{"id":81282,"date":"2025-01-28T22:46:33","date_gmt":"2025-01-28T22:46:33","guid":{"rendered":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/guilty-gear-creator-wanted-hollywood-james-cameron-style-for-strive-dexerto\/"},"modified":"2025-01-28T22:46:33","modified_gmt":"2025-01-28T22:46:33","slug":"guilty-gear-creator-wanted-hollywood-james-cameron-style-for-strive-dexerto","status":"publish","type":"post","link":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/guilty-gear-creator-wanted-hollywood-james-cameron-style-for-strive-dexerto\/","title":{"rendered":"Guilty Gear creator wanted \u201cHollywood,\u201d James Cameron style for Strive &#8211; Dexerto"},"content":{"rendered":"<p>Guilty Gear creator wanted \u201cHollywood,\u201d James Cameron style for Strive Arc System Works \/ DIsneyGuilty Gear\u2019s creator, Daisuke Ishiwatari, continuously referenced Hollywood movies and film director James Cameron when discussing the direction he wanted Strive\u2019s visual style to take. Guilty Gear Strive is the latest entry in the Guilty Gear series, a fighting game franchise hailed for its immaculate art style and unique blend of 2D and 3D elements. We got the chance to sit down with Strive\u2019s producer Ken Miyauchi, as well as 2D artist Shoichi Kitazono and environment artist Genki Mamada at EVO 2024, where Mamada let us in on some unexpected information about the origins of Strive\u2019s visual style. \u201cWhen we first started having conversations about Strive\u2019s art direction, something Ishiwatari would often say was, \u2018Hollywood!&#8217;\u201d Mamada told us. \u201cRather than just making a fighting game, he wanted Strive to have more of an anime, movie or rock video type of look, with more of a grandiose sense to it. Instead of making a simple scene, he was thinking on a multimedia-level scale. \u201cAs more tech became available, his dream of making that became more possible \u2014 things like bigger stages, more information that could be put in the game. Making it bigger and bigger was where all of that came from, and it seems like he\u2019s been able to meet that dream with Strive.\u201d That\u2019s not all; apparently, Ishiwatari also took a lot of inspiration from James Cameron, a revolutionary filmmaker known for movies like Titanic and Avatar. \u201cHe kept saying things like, \u2018Hollywood, Hollywood,\u2019 even mentioning James Cameron,\u201d Mamada said. Bringing Ishiwatari\u2019s vision to life is no small feat. Both Kitazono and Mamada admitted that there\u2019s a certain amount of pressure that comes with living up to Guilty Gear\u2019s high visual standards \u2014 but it\u2019s something the team views as more of a fun challenge than an impossible order. \u201cEverything that we\u2019ve made up to now and everything that we want to keep making \u2014 yeah, there\u2019s pressure, and we keep feeling that pressure, but it\u2019s not necessarily a pressure that\u2019s harsh or painful,\u201d Mamada said. \u201cIt\u2019s more of a pressure to maintain a feeling of making something great that we can really be proud of. With that will to make something great, we keep that pressure, but it\u2019s a fun pressure to want to put those beautiful things into the game.\u201d \u201cGuilty Gear has a history,\u201d Kitazono added. \u201cIt\u2019s on us to expand upon what Ishiwatari-san built, all the designs and everything he\u2019s put into the game. There is a pressure there, but putting that all together is also quite fun to do.\u201d However, all this pressure pays off when fans are happy with what they\u2019ve made. All three admitted that they love it when fans have positive reactions to their hard work, which they claimed is their favorite part about working on Strive. \u201cI have a lot of pride with everything I\u2019ve done for Guilty Gear Strive,\u201d Mamada said. \u201cOf course, there\u2019s a lot of pressure too, but as a background artist, you often don\u2019t see a lot of comments on what I\u2019ve done. It\u2019s more focused on the character designs, et cetera. \u201cBut when you do see those comments \u2014 when people are very uplifting in their comments about the background \u2014 seeing that is a truly happy point for me.\u201d \u201cHaving something I made show up in the game and seeing other people like it is a really fun part of the job for me, and it really keeps me going,\u201d Kitazono added. \u201cWe all have our own pride in making sure this title is the best of all Arc System Works fighting games,\u201d Miyauchi said. \u201d And so we are very, very highly motivated to work on it. As a producer, deciding on what to do next is something that really decides the life of the title, which puts a lot of pressure on me. \u201cBut at the same time, when we reveal things, when there are a lot of fans reacting to what they\u2019re seeing, and seeing their excitement, their words and emotions \u2014 It\u2019s something that gives me more energy. That\u2019s the really big moment that gives me a lot of power.\u201d It\u2019s clear that the team behind Guilty Gear Strive is immensely passionate about their work, and it certainly shows in the final product. But what keeps them going the most are fans\u2019 positive reactions to their creations \u2014 over two thousand of which registered to compete in the title here at EVO 2024.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Guilty Gear creator wanted \u201cHollywood,\u201d James Cameron style for Strive Arc System Works \/ DIsneyGuilty Gear\u2019s creator, Daisuke Ishiwatari, continuously referenced Hollywood movies and film director James Cameron when discussing the direction he wanted Strive\u2019s visual style to take. Guilty Gear Strive is the latest entry in the Guilty Gear series, a fighting game franchise [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-81282","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/81282","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/comments?post=81282"}],"version-history":[{"count":0,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/81282\/revisions"}],"wp:attachment":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/media?parent=81282"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/categories?post=81282"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/tags?post=81282"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}