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Guilty Gear X: Advance Edition

Score: 65%
ESRB: Teen
Publisher: Sammy
Developer: Arc System Works
Media: Cart/1
Players: 1 - 2
Genre: Miscellaneous

Graphics & Sound:

Okay, I'll say this. Visually, Guilty Gear X: Advance Edition clobbers every other GBA fighting title out there. The series has always had an artsy, slick presentation that separates it far from the other brawlers on the market, and this carries over to the handheld universe quite nicely. Each character has been beautifully animated with a unique personality and innovative style. The pre- and post-match artwork is unmatched by any other portable 2D fighter. It looks good. But, graphics just aren't enough to complete the package.

What's the deal with putting 8-bit sound quality on a 32-bit system? I can't recall hearing a better example of what not to do with GBA audio! The sound team meant well by using plenty of digitized samples, I'm sure... but this is just horrible. I'm talking ear-bleeding, teeth-grinding material here. A few of the background tunes in GGX are bearable, but they still sound more like something from the NES era. So, do yourself a favor and mute the game from the get-go.


Gameplay:

Guilty Gear X was a blessing for Dreamcast and PS2 owners looking for a new take on played-out 2D fighters. All sorts of wacky attacks and strange new techniques that nobody had ever seen were introduced, leading a reasonable number of people to call it the greatest fighting game ever made. Outlandish opinions aside, the same excitement didn't seem to make the jump to pocket-size very well.

GGX borrows a bit of the Samurai Shodown mentality in its gameplay, but not really in a good way. There's plenty of strategy involving speed and strengths of different weapon-based attacks, and the advanced moves (Roman Cancels, in particular) make some pretty crazy combos possible. Yet, the characters aren't very balanced at all. Potempkin, for example, can smash an opponent with only three quick moves; Chipp Zanuff has the ability to teleport instantly to nearly anywhere on the screen, triple jump, Gattling Combo into a potentially infinite string of crouching Heavy Slashes, and pump an Overdrive (Super) move into his enemy while they're flat on the ground. Ouch.

The good news: players can recover in mid-air to prevent being juggled infinitely in a corner. The bad news: if they don't, it's extremely easy to keep popping an enemy up as long as you'd like. Sure, their health stops decreasing after the first five hits, but they'll still become dizzied after a while, allowing for an effortless repeat or a freebie Overdrive beating. I can't count how many times I've kept the CPU opponents in the air for over 40 hits using a simple launch->jump kick->launch pattern.

At least we've got a few different modes to choose from. If you're sick of the same old Arcade and Survival modes (both included), Tag Match and 3-on-3 challenges are available for team play. It's a bit weird, though -- tagging out actually spends a third of your character's Tension Meter, and it's impossible to switch your team's order in 3-on-3 between matches. Booooring.


Difficulty:

Here's the worst part! Even on the Very Hard setting, CPU opponents can barely lift a finger against you. I've played over 50 matches by now, and I never lost one of them -- even before I knew how any of the advanced moves worked and the controls still confused me. When the hardest difficulty level isn't enough to beat the lowest-level newbies, something's very wrong.

Game Mechanics:

I've always played my fighting games with weak attacks set to the face buttons (B, A) and strong set to triggers (L, R), whether they be SNES, Dreamcast or GBA titles. To change this sacred arrangement is pure blasphemy, yet GGX does just that by assigning Punch and Slash to the shoulder buttons, and Kick and Heavy Slash to B and A. It's possible to switch them around under the Options menu, but that only makes moves like the Dust Attack and Active Change tougher to pull off using the triggers. It's best just to stick with the default controls and force yourself to get used to them, strange though they may be.

If you're just dying to have a version of Guilty Gear X that'll go on road trips with you, this should be good enough. Grab a friend, make him/her buy GGX so you can have some actual competition, and turn the volume down immediately. You'll probably have a good time, but don't expect to play it ever again once Street Fighter Alpha 3 hits shelves in December. You've been warned.


-Ben Monkey, GameVortex Communications
AKA Ben Lewis

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