{"id":1127564,"date":"2024-07-30T04:05:27","date_gmt":"2024-07-30T08:05:27","guid":{"rendered":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/uncategorized\/guilty-gear-strive-producer-talks-lucy-from-cyberpunk-edgerunners-evo-2024-ign\/"},"modified":"2024-07-30T04:05:27","modified_gmt":"2024-07-30T08:05:27","slug":"guilty-gear-strive-producer-talks-lucy-from-cyberpunk-edgerunners-evo-2024-ign","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/guilty-gear-strive-producer-talks-lucy-from-cyberpunk-edgerunners-evo-2024-ign\/","title":{"rendered":"Guilty Gear Strive Producer Talks Lucy From Cyberpunk Edgerunners &#8211; Evo 2024 &#8211; IGN"},"content":{"rendered":"<p><p>    Guilty Gear Strive is now entering its fourth year of content    updates, and despite now earning the reptutation as being the    \"old man\" on the block, especially when put side-to-side with    more recent releases like Street Fighter 6, Tekken 8, and    Mortal Kombat 1, Strive is still continuing on just as strong    as ever.  <\/p>\n<p>    Which brings us to Evo 2024, where Arc System Works made    perhaps their biggest announcement involving Guilty Gear Strive    to date: In addition to two returning characters, Dizzy and    Venom, and one brand new character, Unika, they would also be    adding their first guest character to the roster: Lucy from    Cyberpunk Edgerunners. I got a chance to catch up with Guilty    Gear Strive Producer Ken Miyauchi to find out how this    surprising collaboration came to be, along with getting some    insight regarding Strive's future.  <\/p>\n<p>    IGN: We learned that Lucy from Cyberpunk Edgerunners is    going to be in Strive. Can you talk a little bit about how long    this has been in the works and how this collaboration came    around?  <\/p>\n<p>    Ken Miyauchi, Guilty Gear Strive Producer: So    yeah, we've tried to find who will be a good guest character    for Guilty Gear Strive. And we've been doing this work since    2023, actually. And we've been talking to CD PROJEKT RED    because our lead artist, Hidehiko Sakamura, is actually a big    fan of The Witchers series. And we've been in talks with CD    PROJEKT RED, and then there was several conversation going on    and that kind of led to the decision to get Lucy from Cyberpunk    Edgerunners.  <\/p>\n<p>    Now, I'm not opposed to the idea of Lucy, but Lucy's    not the main character of Cyberpunk Edgerunners, David is. What    made you want to go with Lucy instead of David?  <\/p>\n<p>    Miyauchi: So I cannot talk much about why    because that might spoil what we are trying to do. But there is    a reason we decided Lucy. Of course, I personally wanted to see    David with Sandevistan, but yeah, so I can't talk about it    right now, but I hope people will figure [it] out in the    future.  <\/p>\n<p>    Is there any kind of collaboration happening between    you and Studio Trigger who made the Cyberpunk Edgerunners    anime? Are you working together with them to make Lucy happen    in Strive?  <\/p>\n<p>    Miyauchi: Honestly, we've been in talks with    CD PROJEKT RED directly, not through Trigger, but if there    could be any kind of collaboration that we [would] be able to    do with Trigger, I'd like to do [it]. But that's still not in    [the] plan.  <\/p>\n<p>    Another thing that you guys announced, which is    something that you've talked about in the past, is the 3-on-3    mode. Can you talk a little bit about what makes this mode    different than something like Dragon Ball FighterZ or a Marvel    vs Capcom?  <\/p>\n<p>    Miyauchi: So you'll eventually see the game    mechanics explanation from our website or social post. So what    makes the Team of 3 unique compared to the other games is that    people will play at the same time, not just you controlling the    character and doing the 1v1 in one screen. So I'm just going to    explain the first layer of this game mechanic. The team will be    formed with one main role and two assist roles, and the two    assist roles will be able to select their skills to interact in    the battle.  <\/p>\n<p>    Oh, interesting.  <\/p>\n<p>    Miyauchi: And of course, during the battle,    the assist players can switch with main players or assist    player can interact into the battle with their own character in    certain condition. Well the game mechanics-wise in the open    beta test, I think people will be able to find out in tutorial,    there's a Team of 3 tutorial mode in open beta test. So I hope    people will figure out how they can utilize the new game    mechanics that's exclusive for team of 3.  <\/p>\n<p>    And then another character that I'm sure people are    very excited for is Dizzy. Can you talk a little bit about how    Dizzy is going to perform in this iteration of Guilty Gear? And    specifically, I saw that she was Queen Dizzy, can you talk a    little bit about what the significance of that is?  <\/p>\n<p>    Miyauchi: I want to explain the details, but    I'll keep it secret for now why she's called Queen Dizzy. I had    the same question when I first received [the] Queen Dizzy name    from Daisuke Ishiwatari. There's a interesting story going on    and you if actually see the trailer, you might find some hint    of why she's called Queen. But for more details I'd like to say    please look forward to actual her arcade story mode.  <\/p>\n<p>    And then other characters that were announced were    Venom and Unika, from the anime. I know they're probably early    on development, but is there anything you can tell us about how    those characters are going to play in Strive?  <\/p>\n<p>    Miyauchi: So yeah, Venom, and also Unika, I    can't explain the details of how their battle styles are for    now. I think Venom is going to be quite similar to how he    played in the past series, but sort of like how we've been    doing, [it won't be] exactly same as the past series. Because    if you want to play his past series style, you can play for    example Xrd or XX. At the same time there is certain type of    [uniqueness] in what makes Venom, Venom. And we would like to    keep that as his gameplay. Regarding Unika, anything that I    talk about her is going to spoil the anime series. So I'm going    to expect people to watch the anime and then also try to maybe    bring up their own theory of how she's going to play in the    game play and check her actual game style later.  <\/p>\n<p>    Did you ever expect Strive to be going this strong for    this long? It had a lot of entries at Evo this year.  <\/p>\n<p>    Miyauchi: Yeah. I'm actually very, very    surprised to see that we've been getting [consistently] over    2000 [entrants], throughout all the years of Evo for now. And    I'm really, really happy that communities are supporting our    game. And it's achieved all because I think the Guilty Gear    community is very enthusiastic and they keeps wanting to    support the game, and really appreciate it, and I really want    to pay back their support with Gear Guilty updates.  <\/p>\n<p>    Is there anything you can tell us, any kind of hints    you can give us about what to expect mechanically from the    updates that you're bringing to Season 4?  <\/p>\n<p>    Miyauchi: In a Developer's Backyard just a    month ago that I released, I kind of talked about what's coming    in the next few months, which are the Battle Balance updates,    the minor version, it's coming out at the end of this month.    And also the major one is coming sometime... I don't remember    when I said this, but I think it's around October, end of    October timing.  <\/p>\n<p>    But the minor updates is more of mainly targeted to those    characters who have less chance of getting access to their    potential. So more of, buffs to those characters. And also    adjusting on some of the universal mechanics such as the burst    meter gain and also the positive bonus kind of thing. And also    we have some changes to Roman Canceling mechanics on some of    the invincible moves. So those are coming in the next character    balance update. And I think this update will sort of shake up    some meta in the current competitive fighting scene and I hope    people will look forward to it.  <\/p>\n<p>    Beyond new mechanics, is there any kind of intention of    improving some of Strive's more, let's say, base level    features? Are we ever going to get frame data in training mode?    Are we ever going to get matchmaking that doesn't go through    the lobby system? Anything like that in the works?  <\/p>\n<p>    Miyauchi: So those are updates that I've been    always thinking that I want to accomplish, I mean, implement in    some point. This is just from the producer perspective, I've    been always talking about it with director. And we are always    talking about when we'll be able to do this update. And    currently we announced the new updates that's coming in next,    which is the Team of 3, and the development on Team of 3 is    going so hard right now. And once we release that, I think    we'll be able to take our hands on those updates. So I'd like    players to look forward to them, too.  <\/p>\n<p>    I apologize for this in advance because I feel like I    ask you this every single time that I've talked to you, but    insta-kills, fans love them. It's one of the things that I    think fans love the most about the Guilty Gear series. What are    the chances of them still making their way into Strive? And if    it's something that you've thought about, are there any unique    challenges involved with implementing insta-kills into    Strive?  <\/p>\n<p>    Miyauchi: So implementing instant kills is    something that we would also like to do, and I do agree that    it's some, how do I say, very, very unique mechanic that    presents Guilty Gear. So we would like to make that happen    sometime in the future. I can't tell when will that be possible    because developing instant kill actually takes a lot of time.    And also the character animations, emotions, which makes    instant kills very, very unique and cool, will take a lot of    time developing.  <\/p>\n<p>    We try to make it unique because we animates them by frame, by    frame. And if the instant kill motions are long and cool, that    means we have to have more time to make sure every pattern    looks cool, right? And if we decide to implement instant kill    to all characters, that means we have to develop that to all    characters, which is almost nearly equal to developing maybe    two characters. So we'll try to find a chance. Our team has    been expanding still even now, we have our motion designers and    animators recruited in our team and our team is getting bigger.    So I'm looking, please look forward to future updates if we'll    be able to do it.  <\/p>\n<p>    Final question, I'm asking this of pretty much everyone    that I'm talking to here at Evo, but we've just crossed a    milestone of Rollback netcode, everyone kind of has rollback    netcode now. It's now become standard among fighting games. I    think fighting games are a lot better for it. What do you think    is the next step for fighting game evolution across the    genre?  <\/p>\n<p>    Miyauchi: That's something that we've been    also discussing among the development team. Of course, as you    know, Arc System Works has been making fighting games and we'll    continue making fighting games. And if we make new fighting    games, we'll always discuss about what will be something that    we can bring, revolutionize the fighting game, how do I say,    industry. And I don't have the answers yet or I can't share any    answers for it, but I will be always thinking about it. And I    honestly think the community right now, fighting game community    right now, is in the best form of the current era. In the past,    there was always... I mean, I wish if I would be a player in    this fighting game era right now, people are expecting more and    more fun things to the fighting game and we'll try to find out    what we'll be able to provide to the community.  <\/p>\n<p>    Mitchell Saltzman is a Senior Producer at IGN. You can find    him on Twitter @JurassicRabbit  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read the original here:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow noopener\" href=\"https:\/\/www.ign.com\/articles\/guilty-gear-strive-producer-talks-lucy-from-cyberpunk-edgerunners-evo-2024\" title=\"Guilty Gear Strive Producer Talks Lucy From Cyberpunk Edgerunners - Evo 2024 - IGN\">Guilty Gear Strive Producer Talks Lucy From Cyberpunk Edgerunners - Evo 2024 - IGN<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Guilty Gear Strive is now entering its fourth year of content updates, and despite now earning the reptutation as being the \"old man\" on the block, especially when put side-to-side with more recent releases like Street Fighter 6, Tekken 8, and Mortal Kombat 1, Strive is still continuing on just as strong as ever. Which brings us to Evo 2024, where Arc System Works made perhaps their biggest announcement involving Guilty Gear Strive to date: In addition to two returning characters, Dizzy and Venom, and one brand new character, Unika, they would also be adding their first guest character to the roster: Lucy from Cyberpunk Edgerunners.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/guilty-gear-strive-producer-talks-lucy-from-cyberpunk-edgerunners-evo-2024-ign\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187757],"tags":[],"class_list":["post-1127564","post","type-post","status-publish","format-standard","hentry","category-cyberpunk"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/1127564"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=1127564"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/1127564\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=1127564"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=1127564"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=1127564"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}