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Guilty Gear Strive developers: We are going through the verification processes for crossplay, but it'll take some time

Posted by John 'Velociraptor' Guerrero • July 22, 2021 at 5:50 p.m. PDT • Comments: 13

Since its release last month Guilty Gear Strive has received high praise from both the East and the West as players from both the East and the West have been able to legitimately play with one another over the internet thanks to the game's stellar netcode.

With so much potential for relatively smooth online international play, it's a bit of a shame that Strive doesn't also boast crossplay... at least, not yet. During a recent interview with Comunidad Arc System Works, producer Takeshi Yamanaka and director Akira Katano spoke about the potential for PlayStation 4, PlayStation 5, and PC users to be able to play Strive with one another.

"Of course, we are always striving to accomplish this," the ArcSys reps stated after being asked if steps were being taken to ensure that the entire Strive community would be able to play together.

"And we are going through the verification processes for it. But there are still many practical issues like schedules and the running costs of matching servers. It will take a little more time before we can make a concrete announcement."

With as small as the world has become here in 2021, the option for gamers to team up or face off in the same game while playing on varying consoles is still not as common as one might think.

Street Fighter 5 offered this option between PC and PlayStation users starting in 2016, and we saw majorly popular titles like Fortnite and Rocket League receive full crossover treatment around 2018. The list of games that can be played across Microsoft, Nintendo, Sony, and PC consoles now total around 30, but by no means is crossplay a matter of fact feature yet.

Arc System Works' efforts to make Strive as accessible as possible are clear in their high-level execution of rollback netcode (now all but a must for the fighting game community) as opposed to the franchise's traditional use of the delay-based alternative.

They spoke about this a good bit in the interview as well, noting the biggest particular challenge when it came to implementing this kind of netcode.

"Our biggest challenge was the frame drops. GGST uses very rich character models and backgrounds, and the PS4 especially had frame drops constantly ever since development started," they said.

"Now from this, we implemented the rollback and the server load just went through the roof during online matches. We had to deal with fixing these continuously until the end."

The developers had more to say when it comes to netcode, lobby system choices, and artistic direction, but you'll have to head over to Comunidad Arc System Works for the rest.

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