
A new Gear arises, its name Leopaldon. As they threaten to lay waste to the world, you prepare to mount your offense. The good news? You won't have to face them alone. Guilty Gear Isuka introduces the brand new mechanic of cooperative gameplay to the tried and true fighting madness of the Guilty Gear XX series.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Your scientists were so preoccupied with whether or not they could, they didn't stop to think if they should.
Очень и очень спорная часть серии. Почему так? Сейчас постараюсь объяснить. Для начала странное нововведение: разворот персонажа на кнопку. Зачем это было делать абсолютно непонятно. И эта функция иногда работает как дэш, если двигаться в сторону и нажать кнопку смены стороны. Это мега неудобно. Если спросите, да что тут такого, просто достаточно остановиться и повернуться, дело буквально секунды, то я вам отвечу, что, возможно, это было бы нормальное решение. Но у нас тут файтинг, где даже целая секунда уже может стоить проигрыша. А у ботов (тут вроде как мультиплеера тоже не завезли, только на 1 пк можно играть) проблемы с разворотами нет. Играть так неприятно. Также будто в игре что-то сделали с разрешением. Глаза сильно устают от картинки. Но есть и плюсы у игры. Добавили нового персонажа А.В.А. Мне понравился, жаль не смог нормально насладиться, играя за нее. Помимо режима аркады, добавили beat'em up режим, но, на мой взгляд, слишком много противников на экране. И иногда не совсем понятно, на одном ли уровне, чтобы ударить кого-то. Также добавили режим сражение 2 на 2. Ну...прикольный. Стоит ли в нее играть? Ну, только ради ознакомления, не более.
I feel kinda mixed on recommending it. This version feels kinda pointless when the other Guilty Gears are on steam, but it does have a 4 player gamemode which is pretty fun The factory mode is cool as well. It is a lazy port though and hard to get into but i recommend it (only on sale) for the 4 player shenanigans and sountrack alone. [h3] PROS [/h3] + Introduced A.B.A and Order Sol. + 24 characters that have peak design. + Robo Ky Mk 2 is cool af. + Boost mode is peak. + 4 player gamemode aka 2V2. [h3] CONS [/h3] - You have to press a button to turn around which can be stressful in an intense fight as you kinda want the game to do it for you. - No story mode. - Lack of graphic options. - Lack of online multiplayer, there is only remote play and local multiplayer. - Controls are hard. Not much to say it's a meh but it's very fun to do 2v2 even though it's not really designed for this type of game. So it has alot of flaws but can still be enjoyable :>
Guilty Gear Isuka — експериментальна частина серії, яка додала кооператив і хаос на арену. Відгуки змішані, але гра має свою нішу серед фанатів. 🌀 Guilty Gear Isuka — коли файтинг стає командним викликом. Ця гра відходить від класичної формули Guilty Gear, додаючи до 4 гравців одночасно, кооперативний режим і нову механіку повороту персонажа. Це створює унікальний досвід, але не всім він припав до душі. Плюси: - Можна грати вчетверо — як локально, так і через Remote Play - Нові персонажі, включно з Леопалдоном — гігантським босом - Фірмовий саундтрек — рок і електроніка, як завжди на висоті - Аркадний стиль — швидкий, яскравий, драйвовий Мінуси: – Система повороту персонажа — незвична і часто збиває з ритму – Баланс боїв страждає при грі вчетверо – Відсутність онлайну без сторонніх рішень – Змішані відгуки в Steam — лише 56% позитивних з 265 рецензій 💬 Вердикт: Isuka — це Guilty Gear на стероїдах: більше гравців, більше хаосу, менше контролю. Якщо хочеш спробувати щось нестандартне в жанрі 2D-файтингів — варто дати шанс. Але для класичного PvP краще обрати X2 #Reload або Strive.
Thanks for the background of A.B.A and Potemkin
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Guilty Gear Isuka occupies a strange and fascinating corner of the franchise’s history, standing as one of Arc System Works’ boldest attempts to reinterpret the series’ identity. Instead of the tight, highly technical one-on-one duels the Guilty Gear name is known for, Isuka shifts its entire structure into a four-player, multi-lane brawler that feels more like a chaotic party fighter than a traditional competitive experience. From the moment you start playing, the game signals that it is experimenting with its own formula: characters now share two horizontal “planes,” moving between foreground and background with a dedicated turn button, and the screen is built to accommodate up to four fighters bouncing between those layers at once. This foundational change alone drastically reshapes the rhythm of combat, which becomes less about precise spacing and deliberate match-ups and more about spatial management, sudden intrusions from off-screen attacks, and the unpredictable flow of multi-character skirmishes. Despite this structural shift, the game retains much of Guilty Gear’s personality. The signature hand-drawn 2D sprites, flashy animations, over-the-top special moves, and absolutely unapologetic rock-infused soundtrack all return with their familiar energy. Isuka’s roster revives many recognizable fan-favorite characters, offering a sense of continuity even as the mechanics diverge sharply from the series norms. The distinctive aesthetic helps ground the experience: even during the most chaotic four-way battles, the bold visual style and exaggerated attacks make the action readable and theatrically intense. For longtime fans, there is a strange comfort in seeing Guilty Gear’s trademark attitude expressed through such an unusual format. Isuka also tries to broaden its appeal by offering modes beyond standard versus play. The beat-’em-up–inspired Boost Mode allows you to move through side-scrolling stages fighting waves of enemies, giving the game an unexpected cooperative and arcade-style flavor. Additionally, the Factory Mode introduces a standout customization system centered around Robo-Ky II, letting players adjust movesets, abilities, and even visual palette variations. These modes add variety and attempt to give the game a sense of content depth, especially for players who may not have consistent access to multiplayer sessions. Although none of them rival a dedicated story or campaign mode in terms of narrative weight, they show Arc System Works exploring new ideas and broadening the series’ mechanical possibilities. The catch is that the very things that make Isuka unique also create most of its criticisms. The decision to require a manual “turn” button before attacking an opponent in front of you breaks the intuitive flow of fighting games for many players. The busy four-player layout can feel overwhelming, especially when projectiles, knockbacks, and plane switches all collide in rapid succession. For fans who appreciate Guilty Gear for its refined balance, its careful execution windows, and its competitive purity, Isuka can feel messy, disorienting, and at times frustratingly unstructured. Even Boost Mode, while charming in concept, suffers from uneven pacing and mechanics that aren’t as finely tuned as the main fighting system. The PC version introduces its own limitations. With no online multiplayer and only local competitive play, it confines the game’s best features—its wild, chaotic four-player matches—to setups where everyone is physically present. Controller configuration can be finicky, and the lack of modern quality-of-life adjustments means the port feels dated compared to modern PC fighting games. For players expecting a polished, competitive experience or deep single-player narrative, these omissions make the package feel incomplete. The minimal reception on Steam reflects this, with many players acknowledging the game’s interesting ideas but criticizing its execution, accessibility, and longevity. In the end, Guilty Gear Isuka stands as a curious experiment: a spin-off that deliberately disrupts nearly everything the series is built upon while still dressing itself in the unmistakable style of Guilty Gear. Its value depends heavily on what you’re looking for. If you want refined one-on-one duels, carefully tuned systems, or a strong narrative presence, Isuka will likely disappoint. But if you approach it as a chaotic party fighter, a novelty within the franchise, or simply a quirky side chapter with great art, great music, and unconventional ideas, it becomes a strangely entertaining—even charming—piece of Guilty Gear history. It may not be the definitive entry, but it is one of the boldest, and for players willing to embrace its eccentricities, it offers a uniquely rambunctious take on a beloved formula. Rating: 5/10
我打差评的理由是,居然不适配HITBOX,只能键盘和手柄玩。 其他中规中矩,和GGXXACR差不多,基本上没有区别,比XXACR还跟古老一点,价格还比XXACR贵,也没有回滚,玩的人日活基本为0。
Guilty Gear Isuka is an experimental spin-off in the Guilty Gear series by Arc System Works. Released after Guilty Gear XX #Reload, it attempted to add cooperative and four-player competitive gameplay to the traditional 2D fighter format. The result is ambitious but flawed—an intriguing idea that sacrifices precision and balance for chaotic multiplayer. The core gameplay builds on the classic Guilty Gear foundation: fast, technical combat with complex systems like Roman Cancels and Tension management. However, Isuka introduces a manual turn button that players must press to face opponents, breaking the natural flow of combat. This single change disrupts the rhythm that defines the series, leading to frustration and awkward inputs. Multiplayer was the main selling point. Up to four players can fight simultaneously, turning matches into frantic brawls. While chaotic fun with friends, it lacks the structure and clarity of traditional duels. The camera struggles to track action, and visual clutter makes it difficult to read attacks or spacing—key elements in competitive fighting. The roster is generous, including fan favorites like Sol, Ky, Millia, and new additions such as A.B.A. and Robo-Ky II. The characters retain their distinct move sets and personality, but the game’s mechanics often prevent them from being used effectively. Balancing multiple players on-screen comes at the cost of fine-tuned design. Presentation remains strong. The 2D sprite art and animation are top-notch for their era—vibrant, expressive, and fluid. The soundtrack, composed by Daisuke Ishiwatari, delivers the same high-energy metal sound that defines the series. Despite its gameplay missteps, Isuka still looks and sounds like a Guilty Gear game. The game includes a side-scrolling beat ‘em up mode called GG Boost, where players fight waves of enemies instead of dueling opponents. It’s a creative bonus but quickly becomes repetitive and shallow. Customization elements, such as the character color editor, add minor replay value but don’t fix the core design issues. Overall, Guilty Gear Isuka is a bold but unsuccessful experiment. Its multiplayer focus and directional control system clash with the precise mechanics that made the series great. While visually and musically impressive, it remains a curiosity for collectors and die-hard fans rather than a must-play entry. For serious fighters, it’s an interesting detour—not the real road.
Good fighting game.
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