
I wasn’t good at it, but I enjoyed playing BlazBlue.
Is this where the Super Famicom Sailor Moon is?
Guilty was an interesting game.
Make a sequel to Dragon Ball…
>>4There aren’t many characters…
I’ve never seen anyone who likes “Nura: Rise of the Yokai Clan” and “The Great Demon War” before.
I like games where there aren’t many round carry-over elements and you can always use all your resources to go for the win.
>>7Personally, I like that GBVS does not carry over anything at all.
Easily able to utilize resources.
Thinking back, the BB from CP was really advanced.
CP itself is really amazing.
>>8It’s not a title that just got hyped up for no reason.
I like a relaxed pre-input.
There are things I really hate, but REV2 was terrible.
>>11In the end, Johnny was really terrible, wasn’t he?
>>15Well, I thought it was impossible, but I heard them say something like adjustments for rev2 would still happen even after GGST is released.
A little while ago, there was a thread, but I really liked DNF.
I maintained my main character at a mid-tier level.
I feel a BB vibe from Melmina, but since it’s from another company, I want to play a game that captures the spirit of BlazBlue from Arc.
I started playing Granblue Fantasy and it’s fun.
I love this company’s simulation games!
So make a sequel!!
Although fighting games are the main focus, I have the impression that about one game comes out every three years.
It’s often said about GG, but BB also had a lot of effort put into its story mode performances around XB and CF.
I’m putting in a lot of effort to remove the dialogue box, move the standing character images around, and adjust the lighting to eliminate the awkwardness between the character images and the background.
The ladle probably imitated it because it loves Muv-Luv, but there are few places in the whole ADV where this is being done the same way.
I only dislike the tropical specifications.
Looking at it now, the XRD modeling feels a bit outdated…
DBFZ, Kill la Kill, G, DNF, and Marvel.
When I look at it this way, it’s magnificent, the licensed games after 3D.
>>26If anything, the licensed fighting games from the 2D pixel art era are also quite amazing.
I was wondering why characters like Sol and Sam appeared in River City Girls, but it turns out they are from the same company.
>>28I’m in charge of sales.
The scale of the copyrights being handled is too 큰 compared to the size of the company…
>>29But it’s amazing how they easily surpass that hurdle.
If you ask me where I want a licensed fighting game to be made, 90% of the world’s population would choose this option.
Fist of the North Star, the Sengoku BASARA of the 2000s, and Persona 3 & 4, right?
>>31It seems that there was a Joker’s name in 4u2 as a dead data, and if we tried hard enough, we could have taken on 5 as well…!
>>42I think that was a mislead, so I don’t plan to include it in the first place.
I forgot whether it’s Minazuki or Minazuki, but one of the folder names was “P5HERO.”
The system voices in BBTAG are part of Arc’s efforts to counteract cracking, so it’s likely just one aspect of that.
I’ve always loved the character design and music.
It’s quite a task to be in charge during the BASARA 2 era, isn’t it?
It’s lonely not having Matsunaga in the 2nd era.
What’s next, Star Wars?
I kind of understand Granblue, but I wonder how I ended up being in charge of Arad.
Is Aiting requested and also asked for cooperation with Ark?
>>35Thinking about how Kill la Kill was completely entrusted to the subsidiary A+ makes me think that Ark was prioritized, and because they didn’t have enough people, they redirected resources from areas other than graphics to Aiting.
Despite receiving numerous requests for outsourcing, the only compromise seems to be that the artwork will be done by Ark, which doesn’t appear to be the case for anything other than DNF.
Creating anime-style 3D in Xrd was a turning point.
>>36Originally, I wanted to make the first Guilty in 3D, but it was impossible, so it fell through.
It was born as a result of creating 3D models based on the sketches of BB’s dots, so it’s fate…
I keep playing Strive, no matter what anyone says.
I have a lot of fun.
>>37Guilty has really good fighting mechanics, though.
The UI and towers that throw away all the know-how I’ve accumulated so far really sap my motivation.
Honestly, there was a time when I was jealous and going crazy because Ishiwatari from the Guilty era had everything.
I was surprised at the point of GG’s revival.
I was surprised twice in 3D.
I quite liked the time when I was publishing low-priced games for a while.
I want a new game released with the GG2 game system.
Anything is fine, as long as it’s not GG.
Is it a good deal to buy back the rights to Guilty Gear with the money earned from selling BlazBlue?
>>48I can’t look up to Mori P.
>>48It’s delicious to the point of death.
I feel like a guilty graph + editing game has incredible potential.
If they were doing it with something like Nenpakuto, even if the content was the same, the direction it would take in terms of topics would be completely different.
>>49Too little promotion!!
It’s amazing that the character trailer has 600,000 views despite that lack of promotion.
It feels like 3D has become quite refined around the time of Kill la Kill.
Give up on 3D graphics for GG Non-branded.
→Create a 3D model of a spatula as a weapon in GGX and use it for the draft.
→Develop it in BB and create all 3D models as drafts.
→The graphics in Xrd take that form based on personal research of staff and know-how.
So stacking things up and making small efforts are important.
Due to various circumstances, I’m playing Granblue Fantasy.
Galeon has a strong personality and doesn’t quite fit.
Narmaira is too technical to handle.
Anira is easy to use, but somehow feels weak.
>>55If you get used to it, Narumea, you can manage, so let’s do our best.
Anira isn’t as weak as people say, but she isn’t strong either.
Galeon’s habits are really incredible.
>>55The situation is too easy to understand…
>>55This boob guy!!
>>55I will use an adult lady.
How about breaking through the wall?
It’s also used in fighting spirit.
>>56I think it’s good to reset your strategy; it reduces the chances of being trapped and killed.
In GGST, there are some players who continue to attack without breaking the wall.
>>56Well, after all, it’s not bad since there won’t be any visuals of being cornered at the edge of the screen.
The spirit of fighting has a good tempo.
I wonder why they didn’t make Granblue Fantasy into an easy-going, fast-paced action game.
>>57This clearly shows that Saige had the idea of wanting to create something like Street Fighter 2…
I should have been talking on the official Arknights live stream.
>>57I don’t think Granblue Fantasy was originally intended to have features like double jumping or flying around, even if it doesn’t resemble a fighting game.
>>74It’s the same with Tsukihime and Persona, right…?
Mori P has really been a hero, having saved Arc multiple times even before he was officially part of Arc, and he has desperately stopped things like “new versions with only multiple Robo-Ky characters.”
If a Slash covered in RoboKai were to be realized, it would definitely kill the entire IP.
It seems like tag team fighting games are popping up like mushrooms after the rain…
>>64It seems that Capcom is giving off a vibe that they won’t be venturing in that direction, so a project to do it instead must have been born simultaneously!
Since it’s America’s national sport, there is definitely a demand for it.
I wonder if BlazBlue will get a reboot someday…
>>67Without a ladle, BB might struggle with the story.
The design is fine as a fresh start.
>>67Arc doesn’t have the luxury to throw away such a huge in-house IP, so it will probably come out eventually.
If anything, it’s been operating as an IP all along.
Is the moon of dust still here…?
I really liked the atmosphere and character modeling of xrd.
I just can’t get used to GGST…
>>70Direct eroticism has been considerably nerfed, but I like the costume design.
I love BB and I am looking forward to the sequel, but I have no confidence in accepting a BB that doesn’t involve Mori.
I like wall-breaking because it’s fun to memorize combos for breaking.
When you split it from the center, brain juice comes out.
Well, it’s a simple matter that the world of Granblue Fantasy is like that, but it’s a setting where you can’t fly much in the sky.
It seems like everyone can at least do a wall kick.
I won’t give up on P5U.
>>77If we could just create the model like DNF and outsource, it seems we could somehow secure the line.
Higuchi Konomi, the central creator of the BB series, is already a freelancer now.
Mako Komao, who was creating stories in the forest, has always been an external contractor, so she hasn’t changed at all.
What surprised me about Granblue Fantasy is that the damage from chiseling is too large.
Well, considering the resources and occurrences in judo or grappling, it probably makes more sense to have heavier削りダメージ, so that’s likely better.
>>79In the past, there were fewer tough guys than this…
Granblue was popular with BP, but its fundamental philosophy is that of a serious game.
The direction is similar to Xrd type, but it’s quite different, right? Marvel’s model.
I still don’t understand the system, so it’s like that, but Marvel has too much information, and I don’t feel like I can keep up with the game speed.
The anime “Genshiken” used the game screen from GGX or XX as it was, and that was how I came to know about Arc games.
>>86Actually, that’s an Isuka.
The stamina is seriously mysterious compared to the size of the company…
It’s still good that I can use it now.
Please release another game that Es-chan can use.
I have a feeling that since Xrd is the origin of my fighting game journey, I wish it would return to that style.
>>89This is the first time I’ve spent money on a new fighting game, but I prefer ST as a game…!
It’s difficult.
The Muji Guba system is so simple, yet the techniques that fly around are full of nonsense.
I experienced a sensation I’ve never had before…
>>92In that sense, it feels like an old-school 2D game…
>>92Added landing recovery to Lancelot’s special move.
It’s not an increase in rigidity, but rather something that never existed before!
>>92I liked the tension when the dash leap became a special move.
It’s fine to have a festival game like BBTAG.
>>94I’m looking forward to the fighting spirit!
>>94DBFZ vs GGXrd vs DNF vs GBVS vs Kill la Kill!
It seems like it will sell.
>>94It’s amazing to collaborate with licensed character games.
At first, I was skeptical about the slide romakyan in GGST, but now I can’t imagine it without that.
But I still occasionally go from K to S.
I’m still brain-fried from the EVO2017 PV that teased “Beast Brawler’s participation~ New stage added! Only to be fake and it’s a completely new game! Fake again, and then added Banchou and Hyde! Yet again, a tease, and Ruby joins the fight!”
They’re really good at getting everyone hyped up.
>>101I think the impact of announcing Xrd, announcing Gobor, and when Cooler joined in drawing excitement at EVO is on a different level.
>>101
I remembered when Abigail and Geese were mentioned in the thread, but the excitement at the venue is incredible.
I think Ark is good at making PVs.
>>102When I think back to the BB days, I really think they were good at making arcade version openings.
>>105The OP of the CP is really cool!
I always think it’s a shame that GGST has great graphics but only one stage is used in tournaments and serious competition.
I want them to make a fighting game for RWBY.
I like the names of pets that the original fans don’t know.
The excitement around DBFZ is simply felt through Arc’s efforts and the strength of the IP.
Even though they gathered popular characters, anything that comes out will still excite people.
>>108The system has undergone multiple improvements through free updates, and if it were to go on strike, it would be at a level where we would redo the package release four times to make it feel like a completely different product.
It was amazing, wasn’t it? Bridget’s participation PV.
>>109To be honest, I didn’t think there was a character that directly linked to sales to that extent.
The circumstances were intense, weren’t they?
Xrd was truly shocking.
It’s no surprise that Arc is still the only one with decent skills in that limited anime-style 3D.
>>112I remember laughing when I saw interviews about the production process, as they made it with considerable brute force.
>>119Q: How do you maintain the anime-like quality without it falling apart, even though it’s 3D?
A: I’m supervising all the frames to ensure the appearance doesn’t break, adjusting the facial features and enlarging the arms and legs.
I really liked the night Axel stage in Xrd… I couldn’t use it in online matches because it was too heavy.
>>113The movement of that background is amazing, so I guess some people will dislike it…
>>113I just couldn’t handle the moving background anymore…
Guilty’s direct guard tends to be disliked, but honestly, it was much easier before the system change, and I actually liked it…
I really love when I can brag about my skills with aerial direct throws or air throws.
I thought the company must be quite large since they seem to have hit success with almost every fighting game they release, but it seems that’s not the case.
Looking at the characters in DBFZ, they have really used up all the popular ones, so no wonder they can’t release a new game.
It’s a mystery that the initial EVOJ still didn’t have any gobo left alive.
Get a big company to back us up and create a popular IP fighting game!
Create an original IP fighting game with the money I’ve earned!
>>124Taking on too much work! I think that, but if I don’t do at least this much, it really won’t be profitable, and that’s the sorrow of small and medium-sized enterprises.
Bark bark bark bark bark bark!!!!!!!!!!!!
BBTAG was good at setting things up, wasn’t it?
Before the addition of Hato and Yutsuzumi, there were more pink and light blue diamonds, and then during the next PV, there were more Akatsuki diamonds, and just when I thought everything was over, the screen breaks and Nio appears.
I wonder if Granblue Fantasy is making a profit.
I understand that it costs money, but…
I wonder why they went out of their way to borrow Kowloon’s Demon for the unbranded remaster…
>>130Why is it not about the recharge?
I’m looking forward to the fighting spirit, but I haven’t really played team fighting games much.
But if I keep touching it, I’ll get used to it.
>>131It seems that sharing lives is done in 4-on-4, so maybe when you’re not used to it, you can only use one character.
>>144It seems like sharing life would be relatively easy to approach.
I was playing Goblin, but I’m bad at looking at the screen and couldn’t adapt to the changing location of the assist, so I gave up.
>>158Yeah, the position issue with assists in 4v4 seems really bad.
Gobou was surprisingly easy.
The localization of Skullgirls was a bit off… I just remembered that.
If the next Marvel fighting game is done well,
Could it become a dominating force like Dragon Ball?
>>133I have high expectations because they must be putting all their know-how into this.
>>133I think it will become that way.
If you work hard, I really don’t think 10 million is just a dream.
>>133To be frank, it’s not an exaggeration to say that it’s already been promised.
It’s one of the ideals the world has been seeking.
>>133There are so many characters that it might last longer than Gobou.
>>133Aren’t they going to become a receptacle for those captured by MVC and Gobo?
I’m curious about how it will compete with other announced TAG systems.
BBGG is an original IP fighting game, but now it has also become a character game, which is strong.
The BBTAG system was extremely well-developed.
“Isn’t the burst system not very good?” and then they say, “Well then, I’ll just drastically increase the turnover rate.”
The only downside is that due to the specifications of Dash and character overlaps, it’s difficult to juggle with other games.
I intended to quietly pick up the Alcap group, but the future of Hunter x Hunter with a real Marvel fighting game has come.
>>139I still don’t know if the movements of the fighting spirit feel like Marvel vs. Capcom…
>>148I thought the motion of the storm was quite like Marvel vs. Capcom.
DBFZ has DB characters that look like they were drawn in good times.
It moves in a blend of movements from historical games and anime, moving smoothly and dynamically.
Just this alone is already an ecstasy.
I can’t help but think it would have been better if it had come out 20 years earlier, which is a problem for voice actors.
Please remember the battle fantasy of the first 3D model from time to time.
If I had to say, I’m curious about how the updates for BBTAG ended as if they were abruptly cut off.
I also think that the decision for the ladle’s departure was probably made around that time.
>>146It really ended quite abruptly, didn’t it?
I forgot whether it was Xrd or GGST.
If it didn’t sell, the company would have gone under, right?
>>147It seems that while Xrd sold well, adding the side story ended up incurring costs that were no laughing matter.
The fighting spirit is not in a limited anime style.
It looks like it’s going to be a regular 3D motion like Alcap, so I wonder how it will turn out.
Will the balance be as wild as usual?
>>149I think it’s impossible to achieve balance in a 4vs4 fighting game no matter what.
No matter who makes it, a 4vs4 is definitely… tough.
BBTAG was really boldly designed in a way that you don’t need to walk in this game, and that throws with insufficient distance will just run for you.
>>151I like the idea that throws like Gobos from BB or BBTAG are strong as breaks since they have a slow startup and can be escaped if visible.
Arrowfell was also put out by Arc; I wonder if RWBY is still under Arc now.
I’ve released various fighting games, but I like the feel of BB the most since CP.
It has a good sense of speed, and I don’t feel any snags while moving it at all.
Nen Impact is an interesting, terrible game as I expected, at least based on the demo.
I think it doesn’t overlap much with the content of “Fighting Spirit.”
I feel like BBTAG could use just one more adjustment.
It felt like there was a lack of adjustment separate from the damage judgment and strength of Yukizumi.
However, I will never forget the achievement of someone who created new pixel art for the heart…
It’s the story of how I was about to die in Xrd, but then the Gobu project came along and saved me.
I’m sure it was during the Ark’s anniversary live broadcast.
I think there was a time in KOF with a 4-person team system, but 4v4 is the only thing that comes to mind.
I wonder why it’s 4on.
Are you referring to the Space Ninja Gormez?
>>165There is a possibility.
I’m just pressing F4 right now, and there’s a movie playing too.
That means Galactus might appear.
If I can’t be chosen in a game for 4 people, I probably won’t be able to join the Fantastic Four for the rest of my life.
>>168I’ll use the power of four people! Fire!
>>170Stop it already 💢
The gauge keeps decreasing! 💢
It’s 4vs4, but if the life of the character that’s out in the open runs out, it’s game over.
It’s easier to balance than previous tag games, right?
>>169Problems like this, which are quite common and can be really tough if one person gets hit, will probably be alleviated.
It couldn’t be helped unless there was violence like in X Factor.
It really feels like everything in Xrd has a huge cost associated with it.
First of all, moving a 3D model frame by frame is crazy, and there are animations included for home use.
It would be interesting if you could send out three assists all at once.
>>172Didn’t you release it all at once at the time of the PV?
After supporting the company for over 20 years, the executive ladle has resigned, and the right-hand man, who has also been doing everything for a long time, is showing strong signs of retirement… because the two major creators are stepping back.
I feel like it’s about time to seriously hand things over to the next people.
>>173Well, it’s too late once things become impossible to handle.
I want you to do your best.
Because we couldn’t fill the 4 slots in Alcap, we ended up with Scrarl.
It’s hard to say if this is the first and last chance for Mr. Gomes and the others to all gather together.
I wished BBTAG would have included characters from more games…!
If I have Setsuzen, I also wanted Asuka.
>>175
Sometimes when I watch the video of the internal data character select voice list, I imagine what it would be like if (that person) came.
Characters like Rubber Man or Human Torch with flames all over their body would look quite impressive in fighting games, but they haven’t appeared at all.
It seems that F4-chan has lined up perfectly in the popular title Maberai, so I think it will be released.
I think so, but I don’t believe the four of them will be together in the beginning.
The fighting spirit also had some team techniques that seemed like a four-person combo, didn’t it?
It feels like a crash in BBTAG, doesn’t it?
I feel something similar to FromSoftware in that their evaluation in the world has been steadily rising without anyone realizing.
>>181For that reason, it feels like there are quite a few areas where the scale is also small and overlaps with the image.
It seems like the solidification of fighting spirit is going to be intense, and it’s pretty much confirmed that it’s going to be tough, but resource management looks like it could be difficult.
I played Xrd a lot, but looking back, it really hasn’t changed much from Blue Rilo…
>>183In the early PV, Sol was doing D loops and such.
The appeal was that it was a set of rules extending from previous works…
I also believe that my physical strength is common, but I haven’t been told that yet.
I hope Saiku makes a comeback.
I don’t know if Cyclops is popular in Marvel right now…
Now is the time for the return of the Slashback.
Even if Daisuke Ishiwatari steps down as director, I want him to continue making music.
I also want you to do the voice of Saint Sol.
I wonder how long ST will continue.
There will probably be a season 5.
I wonder why ACPR isn’t being released on PS for some reason…
It might be about time for us to not only rely on subcontracting but also sell our own game software… That’s fine up to this point.
The president who entrusted that title to the young folks at the Amusement Media Academy is too much of a gambler.
Moreover, hitting two with Wizards Harmony and Guilty Gear is quite something.
Guilty’s music is surprisingly good every time a new character is added, and it still amazes me.
Ishiwatari has clearly pointed out that Xrd was too reliant on blue Rilo as a point of reflection.
Psyche is too cool because Capcom made it in pixel art.
It’s bad that it has deviated significantly from the original image.
It’s really cool even now.
>>197The illustration of Akiman’s X-MEN flyer with the imposing stance is unbelievably cool.
I wonder if they’ll mess up again.
BBDW
When I listen to Ishiwatari and Mori’s old stories, I laugh because they are so intense.
Small game companies from the 90s to the 2000s were probably all like that, right?
Saik is really just moderately popular lately.
What came out from the past is Gambit.
The one who has already disappeared is the Shippasamurai.
But there are probably people who want to play things like Blue Rilo or Xrd instead of Strive…