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Previous titles in the series had long and intricate combos, whereas this game has shorter ones with serious damage output. Part of the reason the Mission Mode works so well is Strive’s approach to gameplay.
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While a combo trial mode would be much appreciated, Strive still offers one of the best learning experiences of any fighting game. You can control the enemy’s state, pull up command lists, and create whatever sort of scenario you need to. The training mode has all of the features players expect of modern fighting games.
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The strength of this Mission mode is also bolstered by the command list, which features full videos of the moves and some context for their usage in a match.
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The only real downside to this mode is that it does not have a simple combo challenge mode to enable people to learn more potential combo routes as well, though, by the end of the Mission mode, many players will have an idea of how to piece combos together themselves, and the developers have stated that the game will be receiving a combo trial mode sometime after launch. These combos are useless if you don’t know how moment-to-moment interactions play out in the game Guilty Gear Strive’s developers thoroughly understand this and built Mission mode around basic fighting game fluency instead. These lessons teach fundamentals, where most other Mission modes try and teach long combos. This is one of the best learning tools the genre has to offer. If you are having trouble fighting a specific character, you can do the missions for them and learn to fight them with whatever character you choose.
The Mission mode also includes match-up-specific tutorials. By the time you reach the higher difficulties, the game teaches you how to do air dash cancels, pre-emptive inputs, hit confirms, and more. The basic ones start with things like dashing and basic combos. Mission mode is broken into 5 difficulty tiers, each with a wide range of tasks to complete. Mission Mode is the real tutorial, and it is excellent. That being said, it is not the best learning tool the game offers. It’s pretty good at getting these ideas across, and it gives the player a sandbox area to mess around with them. The Tutorial itself is a decent run-down of the basic buttons and how the game works in the most rudimentary way. The rest of the single-player mode is made up of the Tutorial, Mission Mode, and Training. Verus mode works as expected, allowing you to pick a CPU of varying difficulty and play against them or a friend. My only wish is that this tag fight feature been expanded into a co-op mode or was selectable from the versus match section so that you could quickly access this style of gameplay and create your own matches in the style. This especially feels like a really cool moment for the mode and sets it apart from the competition. Later in a given arcade run, if you perform well enough, the game enters into a tag mode, not dissimilar to that in the Street Fighter Alpha series, where you and a CPU take on a buffed character together. This adds to the challenge for players trying to maintain hard routes and does a lot to welcome new players by giving them matches they can handle. Instead of having the player select a difficulty, it scales match to match based on your performance, meaning that you need to play very competently to maintain the more difficult routes in the mode. Arcade mode is, fortunately then, a strong showing for the game. While this approach strengthens the developers’ ability to world build and tells the story they want, it only leaves one other substantial single-player mode outside of the Tutorial and Mission mode with actual gameplay.
These charts especially feel like a labor of love meant for people who want to learn the story of the series or remind themselves of details they have forgotten. There is a second mode within the Story option called Guilty Gear World, which recaps the previous games through written descriptions and intricate flow charts. I suspect many people will love or hate this approach. While this may bother some, I found it to be a fun watch, and it allowed the developers to avoid the weird pacing fighting game stories often adopt. The story mode is simply a 3D anime mini-series with no gameplay attached to it. The single-player options for the game are a bit scant, but what is there is really cool.