Intro Arc System
Work's Guilty Gear series has always been a bit of an underdog in the arena of
2D fighters. With Street Fighter and King of Fighters making their
way to the GBA, it's fitting that the handheld version of Guilty Gear -
aptly named Guilty Gear X Advance Edition - makes its way to our lovely
North American shores. Despite being an incredible conversion, the game's lamebrain
A.I. keeps it from greatness. Gameplay: 3.5/10 With
a fighting system similar to that of Street Fighter, GGX: AE also
provides some over-the-top moves, similar to those found in Capcom's VS.
series. However, to call the series a ripoff would be doing it an injustice as
it has come a long way since the original on the PlayStation so long ago. The
game has a great cast of characters, with nearly every one of them being worthy
of giving serious attention to, and their moves are equally impressive and befitting
of their personalities. Included with the
standard story mode are vs, training, survival, tag match, and 3-on-3 modes. The
story mode leaves something to be desired; the interactions with the characters
between bouts are minimal, and the sayings after the match, as well as the endings,
are pretty generic. Training mode is fairly impressive, as it gives the player
a chance to select multiple characters and practice on a dummy, but each character
can be switched to at a moment's notice, thus cutting down on a great bit of navigation
as there is no need to continuously go back to the select screen to pick a new
fighter. There's always the standard one-on-one; there's also the option to choose
3-on-3, which lets other characters jump in and help out; and there's tag team,
which will replace the currently selected character with another that was previously
chosen. More options include the ability to have a damage display with a mini-chart
that shows move damage, combo count, as well as the ability to adjust the enemy
to various stances, their health recovery, their aggressiveness, and more. It's
a pretty healthy trainer. The tag match and 3-on-3 modes are like those discussed
in the training options, only played out in regular form. The most fun to be had
would have to be multiplayer, as that's pretty much the only place the player
will get a decent challenge. Unfortunately,
GGX: AE has some of the worst A.I. that I have ever encountered. Even on
Very Hard the computer opponents put up such a small challenge that it cheapens
the whole experience. Play the game on any lower of a setting and all the practice
and cool moves become a waste as it's just as easy to tap the same button throughout
entire matches and still beat the computer. The survival mode borders on a joke
as I consistently beat my opponent by looking away and pressing the same button
repeatedly, and that was no fluke as they offered even less resistance whenever
I actually paid attention to it. There are very brief, and few, moments when the
computer will attack viciously and it's at those times that you know just how
the game was meant to be played. I really
liked GGX: AE, as it translated well, and all the quirks of the characters
and their exotic moves came across quite good. If the A.I. had been there, this
would've been a 9 or 10 without question, but as it is, you'll have to grab a
friend and get them a copy, as that's the best way to enjoy it. The cool characters
and moves can only last so long before a serious challenge is craved.
Graphics: 8/10 Absolutely astounding;
however, the characters are smaller in proportion to the background than in the
console versions, and some of the backgrounds are similar to the clothes of some
of the fighters, making it hard to tell them apart, but those are the only problems
I can think of. The flair and the beauty that the series is known for was done
remarkably well on the handheld with silky smooth animations and gorgeous effects.
Those who have played the import Dreamcast version or the PlayStation 2 version
will really appreciate just how much was faithfully transferred over. No, the
Disney-like lighting effects aren't there, but their substitutes do just fine,
not to mention that the cast of characters and their moves were thoroughly enjoyable
to begin with. The best example is the fighter with a huge scalpel and a bag over
his head that vanishes, only to reappear, open a door, and have projectiles fly
out towards his opponent. This is one of the few games I can recall that I actually
enjoyed playing as every fighter. Sound:
4/10 I recall the Dreamcast version having a muffled and static announcer,
and GGX: AE is no different. Even with the volume turned up to max, the
intro is almost impossible to hear, much less decipherable through the static.
While the sound effects are on par, the music is hurting from the GBA's mini audio
output. The rock-influenced soundtrack goes with the game's action, but it can
get plagued by static. Control:
7.5/10 The small diagonal pad handles itself well, and both of the two control
schemes utilize the shoulder buttons. For those not familiar with the Guilty
Gear series, it controls much in the same vein as Street Fighter, and
it contains a super-charged move and a bubble that blocks incoming blows. One
annoyance was that for tag and 3-on-3 matches, the default scheme has to be changed
to allow for one of the buttons to be allotted to bringing in another character;
it would've helped much more if there were onscreen instructions for this, or
at least having a means of doing so with the default method. Overall:
3/10 Guilty Gear X Advanced Edition is a solid fighter that has everything
from great characters to exciting moves, but it lacks competent A.I., which nearly
ruins every other positive aspect. It has a much better multiplayer game, as well
as a solid amount of options and characters for those wanting the single player
portion, but they will undoubtedly be disappointed and the game's extreme ease. [
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