Just to warn you, this
review is pretty beefy. I pick apart nearly everything in this
game. I did it because this game, of all others, deserves that kind
of treatment. That, and this is a thanks to Shane, who believed in
both me and Netjak so much that I just had to join the staff.
Perhaps the most notable
difference between your average "hardcore gamer" and myself is my
obvious boredom while playing a fighting game. I'll play Street
Fighter about once a season, Tekken is in my house for my fiancée
only, I'll play a friendly game of SoulCalibur on occasion in
arcades, and I’d rather drink molten glass than play Mortal Kombat.
Generally, I'll admit, I won't really bother with a fighting game.
That's why my fondness
for Guilty Gear X2 (read, "Guilty Gear X Squared") is more puzzling
than the Dead Sea Scrolls. Sure, it has all of the basic elements I
require from a video game in general... but yet, it has me addicted
like few games do.
The game really begins
with its story, solidly building on the previous games. Previously,
a fighting tournament was made to draw out a self-aware Gear, a
humanoid biological weapon. It drew quite a crowd - the entire
lineup that fought in the tournament set up by the homicidal Gear
Testament and many others. In the end, Dizzy, the self-aware Gear,
calmed enough to go off with May and Johnny, two of the fighters,
peacefully, while giving the reward money for Dizzy’s capture to Jam
Kuradoberi. Newcomers, fear not, for the basic plots of the first
two games (expanded from the brief mention I give here) is even in
the instruction booklet.
Guilty Gear X2 picks up
where that peace begins to shatter. Dizzy disappears, and at the
same time someone or something seems to want to hunt down the
competitors in the previous tournament. This mysterious entity has
even called in new fighters, who are interested in involving
themselves for fortune, fame, and other personal reasons. Instead
of the tired "fighting tournament" storyline that most fighting
games (indeed, even the first two installments of the series) use,
this one is simply street fighting for survival and personal gain.
This began to rope me in.
Each character relates to
the others in a different manner, though, and that held me in beyond
just my interest in the story. This is reflected in various ways -
from which characters are mandatory to fight in the arcade mode to
the victory quotes after each battle, unique depending on which two
fighters were present and which won. What really impressed me,
though, is how this unfolds in Story Mode, which I'll explain
shortly.
First, though, to
describe the main game play. Supposedly, you can’t make a good
two-dimensional fighter anymore, and you’re going to have to imitate
Namco or Virtua Fighter if you want a fighting game to be fun.
Mercifully, nobody told Sammy that, because this game flows like
water from the tap, and yes it comes in hot and cold running
beatdown. The controls are fluid and easy to pick up, and the moves
are varied and fierce. Moreover, each character has a wide variety
of moves, some of which are easily executed so that anyone can get
started with a character and others which are trickier to reward
more skilled players.
Part of what makes the
moves flow well is that the game continues its predecessors'
tradition with the Gatling Combo system. Basically put, if you can
initiate the move while the last one is going off, you'll do it.
And if you can get in another move during the animation and recovery
time, then you can keep the combo moving along. This moves much
better than other fighting games, which require you to cancel your
moves before pulling off rapid combos. Thus, while there is a huge
gap in knowledge between a master and a beginner at many fighting
games, Guilty Gear X2 has a much more easily distanced space. Even
the Roman Cancels, which immediately stop a move in mid-action, is
relatively easy to perform and are balanced out.
Never let it be said,
though, that the game doesn't reward skill. While quite a few moves
are simple to execute, every character also has a series of
progressively more difficult maneuvers, including flashy super
moves, called overdrives, and Instant Kill maneuvers. However, the
game sets them up to be equalized - you can still get out of the way
and avoid them, much different than, say, Morrigan's Darkness Eraser
in the Capcom versus games. Knowing when to use them is much more
important than simply knowing how to use them.
Even if you manage to hit
with a string of bruising moves, the game’s AI compensates by having
each successive move do less damage. Similarly, the more you
successfully block, the more damage you’ll take when your guard
finally drops. This helps equalize both combo mashing kings and
their 50 hits of doom and people who turtle through half the match,
both of which lead to very dull fights.
The game also continues
the use of Faultless Defense, introduced in the previous game. This
way, if you block and press for attack at the same time, you manage
to avoid most blocking damage as well. Plus, you are better
positioned to strike back at your foe. Since this maneuver is easy
to do, it also helps balance the game to help novices out. The
catch with it is that it’s almost too easy to do; if your opponent
isn’t even close to you, and you’re doing the right combination for
Faultless Defense, their attacks (even weak jabs that couldn’t
possibly hit from that distance) will activate your Faultless
Defense. This is actually a sneaky tactic because it hampers their
use of other special abilities.
This works because
Faultless Defense, along with Overdrives, Instant Kills, and Roman
Cancels, all take their power from the Tension gauge. Thus, you
can't simply hide from your foe using Faultless Defense, wail away
with a huge combo, Roman Cancel out of it, and then lay in with an
overdrive. Depending on how much you use your meter, you might not
be able to perform the Roman Cancel. Even more interesting is how
it affects Instant Kill moves. The Tension gauge becomes a timer.
If the Instant Kill move doesn't connect before the timer runs out,
the match continues - and that person has no more use of their
Tension gauge for anything else. So you better feel pretty sure of
your chances of landing that Instant Kill.
One new ability that the
game introduces is the Burst Gauge. This is another meter that
builds up, but its only use is to counter with a burst in mid-air.
It does negligible damage and can’t be the final blow of the match,
but it does two useful things - it ends your foe's combos, and it
instantly refills your power meter. It can be totally ignored, or
used (and countered itself) to notable effect.
Of course, what really
sets the game apart is its array of modes. Of course, you have your
classic fighting game "take on all comers" mode, which as tradition
dictates is known as arcade mode. This mode is a good intro to the
game; giving you a taste of the action the game includes, and even
some of the power available in the game in its final enemy, the
deluxe version of the new character I-No. It’s pretty vanilla in
terms of set-up, and it’s nothing new compared to other fighting
games, but that’s why there are other modes too.
Of course, after seeing
what kind of unholy smack I-No DX can lay down, any gamer worth
their salt is going to wonder, "How can I unlock that?" Simple
enough, you just have to gain enough levels in Survival mode. Like
most Survival modes, you take just one life bar, with small refills,
against as many foes as you can work through. What's different,
though, is that how well you fight will give you a level which rates
your prowess. When you hit plateaus divisible by 10, your fights
will be interrupted by special versions of the regular characters
and new unlockable characters. All it takes is one victory, and
you've unlocked that character. However, this mode's difficulty is
ratcheted up rather quickly, so this is where the game's challenge
really appears. Moreover, once you do unlock the special characters
and the hidden characters, they can even appear during the
non-challenge fights. It isn’t easy, but rather worth it,
especially once you hit the Gold levels.
What I find most worth
playing, though, is the game's Story mode. In this, you pick one
character as they meet up with the other characters, and see how
their fates unfold. Between each fight, your characters get to
interact with the others, and the puzzles of Guilty Gear X2 start to
unravel while others tangle up. This remarkably develops each
character, from Eddie's search for a new host (having nearly
completely consumed the life of Zato-1 from the previous games) to
Dizzy's search for some peace. This also serves to connect the four
new characters in the game to the others, including expanding on the
backstory of each of them and connecting the new characters to the
old ones.
The best part of the
Story mode, however, is that the story has different branches
depending on what has already been done. Some parts of the story
branch depending on whether or not you won your last bout with a
particular move, or in a certain amount of time. Certain endings
can't even be unlocked unless you clear Story mode for certain other
characters connected to that one. For example, the possessed man,
Zappa, seeks out the doctor Faust. When you earn one of Zappa's
endings, another opens up for Faust. In all, each of the basic
characters has three endings, which expand on the game’s playability
and conveniently set up a sequel.
The game also has a much
more interesting take on the "fighting tournament" style of play
called the M.O.M. mode. In this one, each hit that either side
scores releases medals. Picking up these medals is vital, because
collecting enough medals opens up more points and healing items
during the match. After eight rounds, the game tabulates your
medals and ranks you on how you did. While this mode doesn't hold
interest long, it is interesting to give a try.
Of course, the game
wouldn't be complete without a Mission mode. Just in case you felt
that reaching a high level and unlocking Gold Justice was too
simple, here's where you fight in scenarios set up by the computer
which really tax the skills of the player. Sometimes, you have to
deal with a continually regenerating foe. Others, you simply have
to avoid taking any damage whatsoever for 99 seconds. You even get
a chance to fight against all three unlockable characters in this
mode. It's worth it just to see them, even if you end up getting
wrecked in the process. And trust me, the first time you run into
Gold Kliff, you will be Ginzu’ed.
Of course, through all of
the other modes, you see pictures during endings, and other artwork
of the various characters. The game stores this in the now
mandatory Gallery mode. Here, you just look at the pictures you've
already unlocked, and not have to worry about running against the
various foes you spent forever pounding. Really interesting to note
is the gallery also contains two videos - the opening video for the
game (which is pretty well done in the first place) as well as an
incredible anime trailer for Guilty Gear X. On one hand, I wonder
why they would bother advertising that game (admittedly an excellent
game) considering that this, the sequel, has everything that has and
more. But when you watch the trailer, you can appreciate how much
work went into that, and it helps get a better grasp on the story.
The only thing that might throw a newcomer to the series is that
they still mention Zato-1 in the GGX trailer, who has become totally
possessed by Eddie in this game.
Fortunately, the game has
great graphics outside of the trailer for the second game as well.
The game's graphic design is excellent, with a mature and clean
anime style that gives each character a refreshing amount of
detail. Any sufficient fighting game allows you to tell view each
move cleanly. That you can tell that Ky's belt buckle says "hope"
during play is another thing entirely. Moreover, the backgrounds
are detailed to the point where you can see fire flicker, ichor
ooze, and leaves tumble in various environments. The only problem
you might have is that there aren’t nearly as many backgrounds as
characters, and they aren’t afraid to palette swap several of them,
but this is a point of quibbling.
Perhaps the only
graphical warning I should give is that the makers of the game
believed that the female characters should have comic book
proportions. Or, in more crude terms, boobs from here to
Manhattan. On top of that, the female characters certainly aren't
on the modest side. Other than one of I-No's victory poses, though,
there's nothing in the game you wouldn't see at a beach or in Sports
Illustrated's swimsuit issue. So yes, while you can see the outline
of Dizzy’s nipples, you don’t get to see any nude pics. Honestly,
it doesn't matter to me, but I figure some people might appreciate
the fair warning. (Author’s note: this paragraph was inserted in
the review to shamelessly get pinged more on Google.)
What may amaze people the
most is the sound quality in the game. The game's designers were of
the opinion that video games don't have enough hard rock and metal
in them, and I'll be, they were right. I suppose it's of no
surprise that such edgy material works well with a fighting game,
but the quality of the choices just enhances the game. You want to
press the attack partly because the music is practically egging you
on. The track selection is excellent, and only this game's relative
anonymity is keeping the soundtrack from record stores. I’d
recommend bugging your nearest import store until they have the
decent sense to start selling it themselves.
For the most part, the
voice acting is similarly strong. Sammy was quite wise for the most
part in sticking with the original Japanese voice actors and not
creating an English dub. In most cases, except for the Oriental
characters (who are supposed to sound that way to begin with), the
characters don't have Japanese accents. The only glaringly obvious
one I can note is Ky Kiske when he uses his overdrive, "Ride the
Lightning." I mean, he’s supposed to be French (as I say this,
everyone reading this review refuses to play Ky ever again), and the
Japanese are often better with the French accent than they are with
an American one. How that got fouled up is beyond me. But other
than that, the sound is completely solid, from the pre-round shout
of "Heaven or Hell! Let's rock!" to Johnny's Mist Finer. The only
complaint is the deep and semi-robotic voice used for Potemkin. I
know he's huge and should be deep, but I think he should sound Barry
White deep, not like a TI 99-4A running a voice module at quarter
speed.
Finally, interesting to
note is the different references that the game makes to other media
that the designers enjoyed. You can easily find references to
Metallica (Ride the Lightning and Testament's overdrive Master of
Puppets), movies (other than his name, Zappa is a huge reference to
the Japanese movie, "The Ring," recently remade here), Rage (Eddie's
Black in Mind), and Space Battleship Yamato (May calls out for her
ship, named after it). There are numerous other references in the
game that I'm not mentioning, because it's more worth it to find
them on your own.
Quite simply, Guilty Gear
X2 has something for nearly everyone. The action is fast and
intense, but anyone can easily pick it up and understand it
quickly. The game builds on the previous story without ruining the
other games and yet is easy to jump into. (You'll have to play the
first game, at least, to find out who the guilty Gear is in the
first place.) The game also has additional modes and challenges for
anyone who tires of the basic mode. Finally, it's balanced so that
while a more skilled player will generally win, a novice won't feel
like they've got no chance. Really, it's the second fighting game
(though some might grit their teeth to know that Super Smash
Brothers is the first) that has me anxiously awaiting a sequel.
It’s not often that I unequivocally recommend a game for everyone,
but Guilty Gear X2 deserves it. Even though I doubt enough people
will be sensible enough to give it a whirl, it’s clearly one of the
best games you’ll ever see on the Playstation 2.