Guilty Gear: Strive Closed Beta Impressions

Not the cleanest start, but can be improved

<p><span style&equals;"font-weight&colon; 400">Previously at BagoGames&comma; we covered various bits of information about the upcoming Guilty Gear&colon; Strive&period; As of late&comma; two big pieces of information were let loose&comma; in the form of rollback netcode&comma; and the closed beta &lpar;active again at 3am EST&comma; as of the time of writing&rpar;&period; Now&comma; how does the game play&comma; now that we’ve gotten our hands on the beta&comma; and spent some time with it&quest;<&sol;span><&sol;p>&NewLine;<p><img class&equals;"aligncenter wp-image-157142 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;04&sol;21173557&sol;Guilty-Gear-Strive-Closed-Beta&lowbar;20200417232257&period;jpg" alt&equals;"Guilty Gear Strive Closed Beta" &sol;><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">Hard-hitting&comma; Methodical&comma; and Beautiful<&sol;span><&sol;h3>&NewLine;<p><span style&equals;"font-weight&colon; 400">Guilty Gear Strive has different pacing than its predecessors&comma; being slightly slower&period; Every button seems to have a second input as well&comma; allowing pressure to be structured based on the button used&period; In addition&comma; moving around feels a bit heavier&comma; too&comma; as airdashing and jumping around feels like it starts slower and ends much faster&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">The player has command of five main buttons&semi; Punch&comma; Kick&comma; Slash&comma; Heavy Slash&comma; and Dust&period; Punch functions similarly to Light Punch in other games&comma; and so does Kick &lpar;except&comma; with Light Kick&rpar;&period; Slash swings the player’s weapon&comma; and Heavy Slash is a stronger weapon attack&period; Dust is the character’s pre-determined launcher &lpar;akin to Marvel vs&period; Capcom 3&rpar;&period;<&sol;span><&sol;p>&NewLine;<p><img class&equals;"aligncenter size-full wp-image-157144" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;04&sol;21174030&sol;Guilty-Gear-2020-Shot-03&period;jpg" alt&equals;"Guilty Gear Strive Closed Beta" &sol;><&sol;p>&NewLine;<h4 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">General Graphics<&sol;span><&sol;h4>&NewLine;<p><span style&equals;"font-weight&colon; 400">Guilty Gear Strive&comma; for what it has to offer right now&comma; looks absolutely stellar&period; All of the character models look beautiful in both idle animation and motion&period; Switching between stages&comma; stage transitions&comma; intros and cinematics are all nice and clean as well&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">The game also adopts a letterbox-esque screen style in certain situations&period; These occur when intros are playing&comma; the player activates a super&comma; or a character’s match win animation plays&period; It all feels very atmospheric and almost movie-like&comma; adding to the visual charm and presentation&period;<&sol;span><&sol;p>&NewLine;<h4 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">That Looks Like It Hurt A Lot<&sol;span><&sol;h4>&NewLine;<p><span style&equals;"font-weight&colon; 400">Everything hits really&comma; really hard in the beta as well&period; From basic buttons&comma; to special moves&comma; to even supers&comma; everything can take a sizable chunk off of your life bar&period; One such example is a combo ending in a super and wall transition&comma; shown below&period; &lpar;Credit to &commat;DaSenpai95 on Twitter&rpar;<&sol;span><&sol;p>&NewLine;<blockquote class&equals;"twitter-tweet" data-width&equals;"500" data-dnt&equals;"true">&NewLine;<p lang&equals;"en" dir&equals;"ltr">Strive Ky is fun&period; Feels weird coming out of Xrd but I&&num;39&semi;m getting the hang of it&period; <a href&equals;"https&colon;&sol;&sol;twitter&period;com&sol;hashtag&sol;GuiltyGearStrive&quest;src&equals;hash&amp&semi;ref&lowbar;src&equals;twsrc&percnt;5Etfw">&num;GuiltyGearStrive<&sol;a> <a href&equals;"https&colon;&sol;&sol;twitter&period;com&sol;hashtag&sol;PS4share&quest;src&equals;hash&amp&semi;ref&lowbar;src&equals;twsrc&percnt;5Etfw">&num;PS4share<&sol;a> <a href&equals;"https&colon;&sol;&sol;t&period;co&sol;ZulKfdPJLA">pic&period;twitter&period;com&sol;ZulKfdPJLA<&sol;a><&sol;p>&NewLine;<p>&mdash&semi; Vryheid &lpar;&commat;VryheidVibe&rpar; <a href&equals;"https&colon;&sol;&sol;twitter&period;com&sol;VryheidVibe&sol;status&sol;1251247131324710912&quest;ref&lowbar;src&equals;twsrc&percnt;5Etfw">April 17&comma; 2020<&sol;a><&sol;p><&sol;blockquote>&NewLine;<p><script async src&equals;"https&colon;&sol;&sol;platform&period;twitter&period;com&sol;widgets&period;js" charset&equals;"utf-8"><&sol;script><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">Something that kind of makes the combo damage seem like a lot is that there are different health values&period; Now&comma; different health values are nothing new&comma; that’s normal to the Guilty Gear series&period; For instance&comma; the biggest&comma; slowest character in the beta&comma; Potemkin&comma; has the highest health pool&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">Potemkin can’t do much in the way of combos&comma; but his command grabs do a lot of damage&period; And in contrast&comma; the fastest character&comma; Chipp Zanuff &lpar;shown below&comma; left&rpar;&comma; has the lowest health pool of the cast&period; He trades health for a wall run &lpar;he can cling to the edge of the screen&rpar; and has lots of potential mixups in the corner&period;<&sol;span><&sol;p>&NewLine;<p><img class&equals;"aligncenter size-full wp-image-157151" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;04&sol;21175454&sol;maxresdefault-2&period;jpg" alt&equals;"Guilty Gear Strive Closed Beta" &sol;><&sol;p>&NewLine;<h4 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">Heavy Movement<&sol;span><&sol;h4>&NewLine;<p><span style&equals;"font-weight&colon; 400">To expand on the movement previously mentioned&comma; Guity Gear Strive has access to super jumps&comma; airdashes&comma; and double jumps&period; However&comma; airdashes start up the slowest they ever have in the series&comma; and feel like they almost go nowhere&period; Jumping around is also strange as well&comma; as the downward acceleration feels heavier too&period; That said&comma; its movement remains largely the same otherwise&period;<&sol;span><&sol;p>&NewLine;<h4 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">Roman Cancel Changes<&sol;span><&sol;h4>&NewLine;<p><span style&equals;"font-weight&colon; 400">Roman Cancels return from prior Guilty Gear titles&comma; and functionally work the same on a surface level&period; However&comma; there’s a difference between Roman Cancels here and in past titles&period; Here&comma; if the player Roman Cancels on certain hits&comma; the opponent will pop up&comma; allowing for a further juggle&period; That pop-up is similar to using Sparking Blast in <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;dragon-ball-fighterz-dojo-mode-review&sol;">Dragon Ball FighterZ<&sol;a> and using 1More Bursts in Persona 4 Arena Ultimax&period;<&sol;span><&sol;p>&NewLine;<h4 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">A Rather Odd Take From Another Series<&sol;span><&sol;h4>&NewLine;<p><span style&equals;"font-weight&colon; 400">Something else that could be noticed through gameplay is that the game’s corners function significantly differently&period; Sure&comma; the player can still set up different levels of mixups&comma; like usual&comma; but the wall can shatter&comma; triggering a stage transition&period; An example of a wall break is seen below &lpar;taken from an earlier demo&comma; but still applies&rpar;&period;<&sol;span><&sol;p>&NewLine;<div style&equals;"width&colon; 444px&semi;" class&equals;"wp-video"><video class&equals;"wp-video-shortcode" id&equals;"video-157137-1" width&equals;"444" height&equals;"250" preload&equals;"metadata" controls&equals;"controls"><source type&equals;"video&sol;mp4" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;04&sol;21174348&sol;ezgif&period;com-gif-maker&period;mp4&quest;&lowbar;&equals;1" &sol;><&sol;video><&sol;div>&NewLine;<p><span style&equals;"font-weight&colon; 400">This bears an uncanny resemblance to the stage transitions of the <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;injustice-2-reveals-teenage-mutant-ninja-turtles-gameplay&sol;">Injustice series<&sol;a>&period; However&comma; some differences still apply&period; The only thing Injustice and Guilty Gear Strive’s wall breaks have in common is that a hard hit can shatter the wall and trigger the stage transition&period; <&sol;span><span style&equals;"font-weight&colon; 400">The similarities end there&comma; though&period; <&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">In Strive&comma; the wall break occurs after three hard hits into the corner &lpar;Injustice requires one wall bounce hit in a specific corner&rpar;&period; In the Injustice games&comma; a cinematic will play on a stage transition&comma; dealing bonus damage to who got hit by it &lpar;Strive doesn’t do this beyond the initial hit that triggers the wall break&rpar;&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">Guilty Gear Strive’s stage transitions are also significantly faster and don’t take a long time to finish&period; Otherwise&comma; the stage transition is definitely something that players can and will make use of in the future&period;<&sol;span><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">That Lobby System and Other Beta Troubles<&sol;span><&sol;h3>&NewLine;<p><span style&equals;"font-weight&colon; 400">However&comma; the experience is very quickly muddied upon trying to connect to online play&period; On the first online day&comma; April 16th&comma; the beta time was between 11&colon;00 PM and 4&colon;00 AM EST&period; Okay&comma; that’s fine&period; The problems started right when you connect to the online modes&comma; though&period;<&sol;span><&sol;p>&NewLine;<p><img class&equals;"aligncenter size-full wp-image-157143" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;04&sol;21173704&sol;Guilty-Gear-Strive-Closed-Beta&lowbar;20200417232957&period;jpg" alt&equals;"Guil&semi;ty Gear Strive Closed Beta" &sol;><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">After playing a preliminary match and getting a ranking&comma; the player is supposed to be able to jump into a lobby and start playing&period; You’re supposed to hold Square to queue up for matches&comma; and players can approach each other and start playing&period; Sounds fine on paper&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">However&comma; that first day was quite poor&period; Not only did the lobbies themselves look like a bad 90s game&comma; trying to join others was basically impossible&period; When players got matched&comma; the game would either fail to connect or completely crash to the PS4 Home Menu&period; Not a great impression&comma; really&period;<&sol;span><&sol;p>&NewLine;<p><img class&equals;"aligncenter wp-image-157153 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;04&sol;21180227&sol;Guilty-Gear-Strive-Closed-Beta&lowbar;20200417025035&period;jpg" alt&equals;"Guilty Gear Strive Closed Beta" &sol;><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">It got to the point where emergency maintenance occurred&comma; and online was promptly shut down for that time slot&period; So&comma; the first beta online test was a complete waste of time&period; The second one fared much better&comma; as we were able to get matches online&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">To summarize&comma; most of the matches played similarly in connection to other Arc System Works titles&comma; utilizing delay-based netcode&period; I’m not going to go into greater detail about that due to the fact that it will eventually be replaced by rollback in the full game release&period;<&sol;span><&sol;p>&NewLine;<h4 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">The UI STILL Needs Work<&sol;span><&sol;h4>&NewLine;<p><span style&equals;"font-weight&colon; 400">The User Interface &lpar;UI&rpar; is what all of the meters on the screen are &lpar;health&comma; Tension&comma; timer&comma; the player’s burst gauge&comma; etc&period;&rpar;&period; And currently&comma; it looks very&comma; VERY rough&period; To be completely blunt&comma; it looks as if an amateur graphic designer made it&comma; with layering and such getting out of control&period; <&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">For instance&comma; this is how crowded <&sol;span><i><span style&equals;"font-weight&colon; 400">one side of the screen<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400"> can get&period; Do keep in mind that I did not alter this image in any fashion&period; See below&colon;<&sol;span><&sol;p>&NewLine;<p><img class&equals;"aligncenter wp-image-157138 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;04&sol;21173142&sol;EV1JBEEXYAA4wJY&period;jpg" alt&equals;"" &sol;><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">Also&comma; the combo counter makes no sense&comma; either&period; First off&comma; it’s shown as gigantic numbers almost reaching to the bottom of the screen&period; Secondly&comma; its number counting is even stranger&period; The Guilty Gear Strive Closed Beta counts something that’s 25 hits as Two Five&comma; and it looks really <&sol;span><i><span style&equals;"font-weight&colon; 400">off<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400">&period; While this is still a beta&comma; the UI still looks very poor&comma; and it can get cluttered quite quickly&comma; especially after stage transitions&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">Something that also is kind of weird is that there’s a results screen that rates your performance and gives a comment about how you played&period; The menu itself isn’t weird&semi; it’s actually a neat touch&period; The way it’s presented is weird&comma; though&period; Hopefully&comma; things will get cleaned up in the future for that screen&period;<&sol;span><&sol;p>&NewLine;<p><img class&equals;"aligncenter wp-image-157152 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;04&sol;21175537&sol;Guilty-Gear-Strive-Closed-Beta&lowbar;20200417024116&period;jpg" alt&equals;"" &sol;><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center">Final Thoughts<&sol;h3>&NewLine;<p>The Guilty Gear Strive Closed Beta is a mixed bag&comma; to be completely honest&period; On the one&comma; anything that was able to be played felt different but great&period; The differences can take some getting used to but are otherwise fine&period;<&sol;p>&NewLine;<p>However&comma; the monumental blunder that was the first online test day left a very bitter taste in the mouth&period; The issues were mostly solved in the second and third tests&comma; but it&&num;8217&semi;s still very bad to have issues to that degree&period;<&sol;p>&NewLine;<p>Otherwise&comma; the game looks to be something to keep an eye on in the future&comma; and that&&num;8217&semi;s a good thing&period;<&sol;p>&NewLine;<p><strong>What do you think of the Guilty Gear Strive Closed Beta&quest; Did you play it&quest; What were your thoughts on the Closed Beta&quest; Let us know your thoughts in the comments section below&period;<&sol;strong><&sol;p>&NewLine;<p><strong>If you like Guilty Gear Strive and like reveal trailers&comma; be sure to read our coverage of Millia and Zato-1&&num;8217&semi;s reveal <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;millia-and-zato-1-revealed-for-guilty-gear-strive-in-latest-video-trailer&sol;">here<&sol;a>&period;<&sol;strong><&sol;p>&NewLine;

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