It's a common observation within the fighting game community, particularly among fans of the Guilty Gear series, that discussions about older titles like Guilty Gear XX and Guilty Gear XRD often devolve into critiques of the latest installment, Guilty Gear Strive. This phenomenon raises a fascinating question: Why is it so difficult for players of XRD and XX to talk about their favorite games without bringing up "Strive bad?" There are several interconnected reasons that contribute to this dynamic, ranging from gameplay differences and design philosophies to community nostalgia and the natural human tendency to compare and contrast. Understanding these factors can shed light on the passionate, sometimes contentious, discourse surrounding Guilty Gear and its evolution.
The Gameplay Shift: A Core Point of Contention
One of the most significant reasons for this recurring sentiment lies in the gameplay differences between Strive and its predecessors. Guilty Gear, as a series, has always been known for its intricate mechanics, complex combos, and high skill ceiling. XRD and XX (especially Accent Core Plus R) exemplify this, offering players a vast array of movement options, defensive techniques, and character-specific systems to master. The depth and complexity of these games are a major draw for many players, who relish the challenge of learning intricate combos and executing advanced strategies. Strive, on the other hand, represents a deliberate shift towards a more streamlined and accessible experience. Arc System Works, the developer, aimed to broaden the game's appeal by simplifying some of the mechanics, reducing combo complexity, and emphasizing neutral play and fundamental fighting game concepts. While Strive still retains the core Guilty Gear DNA, the changes are substantial enough to feel like a departure for veteran players. This simplification is a double-edged sword. On one hand, it makes the game more approachable for newcomers, potentially expanding the player base. On the other hand, it can alienate long-time fans who appreciate the depth and complexity of the older titles. Many XRD and XX players feel that Strive has sacrificed the series' unique identity in favor of accessibility, leading to criticisms about the game's mechanics, combo potential, and overall skill expression. The reduction in movement options is a particularly sore point for many. XRD and XX feature mechanics like air dashing, blitz shield, and a wide variety of character-specific movement tools, allowing for highly mobile and creative gameplay. Strive has significantly toned down these options, resulting in a more grounded and, according to some, restrictive experience. This change impacts not only movement but also combo potential and character diversity. The complex combos of XRD and XX, often involving air dashes and other advanced techniques, are simply not possible in Strive. Furthermore, the reduced emphasis on character-specific mechanics in Strive can lead to a feeling of homogenization, where characters feel less distinct from one another compared to the older games. This perceived lack of depth and complexity is a major driver behind the "Strive bad" sentiment, as players who have invested countless hours mastering the intricacies of XRD and XX feel that their skills and knowledge are not as transferable or valued in the new game.
Nostalgia and the "Good Old Days" Phenomenon
Another crucial factor contributing to the "Strive bad" narrative is the powerful force of nostalgia. For many players, Guilty Gear XX and XRD represent a golden age of fighting games, a time when the genre was characterized by its complexity, depth, and high skill ceiling. These games hold a special place in the hearts of those who dedicated themselves to mastering their intricacies. Nostalgia is a powerful emotion, capable of coloring our memories and perceptions. It's easy to remember the good aspects of older games while overlooking their flaws. The challenges, the learning curve, and the sense of accomplishment that came with mastering a complex game like Accent Core Plus R can create a strong bond between players and the game. This bond can make it difficult to objectively evaluate newer entries in the series, especially if they deviate significantly from the established formula. The "good old days" phenomenon is not unique to Guilty Gear. It's a common sentiment in many gaming communities, where players often romanticize older titles and view them through rose-tinted glasses. This nostalgia can lead to a resistance to change and a tendency to view new games as inferior, even if they have their own merits. Furthermore, the community aspect of older games plays a significant role in nostalgia. Players who spent countless hours playing XX or XRD often formed strong bonds with other players, both online and offline. These communities created a sense of belonging and shared experience, which further enhances the nostalgic attachment to the game. When a new game like Strive comes along and potentially disrupts these communities, it can trigger a defensive reaction. Players may feel that the new game is not only inferior in terms of gameplay but also threatens the social bonds they have formed around the older titles. This is why discussions about XRD and XX often feel like a defense of a cherished era, a time when Guilty Gear was perceived to be at its peak. The "Strive bad" sentiment, in this context, becomes a way of preserving the memory and legacy of these older games and the communities that grew around them.
Design Philosophy and the Quest for Accessibility
The contrasting design philosophies between Strive and its predecessors are a key point of contention. As mentioned earlier, Strive represents a deliberate effort to make the Guilty Gear series more accessible to a wider audience. This goal is reflected in the game's simplified mechanics, streamlined combos, and emphasis on core fighting game fundamentals. While this approach has the potential to attract new players, it also alienates some veteran fans who appreciate the complexity and depth of the older titles. The developers at Arc System Works have openly stated their intention to make Strive a more approachable game, one that is easier to pick up and play for newcomers. This philosophy is understandable from a business perspective, as expanding the player base is crucial for the long-term success of a fighting game. However, the pursuit of accessibility can come at a cost. Simplifying mechanics and reducing complexity can lead to a game that feels less rewarding for experienced players, who have spent years mastering intricate systems. Many XRD and XX players feel that Strive has sacrificed too much depth in the name of accessibility, resulting in a game that is less engaging and less rewarding to play in the long run. The emphasis on neutral play in Strive is another aspect of the design philosophy that has drawn criticism from some players. Neutral play refers to the phase of a fighting game match where neither player has a significant advantage, and both are maneuvering for position and trying to create openings. While neutral play is an important aspect of any fighting game, some players feel that Strive places too much emphasis on it, leading to matches that are slower-paced and less exciting than those in XRD and XX. The intricate combo systems and fast-paced gameplay of the older titles allowed for more explosive and dynamic matches, where players could quickly turn the tide with a well-executed combo or a clever mix-up. Strive's more deliberate pace, while appealing to some, can feel restrictive to players who prefer the high-octane action of the previous games. Furthermore, the character design in Strive has also been a point of discussion. While the game features a diverse cast of characters, some players feel that the characters are less distinct from one another compared to the older games. The reduced emphasis on character-specific mechanics and the streamlined combo system can lead to a feeling of homogenization, where characters feel less unique and less expressive. This can be disappointing for players who appreciate the individuality and depth of the characters in XRD and XX. The "Strive bad" sentiment, in this context, becomes a way of expressing a preference for a different design philosophy, one that prioritizes depth, complexity, and character individuality over accessibility and streamlined gameplay.
Comparison as a Natural Human Tendency
Ultimately, the tendency to compare Strive to its predecessors is a natural human behavior. We often evaluate new experiences in relation to past ones, and Guilty Gear fans are no exception. When a new game in a beloved series is released, it's inevitable that players will compare it to the games that came before. This comparison can be a valuable way of understanding the changes that have been made and evaluating whether those changes are positive or negative. However, comparison can also be a trap. It's easy to get caught up in nostalgia and idealize the past, leading to an overly critical view of the present. It's important to remember that every game is different and that each has its own strengths and weaknesses. Strive may not be the same as XRD or XX, but that doesn't necessarily mean it's a bad game. It simply means it's a different game, with a different design philosophy and a different set of goals. The "Strive bad" sentiment often stems from a place of passion and love for the Guilty Gear series. Players who express this sentiment are not necessarily trying to be negative or dismissive. They are simply expressing their preference for a particular style of gameplay and a particular design philosophy. They may feel that Strive has deviated too far from the core values of the series, or they may simply prefer the complexity and depth of the older titles. It's important to acknowledge these feelings and to engage in respectful and constructive discussions about the merits and demerits of each game. The future of the Guilty Gear series depends on the ability of the community to have these conversations. By understanding the reasons behind the "Strive bad" sentiment, we can foster a more inclusive and understanding community, one that appreciates the diversity of opinions and perspectives within the Guilty Gear fanbase. This will allow us to celebrate the unique qualities of each game in the series and to ensure that the Guilty Gear legacy continues to thrive for years to come. The constant comparison also highlights the subjective nature of taste. What one player considers a positive change, another might view as a negative. Some players might appreciate Strive's simplified mechanics and emphasis on neutral play, while others might miss the complexity and fast-paced action of XRD and XX. There's no right or wrong answer, and it's important to respect the different preferences within the community. The "Strive bad" sentiment, therefore, is not necessarily an objective statement about the quality of the game but rather a reflection of individual preferences and a desire to preserve the elements of the series that players value most.
Conclusion: A Complex and Passionate Discourse
In conclusion, the phenomenon of XRD and XX players frequently mentioning "Strive bad" when discussing their favorite games is a multifaceted issue rooted in gameplay differences, nostalgia, design philosophy, and the natural human tendency to compare. Strive's shift towards accessibility, while potentially beneficial for the series' long-term growth, has inevitably alienated some veteran players who cherish the complexity and depth of the older titles. Nostalgia for the "good old days" and the strong community bonds formed around XRD and XX further contribute to this sentiment. Ultimately, the "Strive bad" narrative reflects a passionate discourse within the Guilty Gear community, highlighting the diverse preferences and perspectives of its members. Understanding these underlying reasons can foster a more inclusive and respectful environment, allowing for constructive conversations about the series' evolution and ensuring its continued success.