Why Guilty Gear Xrd -SIGN- ditches pixels for polygons

The biggest change hitting Arc System Works' Guilty Gear Xrd -SIGN- is a shift from hand-drawn, two-dimensional sprites to three-dimensional, polygonal characters. You could be fooled into believing the game is 2D, as the game's vibrant cel-shading covers any jagged edges, but the sweeping camera angles betray the game's new 3D technology.

According to Arc System Works chief creative officer Daisuke Ishiwatari (via translator), the company's rival fighting franchise, BlazBlue, has reached the apex of what its developers can do with sprite artwork. Describing BlazBlue as the "pinnacle of that style," Ishiwatari feels that it would be "boring to do the same thing with Guilty Gear." Plus, the new three-dimensional space allows the development team access to new camera angles - a feature especially notable in the almost-cinematic launch attacks, where the camera drops behind the attacker, then follows his or her victim into the air where players can unleash a brutal, mid-air combo.
[Image: Aksys Games]

This article was originally published on Joystiq.