I-No is a major character in the Guilty Gear series, making her first appearance as the boss of Guilty Gear XX. She is a time-travelling musician who seems to derive pleasure from tormenting others, and is one of That Man‘s servants alongside Raven. Very little is known about her, with a report in Guilty Gear XX that consists entirely of “UNKNOWN!!” repeated several times over.
I-No is a manipulative woman who seems to have no qualms about hurting other people, physically or mentally. She has no problem acting friendly if she wants to, but she considers all of humanity to be beneath her—That Man included—, and has a vicious nature that quickly rises to the surface whenever someone challenges her. I-No also has no problem using her feminine features to manipulate anyone receptive to it. As such, she is quite crude in how she speaks to others, as she is always either cursing, insulting her opponents, or making sexually charged comments, usually using musical references as double entendres.
Fully aware of her own eccentricities and chaotic nature, she claims to be dedicated to That Man’s goals and ideals, but in truth, she only works for her own agenda. Self-reliant to a fault, I-No is motivated by a fixation with what she calls “tomorrow” due to her origins. Despite her rather misanthropic demeanor, I-No has shown some flashes of remorse at her impulsive reactions, specifically with Axl (perhaps due to being fellow “vagabonds”) and, to a lesser extent, with Raven.
Guilty Gear -Strive- will be released on April 9, 2021 on PlayStation 4, PlayStation 5 and PC. Players buying the PlayStation 4 version will be able to receive the PlayStation 5 version for free.
The Open Beta for Guilty Gear -Strive-, the latest installment in the critically acclaimed fighting game series, will be playable on PlayStation 4 and PlayStation 5 from February 19, 4:00 am CET to February 21, 3:00 pm CET. The Open Beta will let players get their hands on 13 of the game characters in order to discover, train and fight against AI controlled fighters or try their luck online against other. The Open Beta will support cross-play between PlayStation 4 and PlayStation 5.
Those who pre-order the game will get special colors for Sol and Ky. The Deluxe Edition includes the first season pass (with five new characters, five colors for each character, two stages, and extra story). The Ultimate Edition will include the first season pass, digital soundtrack and artwork, and Ultimate Edition special colors.
Daisuke Ishiwatari is the game’s general director, and Akira Katano is directing the game. Previously revealed characters include: Sol Badguy, Ky Kiske, May, Axl Low, Chipp Zanuff, Potemkin, Faust, Millia Rage, Zato-1, Ramlethal, Leo Whitefang, Nagoriyuki, Giovanna, and Anji. The game will have an initial roster of 15 characters at launch.
In this section, we’ll answer questions we’ve received since publishing Developer’s Backyard Volume 4.
Question #1: Has the ranked match system really been removed?
Answer: There is no ranked match mode. That function is now fulfilled by the Online Lobbies.
There are separate lobbies, one with multiple levels that have restrictions based on the player’s skill level, and one with no restrictions that anyone can enter.
*We’ll discuss player matches elsewhere.
Our goals with the previous Ranked Match system were as follows:
Players match with different players depending on their skill level.
Players can practice in Training Mode while waiting for a match.
Players feel motivated to improve because they get evaluated based on their skills and match results.
These goals will be met by the Online Lobby.
Our reasoning behind including it in another mode is that we want to avoid the player base being split between different modes. By doing it this way, the players will congregate in one mode, making it easier for everyone to enjoy matches with players close to their skill level.
With previous titles, there was a tendency for players to gravitate towards modes that didn’t impact their ranking until they improved at the game.
We want all players who pick up Guilty Gear: Strive to be able to enjoy playing matches online, so we’ve prepared features that make it possible for everyone to match with players close to their skill level.
One of our concepts for Guilty Gear: Strive is to make a game that is fun to play, whether you get deeply into it or not, both online and offline.
While the game has mechanics worth delving into, such as deep techniques and mechanics intended for advanced players, having a matching system that pairs players appropriately means that players of all skill levels can learn how fun fighting games can be.
Question #2: I have a question about online matches in the new game. Will there be a ranking system or other similar system in Strive?
Answer: There is a system that restricts the lobbies players can enter based on their skill level.
While similar to the previous ranking system, this is a renewed version of the prior concept.
As mentioned earlier, our goal is to provide a fun experience for a wide variety of players. Our goal is to solve the issue of players avoiding matches due to being overly concerned about the fluctuation of points or maintaining their win ratio. Players can then enjoy matches with others close to their skill level, creating a situation where they don’t lose anything even if they don’t win a match, and can avoid matching with players at a different level.
As we felt the previous system didn’t accomplish this, we felt it was necessary to attempt something new, such as merging the modes.
We’ve also included systems other than points so that your floor placement is determined not only by the results of your matches, but by the contents of the matches as well.
Question #3: In the console version of Xrd, player rankings were only affected by ranked matches. What are the plans for the system in Guilty Gear: Strive? Personally, I’d be happy if there was an option for long sets, rather than only BO3, that would impact your ranking.
Answer: We don’t currently have plans for long sets that impact your rating.
I also enjoy that system, personally, but having rankings impacted by repeated matches between the same players could potentially disrupt the balance of the ranking system.
However, we have plans for a point and ranking system separate from matchmaking that allows players across the world to compete with one another. We’ll share more information about this system at a later date.
Question #4: In the previous game, I felt there was an issue where too many players reached the highest rank, and those players would stop playing ranked matches. Do you have any thoughts on this? Thanks for your time.
Answer: In Guilty Gear: Strive, there is a special floor only for players with truly top-class skills.
This floor has a special system where players lose the right to enter unless they maintain a certain record within a determined time period.
We’ve designed it so that players can feel proud if they manage to reach and maintain their position at the top level.
Question #5: What are the plans to ensure people can match AND rematch as quickly as possible after booting up the game?
Answer: It’s possible to wait for a match in Training Mode under certain conditions set by the player, going from the main menu without having to enter the Lobby screen.
After the match, players return to Training Mode without a loading screen, making it possible to begin searching for their next opponent quickly. This means that players who want to get in as many matches as possible, as well as those who don’t enjoy moving around in lobbies, can use this feature to play stress-free.
Question #6: I am curious about the lobby system. Xrd‘s lobbies as well as those in other Arc System Works games had miniature arcade cabinets and battle kiosks to organize players into separate areas and allow them to identify whether or not a match is going on. However, Strive‘s lobby moved away from the kiosks and allowed players to begin matches wherever they wanted. This unfortunately resulted in large crowds forming in a single area to the point where no one could tell who matched up with who during the closed beta testing event. May I ask what was the idea behind allowing players to freely match up anywhere?
Answer: We’ve had the idea of letting players match freely by coming into contact with other battle-ready players, without using something like an arcade cabinet, even while making prior games.
However, as I’m sure you all know, during the closed beta test, this caused many issues and it was difficult to initiate matches as a result.
We’d like to apologize once more for this.
We’ve reworked the system after the closed beta test, and currently battle-ready players move to a fixed position in the area.
You’ll be able to see how it works during the next beta test.
Question #7: We know that Strive will have cross-play between PlayStation 4 and PlayStation 5, but we don’t know whether PC will join in to create a unified playerbase. Members of Arc System Works have stated that they want cross-play to become a standard going forward, so what is Team Red’s feeling and current situation on PC / PlayStation cross-play in terms of Strive?
Answer: We’ve received a lot of requests from the players regarding implementing cross-play between the PC and console versions.
However, there are many problems that need to be overcome before it can be added to the game. At this time, we’ve decided not to implement cross-play on release.
We are, however, looking into implementing it in the future. I hope you can support the game as we work towards cross-play implementation.
Early 2021 for the release, 15 fighters in the base roster, a season pass with 5 new fighters, some skins for preordering the game, a base version and a deluxe one, game is set to play on PS5, PS4 and PC. Let’s rock!!
Contents of the Guilty Gear Strive Season Pass 1:
・ 5 additional playable characters ・ Additional battle stages (2 stages) ・ Additional color pack (5 colors for each character) ・ Another story (looks to be a new storymode chapter)
two music video if you like the sound of it:
and even more if you like watches, perfumes and Nendoroids ..
In this section, we will answer questions we received after Developer’s Backyard Volume 2. As always, I (Katano) will answer along with General Director Daisuke Ishiwatari.
Question #1: Is your goal with Guilty Gear: Strive to create a complex fighting game, or a simpler one?
Katano: “First, I’d like to establish that we believe that ‘simple’ and ‘easy’ are separate concepts. With that in mind, I’ll go over the developmental concepts for Guilty Gear: Strive again.
“With previous games in the series, new players would not be able to understand what’s going on in the match when they watched high-level play, so they wouldn’t feel very interested or motivated to improve. Because of that, we are working to make the appearance of moves and general impression of the game easier to comprehend compared to prior entries in the series.
“However, advanced techniques will be accordingly difficult to perform.
“After all, if everyone chooses the same actions, and combos and setplay in particular end up with only one correct option, this would take away Guilty Gear’s unique appeal.
“I believe that the solution to getting new players to enjoy matches is not to make the game itself easier, but rather to create a rank system that makes it easy for them to play with others who are around the same skill level.
“If players can fight others at the same level, there’s no need to try and make new players play the same way as advanced players, nor to make game mechanics that obscure the gap in their skill levels.
“I’m certain that we can make a game that new players can enjoy, while also keeping advanced techniques in the game.
“Also, the techniques in Guilty Gear: Strive are difficult in a different way than those in previous Guilty Gear games.
“Series veterans have been practicing the difficult techniques from prior titles for many years now. That’s why in the current environment, we’ve been able to see such thoroughly optimized, high-level play. However, our goal for this game is to create something new and equally challenging for all players.”
Question #2: Will the story in Guilty Gear: Strive be a continuation of the previous game? Or will it be the start of a new story?
Ishiwatari: “The story is a continuation of the Xrd series games, but in such a way that even new players can enjoy it. Also, we have something in the works for those who are curious about the story so far. We’ll have more information for you later.”
Question #3: I’ve noticed that there are a few subtle, almost hidden mechanics and techniques, such as changing direction when Roman Canceling an airdash or by using Faultless Defense after an airdash to fall faster. Do you plan to have more similar, advanced, and unique techniques, and are there more that players seemed to have missed in the Beta?
Katano: “Yes, even as of the closed beta test, we included many more techniques than those we’ve explained. We wanted to collect data about what players would find and how they would use it in their limited time with the game.
“When we release information on our official channels, it will have an impact on how people play the game. We wanted everyone to play the game, particularly in regard to the new mechanics, in a neutral state.
“In the end, we want to leave room for the players’ discoveries to exceed our expectations. Also, although we are still working on the game, there are going to be many major changes compared to the closed beta test. We’ll have more information later.”
Question #4: Why aren’t you guys addressing Rollback Netcode in these blogs? The silence around the netplay is truly worrisome.
Katano: “As we announced previously, Guilty Gear: Strive will use rollback netcode, which is currently under development. We are hoping to show the players our netcode not through a section of Developer’s Backyard, but rather when players can play the game for themselves. We ask for your patience until then.”
Question #5: Are you considering introducing a ranking system to the new Guilty Gear? With the ranking system in Xrd, intermediate level players would be randomly matched with high-level players, and end up ranking down. On the other hand, however, being able to choose your opponent could also create a disparity in ability between players in the same rank. I’d be interested to hear your thoughts about these ranking systems, as well as what you plan to do from here on. My personal thinking is that we don’t need rankings in our small community. I do think that it’s important to get a sense of satisfaction within your own group, however, so I think having something like titles such as “Master of the Sol Match-up” might be good enough.
Katano: “We plan to announce the details of our system using a different channel, but I can tell you that the rank system will be completely different from prior games. Before, we’ve made systems for the games in arcades, and then used those ideas as a base when making the console versions. However, since we are developing the game with online matches in mind from the start, the baseline is already quite different.
“Let me share some reflections we have regarding previous games’ rank systems.
“We noticed players would avoid playing modes that impacted their rank because they didn’t like losing points.
“Having multiple online modes split the player base, making it difficult for beginners in particular to match with people around their skill level.
“We see these two issues as major problems, and our goal is to avoid them with this game.
“Also, I’d like to address this now as it is related to online modes: we are implementing more online features in this game for those who want to take their matches seriously.”
Question #6: How does the development team feel about the current state of Instant Blocking (IB) and Faultless Defense (FD)? With the added emphasis on RISC (even though it’s hard to see with how the UI is implemented), FD seems to have a strong place as a defensive option. It both minimizes RISC gain and allows for forcing whiff punish situations from a defender who is making good decisions and paying attention to their opponent. However, IB seems like it has lost a lot of its interesting aspects from prior titles and only exists because it used to. The interesting point around it, where you can turn block strings punishable to take advantage of auto-piloted offense, or create new defensive situations, no longer exist. It’s simply meter gain. Is this enough to keep IB interesting and worth the risk? Or does it need further refining and iteration to become a more thoughtful option for the defender.
Ishiwatari: “We are also continually debating defensive game mechanics. To address Instant Block (IB) specifically, in the closed beta test we simply decreased the reward gained from successfully IBing in order to avoid IB becoming a prerequisite for matches and strategy. However, this removed any incentive to try IBing, while also failing to improve the mechanic because the input required remained unchanged. So, we’re currently re-thinking the input and effect of IB completely. Our plan is to make the mechanic something more exciting by the next time you can play the game. Look forward to what we come up with!”
Nagoriyuki – Nagoriyuki is the newest addition to the Guilty Gear universe. A vampire with a number of unique and powerful abilities, he wields a huge sword with impressive skill in battle and slashes at his enemies with punishing blows. Stay tuned for more info about this mysterious figure!
Leo Whitefang – Leo is one of the three “Allied Kings” of the Allied Kingdom of Illyria, and is responsible for the governing of Europe, the Middle East, and Oceania. He is also an accomplished warrior in his own right, with a relentless fighting style.