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The History of Guilty Gear XX

Not a sequel so much as a forge: the 2002 game Arc System Works spent ten years reheating, rebalancing, and rereleasing.

Guilty Gear XX is a 2002 fighting game developed by Arc System Works and published by Sammy, the third entry in the Guilty Gear series and the definitive form of the game Guilty Gear X had sketched in 2000. In North America it was renamed Guilty Gear X2, a title this page uses only where the American box requires it. Its subtitle, on the Japanese box, is The Midnight Carnival.

This page is the XX game's own history. The 1998 original, its one man development story, and its heavy metal references already have pages in this wing, and they are not repeated here. What XX did differently, mechanically and commercially, is the subject.

THE TWO COVERS

Japan and America
Guilty Gear XX Japanese PlayStation 2 box art, I-No close up under the Guilty Gear XX The Midnight Carnival logo, Sammy and Arc System Works marks
Japan
Japan sells the new villainess: I-No fills the box alone, guitar case on her back, The Midnight Carnival written down her arm.
Guilty Gear X2 American PlayStation 2 box art, Sol Badguy above and Ky Kiske below the Guilty Gear X2 logo, ESRB Teen
United States
America sells the rivalry instead, Sol above and Ky below, and renames the game X2. The XX logo survives in the middle, unexplained.

HOW IT WAS MADE

The refinement of X

XX ran on Sega's NAOMI arcade hardware, launching in Japanese arcades on 23 May 2002, directed by Kohei Takaoka with Daisuke Ishiwatari composing alongside Koichi Seiyama. The mechanical headline was the Psyche Burst: a new gauge, filled by giving and taking damage, that lets a player blast out of an opponent's combo mid string, and, landed cleanly under the right conditions, refills the Tension gauge outright. Around it, the inherited systems deepened: Roman Cancels, Faultless Defense, Dead Angle Attacks, and Instant Kills all run off a Tension gauge that rewards moving forward and bleeds away when you retreat, a meter that pays for courage.

The PlayStation 2 version, December 2002 in Japan and February 2003 in North America, was built out like a campaign disc: Arcade, Survival to 500 levels, a medal collecting M.O.M. mode, 50 set piece Missions with handicaps like poison and half health, and a Story mode with branching paths and 60 possible endings, set two weeks after X, as the Postwar Administration Bureau and its Robo-Ky copies close in and the servant I-No pulls the strings.

THE UPDATE LINE

Five revisions, one game

XX's real history is its afterlife. Arc System Works treated the arcade as a workshop and shipped five updated versions, each rebalancing and extending the same game: #Reload in 2003, Slash in 2005, Accent Core in 2006, Accent Core Plus in 2008, and Accent Core Plus R in 2012. The full line is documented on its own page in this wing. No other fighter on this shelf was revised so often for so long; XX was less a release than a decade long service, run out of Japanese arcades.

HOW IT WAS RECEIVED

The scores
Metacritic, 87/100
The PlayStation 2 version holds an 87 aggregate and 86 percent at GameRankings.
IGN, 9/10
IGN scored the American release 9, leading a run of strong notices for a niche 2D fighter in a 3D era.
GameSpot, 8/10
Greg Kasavin's 8 praised the systems and presentation while marking the difficulty of entry.
Famitsu, 33/40
Japan's panel gave the PlayStation 2 version 33 of 40.
The praise pattern
Reviews singled out the same four things: gameplay, visuals, the Ishiwatari soundtrack, and the additions over Guilty Gear X. Several called it the best game in the series and among the best fighters of its year.

WHAT IT LEFT BEHIND

The arcade service model

XX proved a fighting game could be maintained like a living product years before that became the industry default, and Accent Core era XX remained a tournament game long after its hardware aged. When the series returned with Xrd in 2014, it returned to a community that XX's updates had never let disperse.

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