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Guilty Gear Isuka

Developer: Sammy
Publisher: Sammy
Genre: Fighting
Players: 1-4
Similar To: Guilty Gear X2
Rating: Teen
Published: 11 :22 : 04
Reviewed By: Matt Warner

Overall: 9 = Must Buy

 

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It's official: The Street Fighter era of 2D fighting games is over. After showing increasing disinterest in recent years in what was once their primary money-maker, Capcom of Japan finally sold the rights to Street Fighter to Capcom USA, meaning that any future installments will be made by Americans. Read between the lines: Unless some kind of divine miracle occurs on behalf of Chun-Li and company, the series is now effectively dead.

But the times, they are a changin', and as one series dies, another has now matured enough to properly take its place, one that comes from an unorthodox direction: A pachinko company named Sammy, who took what started as a weird little PlayStation 1 fighting game and built it into a franchise that has more or less single-handedly revived the genre.

As I mentioned in my review of Guilty Gear X2 #Reload, my first exposure to the Guilty Gear series was actually the second game in the series, a relatively obscure Dreamcast title my fighting game buddies picked up as an afterthought, and quickly wound up putting into heavy rotation at weekly tournaments.

For a bunch of guys raised on the Capcom and SNK standards, it was a difficult thing to wrap out heads around at first. Here was a game, made by a company we'd never heard of no less, that was breaking all the rules of 2D fighterdom; it looked fantastic, eschewed the six-button layout, and appeared relatively uncomplicated and flashy when compared to its Capcom or SNK made forebears, but man was it fun! Guilty Gear X had a cohesiveness to it that seemed to have been lost somewhere in the endless Street Fighter semi-sequels, crossovers, and rehashed updates. With Sammy, you felt like the developers actually gave a damn about the overall game as a whole instead of the nitpicky details designed only to appeal to

 

the ultra-hardcore. The result felt fresher and more daring than any 2D fighter we'd played in a very long time.

Now, it's several years later, and the series has gone from scrappy underdog to alpha male in a few quick strokes, a coup of such magnitude that many see it as the final, definitive nail in the coffin of Street Fighter. After all, with Capcom openly phoning it in nowadays (with the lifeless Capcom Fighting Evolution) and SNK still in complete disarray (with the disappointingly sloppy SvC Chaos), it doesn't really come as much of a surprise that someone new took advantage of the situation to crack the market. As it stands, the team at Sammy is the only one even trying nowadays; it looks like Capcom isn't even going to bother to put up a token fight for its territory.

So, given that they're the only company within the genre who still seems to have a pulse, the Guilty team could have fairly easily gotten away with just fine-tuning their series and re-releasing it every year ad nauseam. It's what the fans are used to, and it's worked wonders for both Capcom and SNK's bank accounts for many years. This makes their latest decision even more surprising, and shows just how daring these guys really are: Guilty Gear Isuka, technically the fifth game in the series, takes the unprecedented step of completely reworking how the game is played, and in the process drag the entire stagnant genre straight into modernity, apparently whether the hardcore crowd like it or not.

Before I get into the nitty-gritty of it, let me say this: If you're one of the millions out there who likes the idea of a good 2D fighter but eventually got turned off to it by the incestuous nature of the recent eight years worth games, then commence rejoicing: Guilty Gear Isuka has made 2D fighters fun again for everyone, not just the entrenched fans. If you're firmly of the Old School and don't want to hear that kind of heresy, well, Street Fighter Anniversary came out, so my suggestion is to go for that if you don't already have Street Fighter III: Third Strike on the Dreamcast. It's the last good game in the series you're probably going to see on American shelves for a painfully long time.

So, assuming you've given Guilty Gear X2 a shot or two, let's start with what hasn't changed in Isuka. First thing you're likely to notice is that it keeps the same graphical and musical style from all the previous entries. It's got more visual changes than the small leap from Guilty Gear X to Guilty Gear X2 had, but the same character sprites are still in use here. This is fine with me, and I'd imagine nobody else will really be bothered by it either since the characters have always looked fantastic and continue to hold up fine. There are some new animations and things peppered throughout, but generally these are the same characters we're used to.

The stage backgrounds, on the other hand, are completely new. Some look better (China), some look worse (The Walking Gears), but overall the new stages are on par with what you'd expect, and they're faithful to the Guilty Gear "feel".

As for the music, I'd go so far as to call this the best Gear soundtrack yet by just a hair, but that's going to be a matter of deeply-divided personal taste. With this series, you either love the over-the-top, vaguely Queen inspired music, or you absolutely hate it. If you didn't like it before, you're going to really be bothered by it here, so make some mix CDs if need be.

That's another constant from the series that's held over. Love it or hate it, the Gear games are all infamous for their truly insane scifi-anime-meets-80's-area-rock aesthetic, and that's stronger here then it's ever been. If this is your first Guilty Gear game, then expect to be astounded by the character selection. There are no serious-looking guys in karate outfits and headbands here. Instead, you've got a nine-foot-tall doctor with a bag over his head wielding a huge scalpel, a sexed-up witch who uses a guitar as a weapon, a pretty-boy assassin who fights with a pool stick, a surprisingly fully-clothed blonde bombshell who uses her long hair as a weapon, a hyper-androgynous (male) bounty hunter wannabe who looks like a preteen nun and fights with a yo-yo, and even a guy wearing a full white body suit, complete with a pink heart on his forehead, with who is possessed by the girl from "The Ring" and fights by randomly summoning demons while apologizing profusely to his opponent. And those are some of the more normal characters. Crazy with a capital 'C'.

Nutty as they are, nobody's ever going to accuse the cast of being boring, and Isuka thankfully recycles the entire roster from the previous game, so if you've got a favorite you can jump right into the fray without having to relearn anything dramatic. We also, however get two newcomers: A.B.A. (pronounced "Abba"), and Robo Ky II, as well as a few minor "unofficial" characters that act as bonus rewards to those tenacious enough to unlock them.

A.B.A., a skinny girl wrapped in bloody bandages who drags around a huge golden key, is definitely a hardcore-players-only character. She has two different fighting styles, three separate modes of combat, and injures herself in the course of performing super moves. She's also insanely powerful once you get used to her, but expect that to be an uphill battle unless you're a fighting game veteran. She takes a lot of effort to master, though there's nothing more satisfying in the game than wrecking the competition with a huge key. If you like to use Dhalsim, Geese, or other "difficult" characters, A.B.A. should be right up your alley.

Robo Ky II, on the other hand, sounds like a cheap clone of the original Robo Ky (who's also in the game) who was himself a clone of the series' primary character, Ky Kiske. In reality, Robo Ky II is a make-your-own fighter, and in his own way is probably the most unique addition to the character list. Isuka comes with a surprisingly lengthy and involved bonus game that acts like a side-scrolling brawler - think Final Fight or Streets of Rage. By taking Robo Ky II through this mode you can earn points to unlock the moves of nearly every other character in the game, which you can then graft them onto him to make your own one-man dream-team of sorts. Want Millia's "Lust Shaker" and Potemkin's "Potemkin Crusher" in the same fighter? RKII's your man, and he'll drive anyone you fight absolutely insane. What makes this even more fun is that he has his own uniquely animated "interpretations" of all the moves, and nearly every one of them is a real hoot to watch. It's nice to see a fighting game that isn't afraid to poke some fun at itself, and RKII's lampooning of every move in the game is worth the price of admission alone.

Best of all, you can save your customized robot onto a memory card, take him to a friend's house, and use him in the regular Vs. matches to utterly confuse the hell out of your opponent. Can you tune RKII to be ridiculously overpowered? Oh yeah, quite easily. But, your opponents can always make their own robot, leading to some pretty mind-boggling match-up possibilities. You haven't seen anything quite as batshit as a four-way custom Robo Ky II battle.

Right, speaking of four-way, on to the real big doozy of a change: Isuka has the option to let four independent players battle it out at once, in teams of their choosing. You can do a two vs. two, two vs. one, a one vs. three, or a straight up free-for-all. The game will scale the power of the characters accordingly, so a single player versus three opponents gets a huge power and defense increase to compensate. If you've only got one other person to play with, you can have the computer control your teammates, or you can just train yourself by pitting your one character against three A.I. opponents simultaneously.

This has been done in 3D fighters before (well, sort of: It's been done in Powerstone) but this is a first for a legitimate 2D game. Keep in mind I'm not talking about Assists or Strikers, where more characters will run onto the screen for a single attack, but rather four people, with four controllers, all fighting at the same time while still using a fairly traditional 2D fighter rule set. It's as chaotic as it sounds, so it's pretty surprising that not only does it work, but it works really well once you get used to it a bit.

It'll require a transition period, to be sure. Several core alterations were made from the original gameplay model in order to accommodate four players, and these have a dramatic impact on how the matches play out.

By far the most controversial addition - or subtraction, depending on how you want to look at it - is that there is now a button to turn your fighter around. No longer will characters cross-up by themselves; you have to manually flip them to face the other way if your opponent jumps over you - or if you jump over your opponent, for that matter. At first, this is going to lead to a lot of cursing because it's extremely counterintuitive to anyone who's played a 2D fighter before. Given enough time, you start to get used to it, and once you see how chaotic four-player battles are prone to become you'll eventually wind up appreciating the added control this gives you, but it's probably going to be a rocky start. Expect to burn quite a few practice matches where you're getting hit in the back with projectiles constantly because you're facing the wrong way.

Because of this, all the characters have a few added moves. There's a canned back attack move mapped to the shoulder buttons by default (complete with new animations), and many characters have special moves that will offensively flip them in the direction of their opponent, letting you be that much more aggressive towards anyone who tries to use the manual cross-up to their advantage. It's still in your best interests to try to be facing whoever it is you're trying to fight, but fighters who get sandwiched between two attackers stand more of a chance than it seems at first.

Another addition that helps ease things a bit is that there are now two planes for the characters to fight in. You can step into and out of the background, much like the original Fatal Fury games. This is crucial both offensively and defensively, especially in uneven fights where one character is facing off against two or three. This is also going to force some players to radically alter their tactics. Anyone who relies on corner traps (read: Anyone who uses Venom) is going to have to come up with a new strategy, since the added z-axis movement completely negates that fighting style (thank god).

The last really notable change to the matches is that, for obvious reasons, the battles are no longer broken up into rounds. Rather, the characters have a set amount of "souls", i.e. lives, per match. If they loose all their health, they burn a soul and get their health back. Use up all your souls and you loose the fight.

In a clever move, teams share the same number of souls. Skilled players take can advantage of this by targeting the weaker enemy team member to burn through the opposing team's souls faster. This means you can't just ignore your teammate in a 2 vs. 2 battle, because you'll wind up with no lives left in doing so. If they're getting thrashed, it becomes a race to do whatever you can to help them without disengaging your current opponent.

Other than that, it's Guilty Gear. Characters retain the same moves from the previous games, albeit with some minor tweaks here and there, and the advanced maneuvers like the False Roman Cancel and the Fortress Defense shield are all in there. One thing that's been cut, and this is probably going to disappoint some people, are the signature "Instant Kill" moves for each character. That's pretty understandable though, given that one player wiping out three others with a single move would get annoying real fast.

For all the chaos onscreen at any given time, it's pretty remarkable from a technical standpoint how fast the game moves. There are a few bits of rough graphics here and there, notably in some of the super move animations, but I can't bring myself to complain about it. In fact, I'm shocked the game runs as well as it does on a PS2 - it actually looks better than the Xbox version of Guilty Gear X2 #Reload in places, which I'm not sure how Sammy pulled off. I'm glad they did, though, because there's an incredible amount of stuff onscreen at any given time, and slowdown here would have been a killer. If you thought all the spurting blood, flying fireballs, and random flashy effects were distracting in the one on one fights, imagine how it looks when you double it.

And that's more or less it for this game. There are a good number of unlockables that can be earned by going through the tough single-player mode, ranging from artwork to "EX" versions of all the characters, and the side-scrolling minigame is more than enough to keep people busy when their friends aren't around to play, but the real question is, for all these changes, is the series really any better for it?

Well, yes and no. Isuka has really grown on me, and the several hours of four-way matches I've played were, without fail, a lot of fun, but I can't help but think of this game as sort of a "side-quest" type thing. In the end, I see myself preferring the more traditional one-on-one fights to the more chaotic and slightly less strategic battles this game tends to have.

However, that's not to knock Isuka at all. If anything, I greatly applaud Sammy for not being content to just cough up another rehash of their franchise, but rather rework it into something that has a completely different feel and, if nothing else, adds even more originality to the franchise. This is an excellent game, and like I said before, it's one of the few in recent memory where the casual fans are given just as many toys to play with as the hardcore aficionados. It's unorthodox, but they pulled it off remarkably well. Just don't be too surprised if the next Guilty Gear reverts back to the standard method of fighting. In the long run, I think that has more lasting appeal.

One final note: In order to play four-way games on the PS2, you obviously need a multitap, and there is also no internet play in this version. Sammy has already announced plans to bring Isuka to the Xbox with Live support. That, in addition to the fact that the Xbox has four-player capabilities natively, means that if you've got both consoles, you're probably better off holding out for the Xbox version. If you're boxless, however, don't hesitate to snap this game up now.

Overall: 9/10
This one should absolutely be in every fighter fan's library, and even casual gamers should give it a rental at the very least. It's a solid game on its own, but when you've got three friends to throw down with, it's one of the most unique, intense fighters ever crafted, and a hell of a lot of fun.

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