I have to admit I enjoy following a good shitstorm now and then. Especially on Tuesdays. The latest Pokémon games may be the third most selling Switch titles at the moment, but I’m constantly seeing news about modders injecting better models and textures, as well as importing monster models from the Go games into Sword and Shield. The fans haven’t taken the limited amount of monsters lightly either, alongside numerous other glitches, like the Auto Save glitch that can destroy all your save game data on the SD card, and quality control errors, like mislabeling items or having a mouse cursor moving in the end credits over the scene. All little things pile up very quickly, and even the smallest things, like vanishing Trainers during battles, end up being extremely irksome and simply showcases how badly this game was developed. Then add to the top that this is a series that hasn’t revised its core mechanics at all to the point of having giant ass bears walking in ankle high grass while their forest is one or two trees near, you get the idea that despite the new lick of paint, Pokémon at its core is out of date. At its core, Game Freak is still making that tile based sprite game in their heads rather than building proper worlds with modern tools, mechanics and visages. Then again, why should they bother, when the games still sell so well?
Pokémon Sword sits at 82 points from industry reviewers and 4.1 from general audience on Metacritic at the time of this writing. Eyeing through the reviews, most of the user reviews end up being more or less sensible, if not short. Some recognise that the series has been in decline for years now, while others note how the title Pokémon keeps it afloat to a large extent. Some are spiteful for sure, but that’s what you get for every game. On the contrast, the “professional” review side shows why having 100 points is useless. They really should have to choose between three stars and nothing more or less. All this is largely just academical, however. It’ll take at least six months for proper consumer reaction to show itself and how well sales have been made. It might be the third most sold Switch title at this moment, but will it be keeping its position for long? Considering the Switch doesn’t have exactly the rosiest future regarding additions to its library, it just might.
There are rumours of Game Freak setting up at least some of the missing monsters as event obtainables or the like, pose them as some kind of service, that they listened to their fans and are fulfilling their wishes. Whether or not this is true will be seen in the future, but this isn’t the first time Game Freak has got their fans mad at them, and this won’t be the last time they mostly, if not outright, ignore the consumer feedback. Pokémon has a fanbase dedicated enough to gloss over everything, but that’s emotional attachment to a brand for you.
That said, at least Game Freak and Pokémon at least can do something like this and not lose a whole lot. Well, Sword and Shield have already been financial success, so there’s that. The same can’t be said of Arc System and Guilty Gear, which is now intended to alienate the core fanbase by cutting the series’ play mechanics and drastically alter how the upcoming game is played. While movement options are still there, some series-defining mechanics are lost. For example, Gatling Combos are gone. This is just GG‘s fancy way of saying chain combo, where you can press attack buttons in ascending order for a combo. Roman Cancels, ability to cancel an action at any time, is now a physical hit effect and slows down the opponent rather than functioning as a reset too. The end goal is still the same, but the way you get there is different. Other differences in defence mechanisms and such are many, like how in blocking an aerial attack will change the blocker’s momentum backwards rather than down. The game has become heavy on resetting the player positions rather than encouraging constant forward thrust of offense. I have to admit that my personal preference for Guilty Gear stems from this. There isn’t really another fighting game where offence has all the tools available and is even encouraged.
With Guilty Gear Strive, ArcSys appears wanting to expand their consumer base, which in turn will alienate part of their existing one. It is an incredible balancing act, catering to both new and old. Thus far, every attempt at ArcSys trying to gain new audience with an old IP has been a failure to a large extent, but also that some of their attempts at new IPs have failed harshly. Nobody remembers Battle Fantasia, despite that being the game that Capcom feared due to its 3D prowess when developing Street Fighter IV. Some long-terms GG fans have already stated that they won’t move forwards from Xrd, which also was heavily criticised for dumping mechanics and elements from the previous games as well as slowing down the play. Xrd also allowed larger windows for inputs, but it should also be noted that the game before Xrd, Accent Core Plus R or whatever the latest revision was, was also marred with criticism on how balance and new mechanics threw a monkey wrench into the play. There are certain limitations all around, and unsurprisingly ArcSys has made clear they want new users. Ishiwatari stating how old GG fans are too old to play games and such. They did find success with BlazBlue, though there is overlap between the two series’ player base.
It is four times harder to gain new audience over keeping your old. While Dragon Ball FighterZ may have made loads of cash, it was largely driven by the IP rather than ArcSys themselves. Much like with Pokémon, the fandom often twists the hard data, but the same data also can’t be ignored. If there’s money to be made here in a certain manner, then better make the best of it. Guilty Gear doesn’t have the same backing, all it can support itself with is by its existing fans and the legacy of its past games. Legacy that Ishiwatari wanted to remove at some point, mostly due to licensing and trademark issues. It would appear that all the Guilty Gear games with Sega Sammy attached to them are, or at least were, in some sort of licensing or trademark hell, where ArcSys can’t really do much with them. Guilty Gear 2 was intended to be some sort of soft-reboot of the series, removing all the X-titled games from the canon and memory, but in the end Ishiwatari and co. gave up on that. Now X and XX games are side-stories, but we’ve covered all this in the past. The issue of GG Strive is whether or not can be a hit among new consumers with its more simplified play over the previous entries, and the series’ history tends to say no. While it will find people to play it, and probably enters tournaments just fine, it most likely will gain the same cold and lethargic reception and acceptance and Street Fighter V did. In many ways, fighting games have been aiming to expand their user bases by removing options and making the play more predictable, intended and more about formulaic pacing. SFV actively removed elements from characters that made them wild compared to the rest of the cast, something that could’ve been cool to use and make work. Instead, such things were culled. No-fun rule seems to be in place in modern fighting games, where everything has to be like Finnish autumn; grey with no colours in the nature, wet to the point of nothing ever drying, stupidly dark and enjoyed only by few. You can’t go outside in frolic in a T-shirt and boxers, else you get a pneumonia. That’s what playing SFV is like. While we can’t really tell if Strive will be that too, it’s very much going to that direction.
Much like the previous posts’ Battletoads, you can lose your customers relatively fast by going against the consumer grain. Battletoads had no modern legs to stand on while both Pokémon and Guilty Gear have full titles in recent memory. While Game Freak has to do a lot more damage to Pokémon before they need to put their A-game back into the ring, or reheat some old fan favourite again, ArcSys doesn’t have that luxury. While they could make a new franchise or revive Battle Fantasia for whatever style they want, something that they’d think would appeal to the wider audience, that probably isn’t possible. Recognition also plays a big part in this, but as said, all that can be pissed away if consumers deem your work worthless of the time and effort you put in. Nothing sucks more than having your work judged utter shit, but video games is a service industry. If you expect your customers to pay for your games, these games need to cater to their wants.
Whether or not the audience would like to a properly modernised Pokémon with high quality control and fighting games that are less crazy is up your decision really. You’re the customer, you make the decision where you put your money into.