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Guilty Gear XX Accent Core is a bit of a funny one. While the score
it's received would suggest another exemplary slice of 2D fighting
from ARC System Works, you could quite easily cut that score in
half if you don't own the peripherals needed to play this game the
way it should be played. Although other games have required a Classic
or Gamecube Controller to get the best out of them in the past,
never before has their ownership been as vital to the gaming experience
as it is here.
Guilty
Gear is not a game you play with your family after a pleasant round
of Wii Bowling or a gentle workout on the Wii Fit board - no, Guilty
Gear is, and always has been, a challenging, highly stylized piece
of gaming, requiring nimble fingers and quick reactions. Although
there are two different control set-ups for using the Wii remote
and nunchuk, one primarily based on motion sensing and one on d-pad
input, neither has anywhere near the accuracy or response required
to play Accent Core at the level that can be achieved with more
conventional control schemes.
Issues
of Wii-enforced control schemes aside, Accent Core is an outstanding
game that delivers the fast-paced and skilful yet accessible gameplay
that the series is famed for - and thanks to subtle additions to
both the gameplay and character move sets, the balance between offence
and defence is now tighter than ever. The animations are fluid,
the characters are some of the most bizarre and memorable ever seen
and although the overall presentation isn't hugely removed from
the PS2 instalment, it still serves as the best looking 2D fighter
currently available on any format.
While
there have been few changes to the formula, the extensive character
roster, updated visuals and successfully enhanced control scheme
makes Guilty Gear XX Accent Core come across as almost an unofficial
'best of' compilation. The game is still accessible enough for newcomers
to enjoy, thanks to the flashy moves and simply outstanding art
design, while veterans and hardcore fighting fans will find enough
nuances in the new control enhancements to want to get to grips
with the game all over again. If anything, it's actually the more
skilled players that will benefit most from Guilty Gear XX Accent
Core's understated change in game mechanics.
Although
a complex fighter behind the scenes, Guilty Gear has always been
a flashy and accessible 2D fighter on the surface. Nothing has changed
in this regard; attacks are still made up of a combination of kicks,
punches, and high and low slashing attacks, which can be pooled
together to devastating effect thanks to juggle manoeuvres. The
majority of the game is still weapon-based and is of the traditional
one-on-one battle experience, doing away with the poorly implemented
multi-character battles of the Isuka-developed release.
All
the special attacks, Techniques, Overdrive moves and ludicrously
brilliant instant kills have also returned for Accent Core, along
with its wacky anime styled characters and insanely morbid sense
of humour, while the new additions to gameplay come in the form
of the Force Break and Slash Back manoeuvres. The first of these
serves as a powered up version of the special techniques, which
now consume energy from your Tension Gauge. When in use, these Force
Break attacks can hugely increase your offensive abilities, allowing
for even wilder combination attacks and higher damage. They can
also improve your defensive attributes, thanks to the ability to
escape throws. Although many would argue that Guilty Gear has never
been one for defensive play, this added defensive attribute, along
with the new Slash Back technique that allows for a quicker transition
from defence to attack, makes for a more balanced, dare I say, thinking
man's fighter. Be aware though; these changes are only going to
affect the gameplay for highly skilled players and long-standing
fans of the series; they aren't revolutionary, but they do add nuance
for those looking carefully enough.
For
all the talk of increased defensive play, Accent Core is still all
about offence. The insanely over the top move list has been improved
and extended, whilst spineless, cowardly players are now punished
with weakened attacking abilities if they decide to hide and block
for too long, thanks to the new penalty system. Attack is still
undoubtedly the best form of defence in Guilty Gear, even if there
has been a welcome and arguably overdue address to the balance of
the fighting. Again, it isn't game-changing stuff, but it does provide
another welcome tweak to the package as a whole.
Despite
the fact that the move list is extensive and the gameplay better
than ever, the same cannot be said of the game modes available for
this latest release in the series. For one, there is no online mode
whatsoever. This may not be surprising given that the game has been
released on the largely online unfriendly Wii and PS2, but it still
doesn't make it any easier to take, especially when Story mode has
been inexplicably removed from the game in its entirety. This wouldn't
be too big a deal for the bulk of fighters, but thanks to the eclectic
line up and well developed back story created for the unique roster
of characters, Guilty Gear's story always shined in comparison to
the majority of fighters on the market and is thus sorely missed
from this otherwise stellar gaming experience.
What
you are left with is a basic albeit challenging Arcade mode, thanks
to some pretty rock hard boss battles, along with standard vs. battle,
a training mode to hone your skills, an art gallery, and two survival
modes. The first of these is your run of the mill battle against
an endless supply of assailants that increase in difficulty as you
work your way through them, attempting to defeat as many as you
can before you inevitably get beaten down. The second, entitled
Medal of Millionaire, is a little more interesting in that it hands
out medals and health bonuses depending upon the level of damage
inflicted upon the enemy, thus making high score chasing that little
bit more interesting. For fans of the series there is also the possibility
to unlock a selection of hidden treats, including characters from
previous Guilty Gear releases, each with their original move sets
and abilities.
At
the end of the day though, each of these modes are pretty standard
fare and probably won't hold your attention for all that long. As
is the case with every fighter out there, the longevity lies in
versus play against human opponents. If you have a few friends who
enjoy 2D fighters then you will probably be with Guilty Gear XX
Accent Core for the duration. If, however, your friends' CVs of
gaming don't extend beyond the latest FIFA and Need for Speed offerings
then you probably wont be getting the most out of this bare bones
but brilliant gaming experience.
As
mentioned previously though, how much you will enjoy this game depends
hugely on your ownership of a Classic or Gamecube Controller. While
the Gamecube controller is more than adequate, its chunky buttons
are still far from a perfect fit for the quick fire gameplay of
a Guilty Gear title. Also, if upon turning on the game you find
that you can only use the wholly inadequate analogue stick rather
than the much more accurate d-pad, fret not, as this is simply,
if rather bizarrely, set as the default control method for the Gamecube
controller. A quick flick through the menu soon fixes this, so please
don't panic. While this control method works fine for the most part,
you will need to get a hold of the Classic Controller if you really
want to get the best out of the game. Its d-pad is better suited
to quick movements and the traditional button layout is more responsive
to the constant, often elaborate button presses required to achieve
some of the more advanced manoeuvres the game has to offer.
Although
there are two different control methods for using the Wiimote, neither
of them are in any way suited to this type of game. It isn't the
fault of the developer; it just isn't viable to combine a game as
traditional and lightning fast as this with the unique motion controlled
control scheme of the Nintendo Wii. In fairness to Arc System Works,
they have attempted to utilise a non-motion-based control scheme
using the Wiimote, but sadly its inclusion does little except to
prove that 2D fighters and the Wiimote just don't fit. Movement
is poorly realised via the inaccurate analogue stick, while attacks
are inputted via the directional pushes on the d-pad. Needless to
say, it's far from ideal.
Even
worse is the attempt to attach motion controls to Guilty Gear's
old-school arcade gameplay. Attacks are achieved by swinging the
Wiimote at different strengths while holding specific buttons. Again,
it is inaccurate, clumsy and all but game breaking. These control
methods also take majority of skill required to master some of the
more devastating attacks completely out of the equation, with Overdrives
and Special attacks achieved by little more than the holding of
a couple of buttons and the quick swing of the Wiimote. If you thought
that Capcom vs. SNK 2 EO destroyed the balance, subtlety and skill
of the game by oversimplifying special attacks then you really aren't
going to enjoy this method of control at all.
It
may be all but identical to the PS2 version, but Guilty Gear XX
Accent Core is still an amazingly good looking 2D fighter. The enhanced
backdrops are very eye pleasing, while the characters are inventive,
well animated and generally straight out of the top draw of character
design. Everything about the game has a wow factor without being
too obtrusive to the gameplay experience. The musical score is excellent
throughout too, at times bordering on outstanding. The newly recorded
voice work is also an improvement over previous releases in the
series and although the rest of the audio effects are pretty standard,
when every other aspect of the audiovisual department excels, one
touch of mediocrity really doesn't have too much of a detrimental
effect on the experience as a whole.
As
long as you have a Gamecube pad, or ideally, the Classic Controller,
Guilty Gear XX Accent Core can go down as an essential purchase
if you have at least a passing interest in the 2D fighting genre.
It's fast, slick, easy to pick up and difficult to master, with
mechanics that rival anything else currently on the market. It may
not be the overhaul of the series that many were hoping for, and
it certainly doesn't bring anything hugely unique into play, but
it really is hard to argue with a product as polished as this one.
With casual gaming going crazier than ever on the Wii thanks to
the release of Wii Fit, it's great to see a bit of traditionally
old school gaming making its way onto Nintendo's little white box
of wonder.
Reviewed by Liam Pritchard for AceGamez (All Rights Reserved).
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