Guilty Gear Strive Review — Burning Like A Roman Cancel

Guilty Gear Strive is, like so many of its predecessors, the pinnacle of a certain kind of fighting game. The series, known for its highly technical (read: complicated) set of systems, rewards players for investing time to master both its universal systems and the nuances of its individual characters in a way that few other series have. Strive maintains that tradition and throws in a couple new ideas that bolster its bold anime-inspired flash without making the game any harder to learn. While the core fighting experience has only improved, many of the game’s less savory tendencies remain in place, including its non-playable story “mode” and yet another set of kludgy Arc System Works-style avatar-based matchmaking menus. As in most fighting games, those problems are secondary: Players, particularly veterans, who want to put in work will find Guilty Gear Strive to be a wild time.

If you’re counting, Strive is the eighth primary entry in the Guilty Gear franchise, so its fighting style is something of a known quantity. Strive retains many of the nuances of recent entries in the series. There’s the tension gauge, a special meter that increases when you attack or move towards your opponent and fills more slowly when you play defense. There’s faultless defense, a strategic extra block that trades tension to prevent chip damage and help you get some distance from an opponent. For a newcomer or casual player, Strive will feel just like a Street Fighter-style fighting game. Most special moves feature quarter-circles and charge motions, and thus may feel familiar at a glance, but there are many, many small nuances for you to learn in order to get the most out of its particular mechanics.

  • The First Descendant | Meet Ines | Character Trailer
  • FINAL FANTASY VII REBIRTH | PC FEATURES TRAILER
  • Xenoblade Chronicles X: Definitive Edition — The Year is 2054 Trailer — Nintendo Switch
  • Horses 2025 – Cinematic Trailer
  • Monster Hunter Wilds – Open Beta Test 2 Announcement Trailer
  • Dwarf Fortress Adventure Mode – Release Date Trailer
  • Minecraft x Sonic – Add On Overview Trailer
  • Marvel Rivals – Invisible Woman Character Gameplay Reveal Trailer | "Unseen Force"
  • FREEDOM WARS REMASTERED — System Trailer
  • Marvel Rivals Season 1: Eternal Night Falls | Official Trailer
  • New VIRTUA FIGHTER Project – Pre-Development Gameplay Concept Video
  • Share
    Size:

    Want us to remember this setting for all your devices?

    Sign up or Sign in now!

    Please use a html5 video capable browser to watch videos.
    This video has an invalid file format.

    00:00:00

    Sorry, but you can’t access this content!
    Please enter your date of birth to view this video

    By clicking ‘enter’, you agree to GameSpot's

    Terms of Use and
    Privacy Policy

    Now Playing: Guilty Gear Strive – Official Cinematic Launch Trailer

    There are two major changes that longtime players will need to adjust to. Strive removes the “Gatling system,” a sort of hierarchy for canceling attacks to sustain combos, and changes the series’ signature “Roman Cancel” system, which allows you to trade half of the tension meter to cut short the animation before or after an attack to more quickly recover. I’ll be the first to admit that I’m not yet an expert on how to use these mechanics to great effect, but it seems that the combination of these two leads to more back-and-forth with shorter combos. I found that most of my fights, even against players way beyond my skill level, kept to a rapid tempo filled with short organic combos–flurries of light attacks anchored by a heavy or special. In theory, the Roman Cancel opens the door for high-level players to unlock longer strings with a precisely timed maneuver that keeps a combo from ending.

    And yet, while the game is very technical, it also has a sense of spectacle, which feels universal. When one player hits the other to interrupt their attack, the word “COUNTER” flashes across the screen in giant letters. The last hit in each round triggers a brief cinematic shot to let you know the killing blow has been struck. Some of these ideas are evolutions of concepts from previous games, others are new. One new idea, the “wall break,” marries the technical and theatrical sides of the game very well. If one player manages to trap the other in the corner and land a few hits, they’ll send their opponent flying onto a new part of the stage. The wall break gets the player on the receiving end out of being trapped but, more importantly, it evokes this Dragon Ball Z-esque sense of scale when you punch someone off the screen.

    If you need to learn any (or all) of these concepts, Strive has a deep set of tutorials called “mission” mode, which very briefly shows you how to use each and every one of its systems, plus lots and lots of general fighting game techniques. For better and worse, the lessons are constructed around building consistency: Each lesson asks you to do a technique five times. To complete it, you have to do it right at least three of them. As a lesson plan and testing system, it works great, but if you ever get stuck on a concept, you better go hit YouTube. And with some of the ideas, like Roman Canceling or certain character-specific abilities, more context is necessary to figure out what to do. In fairness, in-game teaching modes in fighting games widely suffer from these limitations, and Strive deserves credit for being very thorough.

    For me, Guilty Gear’s characters have always been the thing that set it apart. As in the past, Strive’s roster creates a wide variety of approaches with very stylistic characters with movesets that allow them to control a fight in their own unique ways. From the haunting garbage-bag-wearing Faust, with his pull-and-push fishing rod, to Ramlethal Valentine, who’s followed around by two giant floating swords that she can throw around using specials, but need to be picked up to use again, temporarily limiting her range. The goal in making any fighting game character revolves around implementing a unique moveset that fits well with the others, but Guilty Gear has always excelled at giving characters personality through their unique combat styles.

    Of the 15-character roster, there are only two newcomers in Strive, but both fit in and offer unique ways to play. Giovanna, an American secret service agent with her own wolf spirit, is a pure rushdown-style berserker, made to constantly apply pressure and get in their face. While the tension gauge, a special meter that increases based on forward movement and attacks, encourages aggressive play, Giovanna takes the all-gas-no-brakes approach to a new level. (At least among the Strive cast).

    The other, Nagoriyuki, is a very strong vampire samurai with a giant sword that gives incredible reach, at the cost of limited mobility. Nagoriyuki moves and attacks very slowly, and doesn’t have a forward dash, but he does have a short-distance teleport as a special that can take its place. After using enough specials, though, he enters Blood Rage mode, which makes him stronger while draining his health. (Presumably, this forces you to use your dash deliberately). The checks and balances make Nagoriyuki incredibly appealing: For new players, he’s really fun to mess around with because he’s so powerful. For competitive players, his checks and balances add another layer of complexity to master. He’s an exemplar Guilty Gear character: Subtle changes to his character push you to use him differently than any other fighter.

    …Players, particularly veterans, who want to put in work will find Guilty Gear Strive to be a wild time.

    How the characters control is only half of it, though. The same inventive, varied design also applies to the character designs and the game’s overall look. From a rockstar witch to a giant World War One-inspired robot to, and I’ll say it again, a vampire samurai, the ideas are a rich and wild hodge-podge that somehow congeals into something completely unexpected, but remarkably cool. Strive’s anime-inspired 3D art brings each fight to life like you’re watching an epic action sequence in a movie.

    Unfortunately, the actual Guilty Gear anime in Strive isn’t quite as captivating. Technically Strive has a story mode, but it’s actually just a long (maybe 3-4 hour) series of cutscenes–essentially, it’s a movie made using the game engine. I find this approach, which the series has used before, perplexing. While I recognize the narrative limitations that come up when you have to weave fights into a story, I think that having some gameplay is necessary. I generally don’t boot up a video game looking to watch a movie, especially not a fighting game.

    In the other hand, divorcing the game from the story is probably for the best: There may not be an eight in the name, but the story trades on the years and years of plot built up over Guilty Gear’s history and expects you to have a working knowledge of its deep, complex lore to keep up. With a less than stellar grasp of that history, I enjoyed some of the intense and occasionally funny sequences, but got lost and tired in the long philosophical conversations that make up most of it. It’s a shame that the story will only appeal to the most hardcore of hardcore fans, because the story does bring some interesting depth to the characters that you won’t get anywhere else.

    Last, but not least, we need to talk about how the multiplayer works. First, the good news: My experience playing Strive against other players was virtually flawless. I’m not going to tell you that I’m a great judge of netcode, but I know that Strive’s rollback-based netcode works incredibly well. The bad news: Strive uses yet another Arc System Works avatar-based matchmaking system, where you create a little character to move around and find players who are ready to fight. There’s a 10-tier lobby system, which seems to do a relatively good job of helping you find players with a similar skill level, but it can very easily backfire if there’s no one around in your particular level. Even when players are plentiful, though, finding matches takes longer than it should. Simply put, the system didn’t work before and it doesn’t work now.

    The fighting in Guilty Gear Strive, though, is impeccable. And that’s what matters most. Like all Guilty Gears, it is a game of extremes. If you’ve tried the series and fallen off because of its complexities, I wouldn’t expect a different outcome. If you’re up for a challenge, or just want a cool, sharp-looking fighting game to mess around with, Strive knows all the right moves.

    Related Posts

    Best Settings For CoD- Black Ops 6 Beta- Controller Layouts, Sensitivity, And More

    Call of Duty: Black Ops 6 arrives on October 25, but you can still get hands-on with the game during the open beta. Week two of the beta starts on September 6, and you’ll want to adjust some of the game settings to make the most of Black Ops 6’s new omnimovement system. This guide covers the controllers, graphics, and audio settings in the Black Ops 6 menus.

    Optimal settings are always going to be subjective, but here we detail our preferred options for console players on PS4/PS5 and Xbox One/Xbox Series X|S:

    By clicking ‘enter’, you agree to GameSpot's Terms of Use and Privacy Policy

    Caustic Guide – Apex Legends

    If you’re reading this, you’re probably seeking ways to improve your skills playing as Caustic in Apex Legends. For a character such as Caustic, defensive tactics are all the rage. His super deadly gas traps can quickly overwhelm and hinder the mobility of opposing squads, offering you and your teammates fertile opportunity for ambushes. At a glance, this stinky fellow’s abilities often seem more contextual than universally functional, but with a bit of practice under your belt, you can easily use that to your advantage. Keep reading for everything you need to know about Caustic’s abilities, his strengths and weaknesses, and a selection of tips on how to use him effectively so that you can lead your team to victory.

    His abilities are all about the gas

    As stated above, Caustic’s strategies are a bit contextual. His Gas Traps are lethal, but it takes a firm understanding of their capabilities to use them effectively. And with such a large ma…

    Difficulty Of Diablo 4's Abbatoir Of Zir Event Is "Pretty Excessive," So It's Getting A Major Nerf

    After player feedback and complaints, Diablo IV’s meant-to-be-hard Abbatoir of Zir event is having its difficulty significantly scaled down.

    The Abbatoir of Zir event kicked off on December 5 as part of Diablo IV’s vampire-themed Season 2, and was intended as a way for max-level players with optimal gear to further challenge themselves after having already conquered the game’s level 100 Nightmare dungeons. Even so, players complained about just how much harder the event–which functions similarly to Greater Rifts in Diablo III in that players must kill a certain number of enemies within a time limit–was to the game’s other endgame activities.

    Alien- Romulus Will Release On VHS, Something No Major Studio Has Done In 18 Years

    It’s apparently been 18 years since a major studio has released a movie on VHS, but that drought will be broken when Alien: Romulus comes out for the outdated platform on December 3. That’s right: An actual tape of the sci-fi horror movie is getting made, though it will be a limited edition.

    The official Alien account on X shared that Alien: Romulus writer/director Fede Álvarez revealed the special VHS release at Beyond Fest over the weekend. Artist Matt Ferguson has created the cover for the tape, which will come out at the same time as the Alien: Romulus Blu-ray. The previous major studio release on VHS was reportedly A History of Violence in 2006, according to Inverse. 20th Century Studios–now owned by Disney–is behind the Alien: Romulus VHS launch.