Guilty Gear -The Missing Link- Development
An expanded summary of the development of the first game in the Guilty Gear series, Guilty Gear -The Missing Link-. There is a lot known about the development of the game due to multiple pre-release articles, interviews and artbooks.
Development
Daisuke Ishiwatari conceived the game before joining Arc System Works while he was in vocational school, having the whole plan for it worked out.[1][2] With influences of the manga Bastard!!, Ishiwatari created the series hoping it would appeal not only to game fans but to anime fans too.[3] After Ishiwatari entered the company, while working in other things for the company, one day he revealed to president Minoru Kidooka that he wanted to make a game in Street Fighter II-likeness.[1]
With the president's acceptance, Ishiwatari started to work on it along with a cast of about twelve people,[4] "Team Neo Blood".[5] In 1996, it was publicly announced along with the characters,[6] but actual development did not start until the company reached a point when they had a software development environment capable of handling the game.[2] Starting sometime in 1997, the development cycle lasted about a year and a half.[1] Early in development, the game was designed with rendered 3D visuals, but this was later replaced by hand-drawn artwork.[7]
Ishiwatari was convinced that the game "should be something difficult". His main focus was to create a product that would satisfy its players, and that could "expand the possibilities of the game itself." A different layout of buttons, "one of the things that defined" the game, was necessary because "we wanted to come up with something different to the other games – it needed to be different." For this reason, Instant Kills were added; their function was to add tension to the fight as someone who was winning could be defeated suddenly, which is "something we really wanted to be a strong theme for the game."[8]
Differences in the October 1995 article
- The story at this point was radically different, taking place 2000 years in the future where humanity fought bioweapons called "Majin" lead by a mysterious leader. After 30 years the war ended and the Holy Order fighting it disbanded, but 3 years later the leader's seal weakens and a tournament is organized to form a new Holy Order against this leader. Some of the characters had similarily different stories too.
- The game was planned to use pre-rendered 3D models for the graphics, similar to Donkey Kong Country.
- The name "Guilty Gear" was listed as a placeholder one.
- Has an early sketch of Sol and Axl fighting with a different UI.
- The characters have listed ages, unlike in the final game. Only Chipp's age of 22 matches age's given later in the series.
- Sol's design, while most similar to his final one, features a choker & a more detailed belt. His sword Fireseal has a slightly different design with a gray hand guard.
- May wields an axe instead of the final anchor and has black hair.
- Ky has a more detailed belt, with cross design on his "Hope" belt buckle. His origin is listed as Russian instead of French.
- Potemkin has a completely different outfit & wields an axe as his weapon. His origin is listed as Russian instead of being from the fictional nation of Zepp.
- Axl has a tattoo of the flag of The United Kingdoms.
- Millia has a completely different outfit & wields knives as her weapon. Her origin is listed as Brazilian instead of Russian.
- Kliff has a slightly more detailed design, with additional black belt-like details.
- Chipp has a different belt. His blade is given the name "Les Paul".
- Zato-1 has a different belt.
- Dr.Baldhead has a completely different outfit, which connects to his Chinese heritage.
Differences in the April 1996 article
- The different UI found in the October 1995 article sketch is fully realised here.
- An early version of Sol's stage is seen, with a different time of day and different position for the statue of liberty.
- The pre-rendered 3D graphics talked about in the October 1995 article are seen in a more final state.
- The characters use the October 1995 designs. their final ones or in-between ones.
- Sol has 2 unused attacks, a leaping strike that fires a circle of fire and a punch of fire. Possibly 2 different frames of the same move.
- Zato-1 has an unused attack, where a shadow spike strikes upwards from his shadow. Possibly an early version of many different moves that look similar.
- Axl has a move that looks like an early version of his Byakue Renshou. Could also be a different unused move.
Differences in the November 1996 article
- Pre-battle loading screen is different, with an orange background instead of the black found in the final game.
- The high quality and low quality character headshots were different artworks, instead of the same one in different resolutions like in the final game. The artwork used for Millia's & Sol's high quality and Sol's low quality headshots go unused.
- Potemkin and Zato-1 use most likely placeholder headshot of a skull. Both are named "Sol Badguy" in the UI likely as a placholder text.
- The UI is different, made-up of more basic shapes.
- Sol has an unused attack, a leaping strike that fires a circle of fire. Same one as in the April 1996 article.
- Potemkin has an unused attack, a punch with a similar animation to Judge Gauntlet he gained in later games. Most likely a normal attack.
- Zato-1 has an unused attack, where a shadow spike strikes upwards from his shadow. Possibly an early version of many different moves that look similar. Different from the April 1996 article one.
Cut-Content and Ideas
- Johnny was planned to be playable, but was scrapped due to small size of the development team.[9]
- A "Space Cop" character modeled after Space Sheriff Gavan was considered, but scrapped due to not fitting into the world.[2]
- Baiken was originally a man with black hair and earlier in development an armored warrior.[9][10]
- The team came to the conclusion Instant Kills were an unneeded mechanic, but it was too late in development to remove them.[2]
Gallery
References
- ↑ 1.0 1.1 1.2 Games That Can't Be Duplicated: Arc System Works' Ishiwatari Speaks - Page 3
- ↑ 2.0 2.1 2.2 2.3 Guilty Gear – 1998 Developer Interview
- ↑ Anime Expo 2009: interview with Daisuke Ishiwatari and Toshimichi Mori
- ↑ Games That Can't Be Duplicated: Arc System Works' Ishiwatari Speaks
- ↑ Guilty Gear - Review
- ↑ Dengeki PlayStation Vol.19, pg. 8-15. "ギルティギア(仮)". MediaWorks, 1996.
- ↑ Guilty Motivation - The X-Button
- ↑ GamesTM, Issue 108, pg. 140-145. "Behind the Scenes: Guilty Gear". Imagine Publishing, 2011.
- ↑ 9.0 9.1 Character Designer Magazine, Issue 1, Fall 2003
- ↑ Guilty Gear 10th Memorial Book