Ars talks fighting games with Guilty Gear creator Daisuke Ishiwatari
Enlarge / Daisuke Ishiwatari takes the stage at ArcRevo 2019 in Irvine, CA (credit: Arc System Works / Aurich Lawson)
A little over 20 years ago, when Daisuke Ishiwatari created Guilty Gear, popular fighting games like Street Fighter or King of Fighters tended to have a similar premise: gather the strongest warriors in the world and pit them against each other in a test of skill. Daisuke wanted a fighting game that was less grounded in the real world and reflected the wilder possibilities of manga and anime. (Guilty Gear was less grounded in a literal sense, too: characters could practically fly about the screen with mid-air moves, later leading to people referring to this style of anime-based fighters as "air dashers.") His vision was a war-torn future, full of magic, man-made bioweapons that turned on their creators (the eponymous Gears), and a diverse cast of heavy-metal-inspired characters players could choose from.
Guilty Gear games are both very difficult to master and also very rewarding for those who put in the hours of study. If fighting games are music, Guilty Gear is jazz, free form and technical, allowing players to improvise and develop their own styles and personalities. It's beautiful in motion but difficult for outsiders to follow, and the hardcore reputation has led to many feeling intimidated about learning or following the games.
In summer 2019, a new Guilty Gear game was announced, and Daisuke began hinting that this time around, the game would be simpler and more accessible. He wanted more players to pick up the game, more people to be able to follow along with tournaments and play. That perhaps comes as welcome news for those curious about the game but put off by the effort required to learn. The long-time player base, however, expressed consternation. Was the game they know and love going to be dumbed down? Was the freedom of expression they adore going to be removed?
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