It definitely says guilty gear in katakana. But why won’t they show the guilty gear characters in the trailer, are they updating the sprites or something?
If they include someone from Guilty Gear it will be one, two characters tops. BlazBlue, Persona and UNIB sprites are 720p and Guilty Gear ones are 420p, so they wouldn’t be able to just dump them in the game as they are, they would have to remake them from the ground up. They will have to make the RWBY characters already, and with them doing DBFZ and most likely also working on future DLC for Xrd I don’t see them doing a lot of spritework for this, they chose to do a crossover because they can re-use a lot of assets.
My bet is that they won’t have GG characters, and if they do it will be a single guest.
So whom would you guys consider the more or less guaranteed picks for the game?
From BlazBlue it’s obviously the Ragna-Jin-Noel trifecta, two of those are in
From RWBY it’s obviously all the 4 main girls
From Persona 4 Arena it’s at least Yu since he’s the protagonist
From UNIEL it’s easy to pick up 10 characters since it’s a half of the roster
But who else?
Who are the most important characters to BlazBlue and Persona 4?
assuming the roster for the game caps out at ~40 (10 from each franchise)
Oh shit, Yang X Akihiko: Team Punch Faces as Hard as Possible
You have to remember the cast of Persona 3 was also in the Arena games. Aigis is the most important character P3 cast after the events of that game.
I can already hear the prepwork being done for multiple varieties of team “Do Not Fist Android Girls.”
I only know that they need to add Tager, Waldstein and Kanji
Alright. Speculation time. 10 reps from BB and P4A.
BB: Ragna (Confirmed), Jin (Confirmed), Hazama, Relius, Rachel, Noel, Nu-13, Nine, Kagura, Kokonoe.
P4A: Yu (Confirmed), Mitsuru, Akihiko, Aigis, Labrys, Naoto, Yosuke, Chie, Kanji, Yukiko.
All 10 of these are guaranteed.
Now notice how many plot-relevant characters got left behind. For example: Adachi, Hakumen, Mu-12, Sho.
We’re getting over 60 characters easy if Guilty Gear doesn’t jump in.
I’m as hype for this game as everyone else is, but I think people need to cool down their expectations for completely new characters. This game is only being made in the first place because they can reuse most of the character assets. I’m fully expecting Ruby to be the only one from her series to be in this game, and there might be one other completely new person at best.
If they do make more new assets then all the power to them, but I wouldn’t get my hopes up.
To be honest, both P4A and BB have a complete roster. No room for new characters even if they wanted to.
If someone new is coming, it’s from RWBY or if they make GG sprites.
Don’t know anyone expecting too many new characters.
People are going through the whole RWBY cast looking for potential playable fighters when nooooooone of those people are getting in. Even getting just the eponymous squad is a pipe dream.
All of team RWBY should get in. I feel like if those 4 are the only new characters, there will be no issues including them all. Like previously stated, the rest are reused assets so no real work required there. They could add as many of the returning characters as they want if all they’re doing is copy/pasting and tweaking some numbers. Then all that needs to be done is making the sprites for team RWBY and they’re done. I’m oversimplifying a little bit, but you get the idea. I also suspect they’ve done significant work on the sprites already by this point.
From the looks, it seems that the UNI sprites are being reworked to match the BB/P4A sprites.
I also think that from RWBY, the main cast (the 4 girls) are a given.
The GG sprites are just 480p, while the BB/P4A/UNIEL are 720p.
My guess is that they are going to remake them using the GGXrd key frames as a base to rotoscope and make the sprites.
That’s probably it. It’s even more work trying to update AC+R’s sprites than using the Xrd models as bases.
If I recall correctly, they did use 3D models (No, not Xrd style, before anyone asks) as the base for the Blazblue sprites, so this is probably the most likely conclusion.
Yeah, like snk with kofxii and xiii, they rotoscoped the key frames frames from 3d models to do their sprites.
The game was introduced as a Blazblue vs Persona vs Uniel vs RWBY crossover game
Aside from that, Arc Systems are fans of the RWBY series and Rooster Teeth alongside RWBY fans have wanted a fighting game for a long time and Rooster Teeth hinted to a fighting game for a while before
Putting all that together, Ruby Rose will not be the only RWBY character
If I can get Shabrys, I’ll be fine, though I’m not exactly confident she’s on the short list. As far as other RWBY characters, it will assuredly not be many, if ANY. I doubt there’d be more than either the rest of the team, or just Jaune, since he’s the only other main character to lead a team. I would love more, and I would especially love GG fighters (gimme sin or zappa and I will die a happy man), but neither are exactly likely. GG fighters are perhaps more likely, needing only new sprites rather than a whole new moveset from the ground up, but the only way I see more than one or two RWBY fighters getting in is by being clones or partial clones. What I’m really hoping for is a story mode, especially one that teams up fighters from different series as a rule; I’m a sucker for that stuff. It took me mutiple playthroughs of MVCI’s demo to get over the hype of X wielding Cap’s shield and start looling at it critically.
Contrary to popular belief tracing over models is more, not less time consuming. It just gives you more accuracy in proportions, perspective and keeping sizes constant. But you also have to take more time by perfectly following your reference instead of just drawing a frame without having to perfectly match a model.
KOF XII/XIII sprites took insane amounts of time per character, more than a year IIRC, while you can have a character animated in 4-5 months using traditional methods. It makes things look nicer (BBs sprites are definitely a step up from GGs wonky sprites and animations) but doesn’t really save time.
Can ArcSys adjust the scale of the imported sprites if some don’t line up with other characters in terms of proportions?