilty Gear X2-based yonkoma series were released on August 24, 2002, December 25, 2002, and July 25, 2003, respectively.[87] Based on Guilty Gear XX Slash, a two-part anthology series was released on December 24, 2005, and June 24, 2006,[88] and a single-volume yonkoma series was released on January 25, 2006.[89]Enterbrain also published an anthology series based on Guilty Gear X2; it was released in two parts published on January 25, 2003, and March 24, 2003, respectively.[90][91]
A compilation DVD entitled The New Saint Glory with the highlights of a Guilty Gear X2 arcade national championship was released by Enterbrain on December 19, 2002.[68] Enterbrain also released Guilty Gear XX: The Midnight Carnival Artworks, a trading card game series based on Guilty Gear X2 on September 26, 2002.[68] In addition to the musical CDs, audio drama CDs containing original plots were released by Team Entertainment. Two CDs--Red and Black—were published on July 16, and August 20, 2003,[68][92][93] while a second series, Night of Knives, had its three volumes released on October 20, November 17, and December 22, 2004.[94][95][96]
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- ^'ギルティギアイグゼクス ドラマCD「RED」' (in Japanese). Team Entertainment. Archived from the original on March 4, 2016. Retrieved January 10, 2015.
- ^'ギルティギアイグゼクス ドラマCD「BLACK」' (in Japanese). Team Entertainment. Archived from the original on July 23, 2014. Retrieved January 10, 2015.
- ^'ギルティギア イグゼクス ドラマCD 「ナイト・オブ・ナイブズ Vol.1」' (in Japanese). Team Entertainment. Archived from the original on November 5, 2013. Retrieved February 13, 2014.
- ^'ギルティギア イグゼクス ドラマCD 「ナイト・オブ・ナイブズ Vol.2」' (in Japanese). Team Entertainment. Archived from the original on November 6, 2013. Retrieved February 13, 2014.
- ^'ギルティギア イグゼクス ドラマCD 「ナイト・オブ・ナイブズ Vol.3」' (in Japanese). Team Entertainment. Archived from the original on November 5, 2013. Retrieved February 13, 2014.
External links[edit]
- Guilty Gear series official website‹See Tfd›(in Japanese)
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Guilty_Gear_X2&oldid=903151676'
I haven't played fighting games seriously since the olden days and I never was very good. I have at multiple times last couple years tried to get into it, with street fighter 4, mortal kombat, and a few others. Most recent fighting games seem to have some sort of mode where they go move by move of each character and teach you how to do their moves and a lot of their combos.
Guilty Gear Destroyed Sound Effect Meaning
I for the life of me can hardly ever do any of the combos past the first couple on most games. [I am currently trying Persona 4 Arena]. I guess I just don't get it. In my mind half the time as far as I can tell I am hitting the buttons exactly as they say but I have no idea on any sort of timing, or if there are pauses or anything at all. I just lack any understanding of how combos in a fighting game actually work and come together. I am saying, I seriously have trouble with the button presses of basic combos and I have no idea what I do wrong. These games just say press ___ ___ ___ and then ___ ect but is there a rhythm, a timing, or what in fighting games? I honestly just have never understood something so basic. And whenever I do get a combo right and progress I never have any idea what I did differently than the other 10 times.
Anyone have any advice for stuff like this? I mean I normally do quite well in video games but I just feel like in all these games I have no feedback of what I ever do wrong or right when trying to do combos. I am probably just stupid but does anyone have any advice or maybe some guide that can teach me something so simple and basic down to the very button presses of combos = cause I have been unable to find it.
I love the fighting game genre but I just don't know what I do wrong with this stuff.
I can't get anywhere near learning strategy or anything when I am struggling on basic button press execution as it seems to be beyond me.
Please be nice guys i know I must sound like an idiot but I really need help =(