Guilty Gear Isuka
(LAST UPDATE: 6/28/2009)
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Developer(s): Arc System Works
Publisher(s): Sammy Corporation
Designer(s): Daisuke Ishiwatari
Platform(s): Arcade, Playstation 2, Xbox, Windows 98
Release Date(s): 2004 (Arcade), July 29th 2004 (
PS2), November 2nd 2004 (
PS2), December 16th 2004 (
Xbox), November 28th 2005 (
Windows)
Characters: Sol Badguy, Ky Kiske, Millia, Chipp, May, Jam, Johnny, Baiken, Potemkin, Dr. Baldhead, Axel, Anji, Venom, Dizzy, Testament, Zato-1, Justice, Kliff, Slayer, Bridget, I-no, Zappa, Robo Ky, Leopaldon, ABA
Related Games: Guilty Gear, Guilty Gear X, Guilty Gear X Advance, Guilty Gear XX, Guilty Gear X2 #Reload, Guilty Gear XX Slash, Guilty Gear Judgement, Guilty Gear XX Accent Core, Guilty Gear XX Accent Core Plus, Blazblue, Hokuto No Ken, Sengoku Basara X
Review: Guilty Gear: Isuka takes the Guilty Gear X series in a whole new direction, featuring "simultaneous 4-player fighting" for the first time. Along with the new gameplay style comes the addition of a new playable character (ABA), new boss (Leopaldon), new music tracks, all new backgrounds, and a color edit mode.
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The main difference between Isuka and all the previous versions of the series is most definitely (and unfortunately) the gameplay mechanics... "Unfortunately" because it doesn't control nearly as well as previous installments. The main flaw is that players have to manually "turn" using R1 to turn (by default). Manually having to turn around to face your opponent in a 2D fighting game???
...It's pretty clunky. This gameplay element is unfamiliar (and annoying) simply because nearly all fighting games have "auto-targeting." It works "alright" in a 2 player battle, but the turn button becomes a huge problem when playing against the computer AI, which has a ridiculous edge on turning. The new fighting engine also features a foreground and a background (much like the classic Fatal Fury series).
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The single-player frustration continues with the new GG Boost mode... A novel idea that borrows it's side-scrolling inspiration from games like Final Fight. Boost could have been a terrific addition to help fill the void when not playing the regular game, if not for it's need to use the damn turn button once again. Why should there be a need to manually flip yourself in the other direction in a side scrolling beat-em-up?!? It just doesn't make any sense. All in all, it's a decent extra mode if you can get ahold of the controls, but still seems rushed and leaves a lot to be desired... It's also very repetitive.
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Gameplay Engine 5 / 10 Story / Theme 7 / 10 Overall Graphics 7.5 / 10 Animation 8.5 / 10 Music / Sound Effects 8 / 10 Innovation 7 / 10 Customization 9 / 10 Options / Extras 8.5 / 10 Intro / Presentation 6 / 10 Replayability / Fun 3 / 10 "Ouch" Factor 7 / 10 Characters 8.5 / 10 BOTTOM LINE 5.5 / 10 Closing Comment: Isuka most likely wouldn't have turned out so bad if the controls weren't so lousy... The game can be played with some practice, but a player shouldn't have to work so hard to control their character.
My favorite thing about the game would have to be the character color edit mode... Even though I didn't actually bother playing the game enough to enjoy the colors I created.
~F.Yagami, Webmaster of TFG