Regular price $20 but it’s discounted to $12 until next Thursday. My prayers have been answered! Anyone else play this on the 360? The closest comparisons to other games are usually stated as Herzog Zwei and MOBAs. It was a game that was definitely before its time. It bombed since it wasn’t a fighting game but it’s a blast. I’ll be picking this up when I get home!
We all need to buy this and get drunk and play over the weekend
I’m glad to see this game power drift its way onto Steam
And it’s 4 players ya’ll!
Warning: this game is canon.
I’ve only ever played this with one other person in split screen. You don’t know how much it means to me that I can actually play this with other people over the internet now. The only regret to this game being canon is it was made at a time that ASW’s trademarks for certain characters was strained between them and sega. All I wanted is to see Chipp in this game issuing executive orders to military ninja gunts.
As far as I’m concerned, the only important part of GG canon is that there exists a character named That Man
That is great and all but Ninja President still wins out in my book.
Let’s be honest, Chipp would just be a minion.
My impression of this game has loosely been Brutal Legend but less bland and boring
All I remember about this game is Sol talking about magic having tunings like music (GUILTY GEAR LORE), and running around with sassy Not-Ky, and actually getting a hang of the gameplay. Glad to hear it’ll be easier to get some multi going for weird action-MOBA that no-one plays!
I don’t remember how to play this at all but I will totally play this with y’all on the weekend.
A channel I found with HD footage from last year for people who want to see what the game is like: https://www.youtube.com/channel/UCz4LeKT_xyAAPw1IYHpQREg
Some tips I picked up by watching match videos many years ago:
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The capture units that are auto-generated by towers are the quickest and most effective way to capture other towers. They deal a ton of damage to towers in a single hit but they also attack the first thing they see, such as enemy soldiers or enemy capture units. So if you have two towers owned by different players with nothing between them their auto-generating capture units will move down the lane towards each other and cancel out. With that bit of knowledge you can realize that a big part of capturing towers is obtaining the momentum in a lane, eventually giving your capture unit the clearance to reach the enemy towers.
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At the beginning of the match towers will take only one hit from a capture unit to be owned by a player. But by running around and hitting empty towers you give each tower a little bit of color for your team, causing them to take TWO hits from enemy capture units to be captured. This is great for towers in the center that are equidistant from all players.
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Hitting enemy towers once turns them into neutral towers that are owned by no one. This stops them from generating capture units for your enemy, helps your towers gain lane momentum, and lowers your enemy’s mana generation (am I remembering right that you get mana from towers?)
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Destroy enemy capture units as you run past them (you can sprint through them). This lets your capture units travel longer before canceling out against another capture unit, giving you momentum in the lane. Soldiers running through lanes can do this for you too since enemy capture units will attack them when they meet (and do very little damage).
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Make sure you aid your soldiers in combat. You can attack faster, do more damage,and hit more enemies at once. Just knocking enemies down is good at keeping them off your soldiers’ backs. When your soldiers are in combat make sure you support them so they don’t die and you have to spend mana to summon them again and spend time getting them to travel back to where they were.
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Items and skills are useful! Don’t forget about them! Especially health potions! Also remember that you can put summoned soldiers into your item slots and drop them off wherever you want. This is especially useful for slow soldiers.
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You have to unlock Ky by playing the story mode. He’s unlocked at some point in the middle.
Captured towers do regenerate tension and health when you stand next to them. It’s not a bad idea to smack a tower to turn off that regen buff. Though it usually gets reclaimed due to capture units and other servants guarding the tower. You get to play as Ky half way but you don’t properly unlock him until you finish the story. I tend to find Ky more fun to play as since he can actually jump cancel some of his moves that lets me do a basic ground combo into an air combo which I have yet to find a way for Sol to do other than ending the basic combo with a bandit revolver.
Let it be known that ArOne, Botagel, and notbov all conceded that I am the greatest GG2 player. Sure, ArOne was consistently killing me in every melee we entered but this was all part of my plan to distract him. And sure, Botagel may have been the one who actually dominated most of the map and struck the finishing blows against our enemy but my great planning set the stage for his dominance. And I never actually played against notbov but we can just say he got DQed, right?
Wall o text power drifting in.
Let it also be known I was carrying a CPU who can’t guard his Masterghost worth a damn. Lets not forget Drem’s big moba/rts push with a balanced assortment of big melee guys, assorted fodder and a magic guy giving buffs all to be done in by one of Sol’s elite melee units and my masterful ability to wreck face.
Some tips for any other would be daredevils. True to Guilty Gear nature there is some underlying logic that all characters/tribes follow but there well be some character specific exceptions to these rules. The basic unit logic is that melee units(Circles) beat mobile units(triangles), Mobile beats Armor units(Squares) and then Armor beats melee. There’s also ranged(Arrows pointing up) that tend to do well against two types but get destroyed by another two types. Then there’s magic units(stars) that are usually walking buff generators and don’t do much actual fighting. This is just the broad strokes logic but always be sure to check the unit description page when summoning. It’ll show a Circle and then the units it does well against in parenthesis and then an X and the units it loses to in another set of parenthesis.
Sol is kind of a blunt object in terms of his play style and tribe build. He lacks any mobile fodder units. He only has one elite mobile unit and there can only be one on the field so he doesn’t have much of an answer to armor units other than fighting them himself or stalling with his own armor units.
Sin and Ky’s tribes are more expensive but strong so they tend to double down on buffing them to keep them fighting because there’s nothing worse than losing on those investments.
Izuna’s is probably the most well balanced and I haven’t quite figured out his tricks and gimmicks yet.
Paradigm’s tribe follows the zerg style of cheaper units and weaker but it’s all about numbers. He’s got an elite unit that will eat the basic melee or mobile units if it gets low on health so pair it up with a bunch of those and watch it push a lane.
I dunno about Raven or Valentine yet. I just know they are probably the gimmickiest of the tribes where you have to play to each units strengths or they aren’t going to get to far. Valentine is able to play the map control game pretty freely because she has a skill that lets her instantly warp back to her Masterghost.
And so anyone won’t be caught unaware, this game isn’t the most flexible when setting up multiplayer games. Sure you can tweak rules and regulations like how much mana players start with and the rate it accumulates but there only a few ways to play. You can only play 1v1, 2v2 in basic or points mode. You can alledgedly only play free for all with four players in points mode. The basic mode is playing until someone kills another’s masterghost but is cut up by rounds (you can set round length) where after a set time masters are sent back to their masterghosts and their units are sent back to the closet ghost they own. At first it sounds annoying but it kinda helps devalue the aggressive nature of huge lane pushes. Points mode is kinda like some weird real time monopoly. You’re playing to get the biggest score but points are very fluid. Kinda think of stars in Mario Party and how they can be stolen or gained through playing the game. You build points for building mana by capturing ghosts, get points for killing enemy units, get points for killing enemy masters etc. It’s this weird tug of war with four other players. This mode is just a one round and done mode so it’s the mode to play if you want a constant stream of action without getting stopped every round.