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Guilty Gear 2: Overture

From Wikipedia, the free encyclopedia

Guilty Gear 2: Overture
Developer(s)Arc System Works
Publisher(s)Xbox 360
Microsoft Windows
  • WW: Arc System Works
Designer(s)Daisuke Ishiwatari
SeriesGuilty Gear
Platform(s)Xbox 360, Microsoft Windows
ReleaseXbox 360
  • JP: November 29, 2007
  • NA: October 7, 2008[1]
  • EU: September 25, 2009
Microsoft Windows
  • WW: March 31, 2016
Genre(s)Action-adventure, real-time strategy
Mode(s)Single-player, multiplayer

Guilty Gear 2: Overture (ギルティギア2オーヴァチュア, Giruti Gia Tsū Ōvachua) is a video game in the Guilty Gear series made by Arc System Works for the Xbox 360; unlike the previous games, however, Overture is not a fighting game. The fourth main installment in the series, Guilty Gear 2 makes use of 3D graphics, unlike its predecessors. The Xbox Live demo of Guilty Gear 2 describes the game as, "a mix between the action and real-time strategy genre." A playable demo featuring three modes of gameplay was released in Japan via Xbox Live on 30 October 2007. A North American version was released on October 7, 2008 released by Aksys Games.[1] A port for Microsoft Windows was released on March 31, 2016 worldwide by Arc System Works.

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  • CGRundertow GUILTY GEAR 2: OVERTURE for Xbox 360 Video Game Review
  • Guilty Gear 2 Overture Xbox 360 gameplay
  • Guilty Gear 2: Overture Xbox 360 Gameplay - Commanders Clash

Transcription

I’d mentioned before that Guilty Gear tends to fail if it tries to do something that isn’t a fighting game. Well, save for the side-scrolling beat-’em-up that was Judgment, but that’s the exception that proves the rule. But here we have something different entirely. Guilty Gear 2 didn’t just go off the rails, it built an entirely new track several miles away from the established expectation. Note that this isn’t Guilty Gear XX anything, no subtitles, no sharp reload, no accent core. This is the true Guilty Gear 2, meant as a direct successor to the original Playstation Guilty Gear. As such, the events of this game - and there are plenty of events, don’t you worry - take place between that founding title and Guilty Gear X. Following me? Don’t worry, there won’t be an exam later. Take everything you know about the franchise in terms of mechanics, and throw them out the window. This has nothing to do with the established tradition. This isn’t even a fighting game. It’s something much more obscene: A real-time strategy melee combat... thing. Basically, imagine it as the bastard offspring of Dynasty Warriors and Final Fantasy XII: Revenant Wings. Sol Badguy and his... protege, the flag-carrying Sin, wander the countryside until a strange enemy force attacks the kingdom of Illyria, presided over by... Ky. The road to the castle town is difficult, though, and our pair soon find themselves being shadowed - and assisted - by a strangely-dressed fox guy diety thing, with a knack for anachronism and strange tuning. I’m going to avoid going any deeper into the story, because unless you’re familiar with every other piece of the Guilty Gear mythos, and know how to tune a guitar, you’re going to miss everything. Long story short, That Man who’s behind everything in the series, is at the root of it all, and you’ll have to beat down hordes of enemies to stop him. And here’s where it gets weird. Rather than just being a straight beat-’em-up, which would’ve been fine and dandy, Guilty Gear aspires to more. On the larger scale, it’s a game of resource management, with “ghost” points providing the fodder with which to create servants and deploy them to the battlefield. Down on the ground, though, where you spend the majority of the time, you take control of the “Master” (usually Sol, but can differ depending on the mission) and take a direct part of the action. It’s very, very not a Guilty Gear game as we know them. And some have taken issue with this. I, however, commend them for doing something this out-there with a series that was beginning to run a little dry. Fine-tuning the game experience would help a bit, though, as the camera can get a little out of control during skirmishes and the running-slash-drifting controls are quite a pain. But all that can’t turn down the level of rocking this game does. In that grand Guilty Gear style, it’ll take all you can muster to keep from headbanging to the awesome metal soundtrack. The vocal performance isn’t bad, and Dave Wittenberg as Izuna just steals the show. However, there’s no option to set the dialog to Japanese... I’m sorry, but series creator Daisuke Ishiwatari is, was, and always will be the voice of Sol, if only in my mind. Guilty Gear 2 is about as different as you can get from its heritage, which I commend. Now that BlazBlue has taken the mantle of “The Fighting Game Arc is Working On,” hopefully we’ll get to see these unorthodox but entertaining mechanics refined. Or, in lieu of that, I’ll settle for Guilty Gear Vs. BlazBlue.

Gameplay

Guilty Gear 2: Overture uses an action-based gameplay similar to Devil May Cry and Dynasty Warriors while retaining special moves and animations that have been used in past 2D Guilty Gear fighters, combined with RTS/MOBA elements similar to Herzog Zwei[3][4] and DotA,[5] in order to create a new genre which designer Daisuke Ishiwatari describes as "Melee Action". Aside from the simple genre change from its arcade fighter predecessors, Overture utilizes a troop management system as well as certain points around each of the levels that can be captured and used as spawning points for troops. Various troops from the demo include the light infantry, capable of a special attack; Heavy infantry, capable of launching and juggle attacks; as well as magical troops which can heal and perform status increasing spells. To win, players must directly attack each other or each other's Masterghost, an immobile and defenseless 'main base' or spawning point for each player. Each time a player is defeated, they respawn by their Masterghost in exchange for a portion of the Masterghost's lifebar. Victory will be rewarded through: beating the enemy enough times so their Masterghost cannot revive them, directly attacking and defeating the Masterghost, or winning by basis of who has more life once a predetermined timer reaches zero and who has captured more Ghosts (territory points on the field that produce Mana) than your opponent. The game supports up to four players on Xbox Live or two players on the same console.

Servants

Servants obey their Masters to the best of their abilities and come in many different classes. Servants can be bought using the Master Ghost's Mana reserves but do not use any of the Master Ghost's energy. Servants can be used in two ways: you can even take Servants with you in Mana slots and re-summon them whenever you wish near you or they can be directed via the "Organ" sub-screen. Servants travel to their directed location and will attack any enemy servants they meet on the way. They can also take Ghosts and attack (but not destroy) a Master Ghost. Servants are unique to their Master's style and have different fighting skills per class (with the exception of Ky and Sin, whose Servants are the same).

Mana

The limitless source of energy, Mana (or magic) is used to fuel the Master Ghost. Masters can spend Mana to summon Servants, forge Contracts with new Servants and buy new skills and items.

Story

Synopsis

The story takes place in the late 22nd century, in the year 2185, five years after the first Guilty Gear game. Sol Badguy is still free, but now travels with the young warrior Sin. Meanwhile, Ky Kiske, who is now the king of a country named Illyria, has learned of two shocking developments: first, the Gears that have been sealed away for many years are now beginning to vanish; and second, his kingdom is under attack by a mysterious force. Desperate, he sends out a "Wanted" poster with Sol's face on it, demanding he'd be brought to Illyria. Sol and Sin have realized that this is Ky's way of calling for help, and rush to the rescue as they find themselves surrounded by strange, doll-like women armed with giant wrenches.

Characters

The prototype Gear and main character of the Guilty Gear series. He sports a new look, and 3D versions of some special attacks. Many people say that Sol's gear form is finally revealed but Sol's Dragon Install has evolved into having a form that resembles a gear when it is not his full gear form. In the game Raven discusses with That Man about Sol's Dragon Install becoming stronger as it evolves.

Sol's longtime rival. He has grown since the previous games and is now King of a place called Illyuria. He sports a new sword and 3D versions of his attacks. It is later revealed in the game that Fuuraiken is being used to help keep Ky's love (a gear) alive as she is disappearing from existence.

A young man that accompanies Sol throughout the game. He uses a flag and pole as his weapon.

A fox spirit who was exiled to another plane of existence called The Backyard. He first appears as a voice in Sol and Sin's head when they are attacked by a mysterious new enemy. He teaches Sol about the new enemy (which also acts as a tutorial in the game) and later travels with Sol and Sin on their journey.

A sentient Gear styled after a Chinese dragon who carries around a book of magic spells. Along with some fellow Gears, he was sealed away in a location known only as The Backyard so that Justice could not control him.

A young woman dressed in Gothic fashion, she speaks in a simple manner and wields a demented looking balloon named Lucifer as a weapon. She is searching for something called The Key. Valentine is racing against That Man so that she can reach an object known only as The Cube: an object that can only be accessed with the Key. Valentine is stated by That Man as being 'an exact copy of Aria'. Numerous other Aria clones were in production. She apparently has no will or personality of her own. Also interesting to note, is that her balloon, Lucifer, has bunched up strands of hair tied with a ribbon attached to the string - the color strikingly similar to that of Dizzy's hair.

The shadowy figure of the Guilty Gear series. No one knows who That Man truly is except for his servant I-No, but everyone knows one thing for sure: he is the "Gear Maker". In Guilty Gear 2: Overture he is there to test Sol Badguy's true extent as a Gear.

One of three servants to That Man. Little is known of him, but he does share some sort of connection with Axl Low; That Man describes them as being "parallel existences" of each other. He became a playable character in Japan only as of June 5, 2008, thanks to an official patch released on Xbox Live. In the American Version, Raven can be purchased as Downloadable Content on The Xbox LIVE Marketplace for 400 Microsoft Points (US$5.00).

Release

The game was published in North America by Aksys Games on October 7, 2008[6] The game was and released in Europe on September 25, 2009 by 505 Games.

The localized version features slight modifications, including having more items and the ability to be able to move while selecting servants or items. These changes were restricted to the single player modes only. The localized versions feature dual audio. An alternate costume for Sol Badguy was offered as a retailer-exclusive pre-order bonus. The alternate costume is now available on the Xbox Live Marketplace.

Reception

Reception has been "mixed or average". The Xbox 360 version has an aggregate score of 56/100 on Metacritic.[7]

References

  1. ^ a b Aksys Delivers Guilty Gear 2: Overture Stateside Archived 2008-06-26 at the Wayback Machine
  2. ^ Guilty Gear 2: Overture Info - Guilty Gear 2: Overture Information - Guilty Gear 2: Overture Release Date
  3. ^ Alex Kierkegaard (January 4, 2008), "Guilty Gear 2 -Overture-", Insomnia
  4. ^ Review: Guilty Gear 2: Overture (Microsoft Xbox 360), Diehard GameFan
  5. ^ All about Guilty Gear 2: Overture, Siliconera
  6. ^ Aksys Games (March 11, 2008). "GUILTY GEAR 2: OVERTURE ON XBOX 360 IN FALL OF 2008". Aksys Games. Archived from the original on May 12, 2008. Retrieved 2008-03-12.
  7. ^ a b "Guilty Gear 2: Overture for Xbox 360 Reviews". Metacritic. Red Ventures. Retrieved 2021-06-28.
  8. ^ Ryan Scott (October 2008). "Over the hill". Electronic Gaming Monthly. No. 233. p. 92. ISSN 1058-918X.

External links

This page was last edited on 13 April 2024, at 18:58
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