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Woolie VS Tip Jar: streamlabs.com/woolieversus/tip
1.You were born in Johannesburg, South Africa. Have you ever gone back to visit?
2.What is the core idea you want to achieve with gg 2020, and how does this philosophy differ from previous Guilty Gear games?
3.Guilty Gear has had many mechanics over the years, like Blitz shield, Roman cancels, and Burst, etc. What game system do you think is the most fun to use?
4.Guilty Gear games have had character unique systems like Johnny's coins and Robo-Ky's power gauge. Can we expect to see unique systems in this game as well?
5.Over the years, you have always been willing to try extremely different approaches to gameplay with Guilty Gear. What is the one thing in your mind, that must be present in order for a game to be called Guilty Gear?
6.The characters we have seen so far feel like they have been reinvented, while keeping thier core identity. How did you decide what to keep and what to throw away?
7.By the way, Sol's command grab is more scary than a Potemkin Buster right now.
8.Today, what do you think is the biggest barrier preventing new players from becoming fighting game fans?
9.You said that this game represents a full frontal confrontation with the nature of fighting games. How many times have you rebuilt the game to fit this ideal?
When rebuilding Guilty Gear from the ground up, did you look at any other current Japanese or Western fighting games and the audience reception?
10.In a previous interview with Famitsu, you mentioned that this game was being designed from the ground up without need for stylish mode for new players. In GG2020, combos are shorter, there is less okizeme, and you don't get stuck in the corner. However, the joystick motions for special moves are still traditional. Do you think new players might still have difficulty with this?
11.On the other hand, Veteran players like complex gameplay. Many fighting game fans started after seeing the high skill Daigo parry moment in 3rd strike. How do you balance appealing to both new and old audiences?
It feels like this question is one of the biggest design challenges every fighting game must face.
12.The new samurai character looks very cool and I am looking forward to hearing more about him soon.
13.There was a theory online that he is related to Leeroy Smith, the new Tekken character, because they look similar and were both revealed back to back at Evo this year. Is there any truth to this? (If yes, did you work closely with Harada)
14.In 2015, there was a GDC talk about the workflow of creating Xrd's 3D models. Xrd was one of the most beautiful fighting games ever made, yet now GG2020 looks even more impressive. How have you updated your workflow for characters since 2015?
It's sounds like you are continuing to work with Naoki Hashimoto on the music. Will he be doing all the vocal tracks?
15.By the way, was Naoki Hashimoto's band Outrage the reason why the weapons Sol Badguy created were called 'Outrages'?
16.Some fans feel that back in GGX and XX, some of the music, character designs and animations were more gruesome, and heavier than the current games. For example, testament's animations and the graveyard stage. Do you feel that your tastes have evolved over time?
17.The single player experience and online content is now more important than ever for getting new players into fighting games. Are you thinking of any new modes that will help accomplish this goal?
18.I'm happy to hear that the programmers are listening to fans asking for rollback netcode like GGPO. For many years, netcode that works well in Japan has struggled to also work well internationally. Do you have any thoughts about online play in fighting games right now?
19.On a personal note, I'm very happy that Guilty Gear and fighting games are more popular than ever right now. What does the future of fighting games look like to you?