Guilty Gear Strive

Introduction:

Guilty Gear Strive is a pretty popular game with a lot of purchases on Steam for $50. It’s a cult classic fighting game series made by Daisuke Ishiwatari and is highly praised for what it has given to the fighting game community. Although it does get a lot of flack for being “scrubby,” I think it makes the game accessible. There is a high-skill ceiling but also a low-skill floor. The quick match system in the game also makes skill-based matchmaking bearable. I personally have 300+ hours on it, all on one character, so here is my reflection after playing that much.

Player Mechanics:

Game Mechanics:

Themes and Player Experience:

I get how people might be confused about me putting social interaction and narrative here. The idea is there are two ways people can go about playing games: The individualistic subject that plays to win or the community subject that plays to connect. After reflecting on games, I feel like they have so much more power as a connective medium than the former relation. While the thrill of competition is undeniable, the moments where I’ve deeply enjoyed the game is with others—whether through friendly banter, exchanging tips, or even just mutual respect after a hard-fought match.

Conclusion:

With all that being said, Guilty Gear is a game that is fun for me, and I recognize when it is not fun, either. It’s not fun when I am not playing for play purposes; instead, I am playing to win. Should you play Guilty Gear? Yes, if you have nothing better to do. It’s a pretty great leisure time activity and better than a lot of other alternatives that take up a lot of time. A match is pretty quick, like 5 minutes max, to complete one.

On another point, Guilty Gear made me reflect on the point of playing games. Often, it can lend itself to this individualistic point of winning above all else; this is a very bland way of understanding games, in my opinion. Fighting games are very different from the conception of winning in relation to something like chess. It provides a layer to the turn-based interaction and provides a stronger argument for the social nature of games. As chess has been solved via game theory and algorithms, fighting games, to an extent, haven’t. The explanation for that is essentially the social aspect and complexities of this multivariable-multidimensional social calculus happening in the backdrop of a game.



If you want to play the game: https://www.guiltygear.com/ggst/en/