GUILTY GEAR -STRIVE-

GUILTY GEAR -STRIVE- — ReviewIf a game's anime-grade spectacle and blaring rock pull you toward fighters, this is your pick: no long combos to memorize, you trade blows by reading spacing and your opponent's mind, and every fighter gets its own anthem. Heads-up — story mode is a movie you only watch.

External ratings88%Steam Reviews47.6K reviews85Metacritic/10086OpenCritic/100
Reviewed by: Ze Yi · Published: ·review.views: 2,993 Comments
DevArc System Works|Released2021-06-11|ActionCasual|
8.7
Overall Score

If a game's anime-grade spectacle and blaring rock pull you toward fighters, this is your pick: no long combos to memorize, you trade blows by reading spacing and your opponent's mind, and every fighter gets its own anthem. Heads-up — story mode is a movie you only watch.

Graphics
9.5
Audio
9
Gameplay
9
Story
6.5
Content
8

Verdict

Add every dimension up and Strive is a game with an unusually clear sense of self. It knows exactly who it's for, and it's at peace with what it gave up to serve them.

The 2021 breakout: a niche series finally goes mainstream

When it launched in June 2021, Strive stood at a delicate crossroads — a series branded "hardcore and niche" for over two decades, taking its first serious swing at a mainstream audience instead of just catering to the faithful. It connected. The franchise crossed a million sales for the first time, then three million worldwide; it took Best Fighting Game at The Game Awards 2021, landed in OpenCritic's top five percent, and holds a steady 85 on Metacritic. Looking back now, it stands alongside Street Fighter 6 and Tekken 8 as one of the three pillars of the current fighting-game landscape, each carving out its own lane. For a series that wore the "niche" label for the better part of its life, this was a textbook breakout — concrete proof that "lower the barrier, raise the spectacle" genuinely works, and a template plenty of its peers have studied since.

Who should buy it, and who should think twice

So who is it actually for? If the anime-grade presentation and the blaring rock are what pulled you in, you want into fighters, and you're willing to put time into spacing and mind games, this was built for you — it cut the homework of memorizing combos and shoved the most seductive part, the spectacle, right to the front, so you feel the appeal from your very first match instead of grinding through fifty hours of drills.

But if you're an old-guard player who lives for towering, ornate combos, or you believe in your bones that a fighter's story should be something you play through and you can't stomach the way Strive divorces narrative from combat, there will be moments that disappoint you. Sort that out before you buy and you'll save yourself the letdown. And to be fair, the price of admission has a tail to it: the full cast sits behind five season passes, so the sticker on the box is a floor, not a ceiling, if you want everyone.

That said, the value proposition holds up better than the math first suggests. A fighter you'll actually keep installed for years — because the netcode is stable, the scene is alive, and the patches keep the meta moving — quietly returns more hours per dollar than almost anything that front-loads its content into a one-and-done campaign. The question isn't whether Strive is worth its price; it's whether you're the kind of player who'll stay long enough to cash in on what it's built to give.

Pare it all the way down and the thing that's truly Strive's alone is this: it writes every character its own singing anthem and turns a single match into a living, screaming piece of real-time animation. That welding of top-tier visuals and metal into one performance is the asset hardest for anyone else to lift — you can build a fighter that looks just as sharp, but that singular authorial voice running from art to music to character design is the part nobody copies easily. As for which version, the logic is simple: come for the spectacle, grab PC or PS5 where the big screen and high frame-rate do it justice; want it in your bag, the 2025 Switch port ships with rollback netcode and crossplay so you're never walled off from other platforms. Whichever you pick, the moment that anthem swells up over the final-second clock, you'll understand why it's worth it.

Pros

  • Unreal Engine 4 hybrid 2D/3D cel-shading is the genre's visual ceiling — freeze any frame and it reads like an anime poster
  • Daisuke Ishiwatari gives every character its own vocal rock anthem, and the music swells like a live concert when the round clock runs down
  • Roman Cancel plus Wall Break slow the pace into a reading-and-spacing duel, so newcomers can threaten without memorizing long combos
  • Rollback netcode makes cross-region matches feel nearly offline — the technical bedrock behind its EVO presence and longevity
  • The roster grew from 15 to 32 fighters, each its own playstyle, sustained by five season passes and a 2.0 overhaul
  • TGA 2021 Best Fighting Game, 3 million-plus sales, top 5% on OpenCritic — the series' first true mainstream breakthrough

Cons

  • Story mode is nearly ten chapters of pure cutscenes with zero fights or input — it fully divorces narrative from combat, and the fanbase is split on it
  • Sol Badguy's main arc runs about 4.5 hours to watch, lore-heavy and bewildering if you skipped the earlier games
  • The full roster and later fighters sit behind five season passes, and collecting everything adds up

Opening

Some fighting games are worth watching even if you never touch the stick. Guilty Gear Strive is one of them. Two players trade blows, a character struts in to a screaming rock anthem, a super flies out and the camera lunges in for the close-up — and when somebody gets slammed clean through a wall, the whole stage flips to a new screen. You don't need to know a single input. You're already watching what looks like a freshly aired episode of premium anime.

That was the trick Arc System Works pulled off back in 2021. They took a 2D fighter that had spent two decades scaring newcomers off with its reputation for being punishingly technical, and rebuilt it into something a beginner dares to start, a veteran wants to master, and a bystander is happy to just watch. The old wall of memorized, frame-tight combos got torn down. The pace slowed. Reading distance and reading your opponent's head suddenly mattered more than raw execution. Wrap all of that in Unreal Engine 4 visuals that sit at the ceiling of the entire genre, score it with hard rock written by series director Daisuke Ishiwatari himself, and you get a Best Fighting Game win at The Game Awards 2021, the series' first three-million-seller, and a top-five-percent spot on OpenCritic.

It is not without controversy, though. Longtime fans argued over the slimmed-down combos, and the story mode makes a choice that will either delight you or leave you cold. The rest of this review walks through exactly where it shines, why it shines there, and the one place that might give you pause before you buy — dimension by dimension, from the visuals and the soundtrack through the combat, the narrative, the long-term content, and the final verdict on who this game is actually built for.

Story | 6.5/10

Story: 6.5/10

This is the part of Strive most likely to start an argument. The story itself is ambitious and clearly made with care, but the form it's delivered in is destined to split the audience down the middle.

A movie you don't play: nearly ten chapters, zero fights

Story mode cutscene presentation

Let's get the most important and most counterintuitive fact out of the way first: the story mode is a complete animated film, with no battles, no inputs, and no quick-time events anywhere in it.

It runs across roughly ten full chapters, and your job is to sit and watch — like following a TV anime as it airs. It picks up more or less where the previous game, Guilty Gear Xrd, left off, and it's been hinted as the closing chapter in the long arc of series protagonist Sol Badguy. The full thing takes about four and a half hours to watch, expanded past six with later updates, and there's an additional feature-length "Another Story" that fills in events running parallel to the main plot.

Cleaving "story" and "combat" apart like this is a double-edged sword. The upside is it can chase animation-grade presentation with total focus — no awkward difficulty spikes, no "lose the cutscene boss three times" friction, just a clean cinematic run. The cost is that it all but abandons the one thing interactive narrative is supposed to do: tell a story through play. You never become Sol in the way a campaign with playable set-pieces would let you; you watch Sol, the same way you'd watch any film, and whether that's a feature or a failing depends entirely on what you wanted out of the box.

Sol and Ky: moving, but gated behind a wall of lore

The emotional spine is the years-long entanglement between Sol and his rival Ky Kiske, plus a string of reveals about the protagonist's origins that the series has been circling for a long time. For fans who've followed the games for years, this entry lands with real weight — it pays off threads that have been dangling across multiple installments, and as a possible send-off for Sol's arc, it's a farewell worth watching to the end.

But the barrier to entry is no joke. Guilty Gear's universe is sprawling, thick with jargon and tangled relationships, and Strive's story basically assumes you've already played the earlier games. A complete newcomer who opens story mode cold will almost certainly get buried under the proper nouns and the sudden web of character ties and walk away baffled. It isn't especially interested in coddling new players up to speed, and that's the most honest weakness in its narrative experience.

Set against Xrd, the shift is obvious. Xrd's story mode was also watch-heavy, but Strive pushes that direction to its limit — it plays more like a standalone animated movie than a stretch of plot embedded in a game. Which is exactly why opinions fracture: treat it as "buy a fighter, get a full anime film thrown in for free" and it's an outright steal; insist that a fighter's story should be something you fight your way through yourself, and the clean divorce between plot and play reads as a shortcut nobody asked for. Whichever camp you land in, walk in expecting immersive viewing rather than interactive storytelling, and you'll meet it on the terms it was actually built for.

One practical note for newcomers: you can absolutely skip the story mode entirely and lose nothing of the game's core appeal. The fighting, the music, the online ladder — none of it depends on you having watched a single chapter. Treat the film as a bonus to dip into once you care about the cast, not a prerequisite to clear before the "real" game starts, and the whole package reads a lot more generously. The lore is there for the people who want it, and it stays politely out of the way for everyone else who just came to fight.

Audio | 9.0/10

Audio: 9/10

If the visuals are this game's face, the music is its pulse. Strip the soundtrack out and listen to it cold and you'll realize it doesn't behave like game BGM at all — it's a hard-rock album you'd queue up on its own.

One author, from the art to the riffs

Character entrance and personal theme

The man at the center of all this is Daisuke Ishiwatari, who serves as series director, character designer, and composer at the same time. That kind of single-vision authorship — one person threading both the look and the sound — is rare in the industry, and it's exactly why Strive feels so tonally unified from art to score.

Ishiwatari is a metal guitarist by trade, and his work is known for intricate, busy guitar lines. So what you hear is not safe, pleasant ambient scoring; it's genuine hard rock — distorted guitar, dense drumming, full-throated vocals. The digital soundtrack runs to over fifteen vocal tracks and more than forty background pieces, and the opener, "Smell of the Game," kicks off with five-plus minutes of pure momentum that sets the tone for everything after. Every character walks in to a personal anthem whose melody and lyrics are tuned to who they are. Sol's theme is raw and direct, matching his lone-wolf swagger; his rival Ky Kiske's is more soaring, carrying a knightly weight. The music isn't wallpaper — it's an extension of the character, the first handshake between you and whoever you pick.

When the round clock runs down, the music takes over

The real magic is how the score interlocks with the rhythm of a fight. When a match grinds down to the final seconds, both health bars nearly empty, the whole thing hanging on one or two exchanges, the music swells to meet it — drums and guitar yanking the tension up like the last encore at a concert.

The sound effects pull in the same direction. Every thud of a landed hit, every roar of a super, the shatter of a wall break — each one locks tight to the camera's choreography, and not one note feels tacked on to fill space. Sight, sound, and input twist into a single rope, none of them upstaging the others. That, more than anything, is what separates Strive from the bulk of its contemporaries, and why it stays gripping even when you're only watching and listening rather than playing.

A soundtrack that outlives the disc

What's telling is how much of this music lives on outside the game. The digital soundtrack gets queued up on its own, character themes circulate as standalone tracks, and the opening number became a genuine calling card for the whole project. That's not how most fighting-game audio behaves — typically the score is functional, there to keep a menu from feeling silent and to mark a round start. Here it's the opposite: the audio is a reason people show up, a hook that pulls in listeners who haven't touched a single match. When a series with two decades of cult-favorite music finally reaches a mainstream audience, a lot of the credit belongs to a soundtrack confident enough to be loud, specific, and entirely itself. It's the rare case where you could recommend the album to someone who will never own the game and still feel like you've shared the best part of it.

Visuals | 9.5/10

Graphics: 9.5/10

Here is the cleanest pitch for this game: pause it on any random frame and you've got a poster worth pinning to a wall. That isn't marketing hyperbole — it's the thing Strive actually pulls off. Every single frame of a real-time fighter has been polished until it survives being frozen and stared at.

Hand-drawn animation that happens to be 3D underneath

Guilty Gear Strive cel-shaded visuals

The engine is Unreal Engine 4, yet you'd never guess the models are three-dimensional. Arc System Works pours an enormous amount of manual labor into its hybrid 2D/3D cel-shading. The geometry is 3D, but the outlines, the coloring, and — crucially — the choice of which frames to draw all lean hard toward traditional hand-drawn animation.

The animation frame-rate is the giveaway. Plenty of 3D games chase maximum smoothness and interpolate everything; Strive does the opposite. It deliberately drops frames on key actions, letting certain frames of an attack hold and hit harder, mimicking the punch and weight of drawn animation. This is a counterintuitive thing to do on purpose — you're spending engineering effort to make the game look less smooth — and it's exactly the kind of detail that separates a studio chasing a real artistic vision from one just rendering polygons. Every blow lands with heft, and the whole thing sheds the cheap "3D fighter" look entirely. The palette is just as unapologetic — saturated blocks of color, exaggerated lighting, flashy effect linework, all of it dripping with a defiant, flamboyant authorial attitude. Not everyone will love that style, but nobody will ever mistake it for another game.

Direction, not just rendering: supers and the wall break

What genuinely makes you sit up is how the game smuggles cinematography — actual shot composition — into a live match.

In neutral the camera holds steady. The moment a super comes out, it snaps in and swings to a dramatic angle, giving that single move its own storyboarded close-up like a climax in an anime. And when a Wall Break triggers — you've pinned the opponent to the screen's edge and the final hit punches them straight through the wall — the whole stage slams over to a fresh patch of map, with that Dragon Ball Z sense of scale of launching someone past the horizon.

It isn't just spectacle. A wall break hands the attacker a Positive Bonus and brings most combos to a natural close, so the most explosive image on screen also happens to be the punctuation mark on a round of combat. Presentation and mechanics are the same thing here, and that fusion is one of the smartest decisions in the whole design.

Which version, and how it stacks up against the family

Platform comparison and performance

Because the visuals are the whole point, picking a platform really only comes down to how uncompromised you want the show to be. PC on Steam and the PS5 build give you the most generous frame-rate and image quality, and they're the obvious choice for chasing the spectacle; the Switch port that arrived in 2025 trades some of that fidelity for portability, which is great on a handheld but not where you'd go if these visuals are the reason you're here. The UI deserves a nod too — clean menus, readable health and tension gauges, and a presentation that stays legible even when the screen is exploding with effects.

Hold it next to its own family and the leap is plain. Dragon Ball FighterZ, also from Arc System Works and also cel-shaded, was already a stunner; Strive pushes model fidelity, camera drama, and sheer visual density a step further still, and effectively redraws the ceiling for what an anime-style fighter is allowed to look like.

Combat | 9.0/10

Gameplay: 9/10

No amount of gorgeous art and music saves a fighter that feels wrong in the hands. Strive nails the hardest part of all, and it pulls off something that looks contradictory on paper: it lets newcomers in without dumbing anything down for the people who stay.

Cutting the long combos — why beginners actually stick around now

Roman Cancel and Wall Break in action

Older Guilty Gear games were built on towering combos and breakneck offense, and newcomers usually bounced off the second they saw a combo notation — dozens of hits, frame-tight links, tens of hours just to make a basic string come out clean.

Strive takes a knife to all of that. It strips out the elaborate gatling system and the strict cancel rules, shortens combos, thins out the air game, and slows the whole pace down. The upshot is that you no longer have to memorize a wall of inputs; a handful of core moves plus one well-timed offensive push is enough to put real pressure on. Knowing where the opponent wants to escape, deciding whether to step in or back off — that now matters more than your hands. Strive quietly turns "combo recitation" back into "reading minds."

It's a controversial trade among lifers, and it's worth being honest about that. Players who fell in love with the old games specifically for their dense, expressive combo routes felt the new design clipped their wings, and the early discourse was loud about it. But the numbers settled the argument: more people stuck around than left, and the lower execution barrier brought in a wave of newcomers who'd never have survived the old learning curve. Slowing the game down didn't make it shallow — it relocated the depth from your fingers to your head, which is arguably the more interesting place to put it.

A low floor, a sky-high ceiling: Roman Cancel and the wall

Subtraction doesn't mean shallow. The depth hides inside two systems.

The first is the Roman Cancel. It can cut the recovery on nearly any move and let you flow into something else, and it comes in red, yellow, purple, and blue flavors, each with its own use. Activate it and a shockwave bursts out, slowing any opponent caught in range — so judging the gap between you is the key to wielding it. This is the real dividing line between a beginner and an expert, and you can chew on its timing and spacing for a very long time.

The second is the wall break. Pin a foe to the edge of the screen, punch them through the wall on the final hit, and the stage transitions while the attacker walks away with a Positive Bonus. It's a visual payoff and a mechanical full stop, reinforcing that "slow it down, reward each clean exchange" philosophy — one good rush into a wall break can decide a whole round.

Thirty-two fighters, thirty-two games — and where it sits next to its rivals

Strive launched with fifteen characters and, across five season passes, grew to thirty-two (one of them a guest). The number isn't the point; the point is that each fighter is a near-self-contained way to play. Sol smothers you up close, the giant Potemkin lives off command grabs, Chipp zips around poking from range — swap characters and you're effectively booting a different game, rethinking how you win from scratch. That breadth is what turns roster size into genuine playable depth, and it guarantees you'll find someone whose temperament clicks with yours.

Line it up against the other two pillars of the current scene and its niche is clear. Street Fighter 6 has the most well-rounded systems and the best visual readability for newcomers — fewer air dashes, less screen-filling flash. Tekken 8 is often called the friendliest of the three for total beginners. Strive's place is this: it's already welcoming by the series' own standards and a fine on-ramp, but "easy to start" is not "easy to master" — the spacing, the mind games, the Roman Cancel timing still leave an enormous amount to dig into. Holding it all together for the long haul is best-in-class rollback netcode and crossplay, low-latency enough that you can always find someone to drill against, which is exactly why it's a fixture on the EVO main stage.

That netcode deserves a final word, because in a genre this latency-sensitive it's not a nice-to-have — it's the foundation everything else stands on. A fighter can have the best mechanics in the world and still die if online play is a stuttering mess; plenty of beloved games faded for exactly that reason. Strive's rollback implementation is good enough that cross-region matches feel close to sitting in the same room, and that single technical decision is a huge part of why the player base stayed healthy long after launch and why competitive interest kept climbing rather than cooling off.

Content | 8.0/10

Content: 8/10

When you buy a fighting game you're never just buying the box on launch day — you're buying however many years it can keep you company. By that measure Strive is a genuinely good deal, though one whose total cost you should clock going in.

What's in the box: a short film up front, a bottomless pit in versus

Season pass roster additions

Start with the solo content. Story mode runs about four and a half hours (past six after updates), and clearing every mode, challenge, and unlock to completion sits around thirty hours by HowLongToBeat's reckoning. The base game also packs arcade mode with per-character endings, a training room, and a thorough mission and combo-challenge suite — backed by digital combo logging and a frame display that lays out a clear path for any newcomer willing to grind. Those training tools are genuinely well-built, not an afterthought; the combo challenges in particular walk you from a character's basics up to their meaningful bread-and-butter routes, which is exactly the kind of structured on-ramp that older fighting games left you to figure out from a wiki.

But for a fighting game the real "content" was never in single-player; it lives in the bottomless pit of versus. As long as you're willing to dig — studying characters, refining combos, learning matchups, climbing the ranked ladder — there's simply no ceiling on the hours. Two players can sink a thousand hours into the same fifteen-foot stage and still be discovering new wrinkles, which is the kind of math no story runtime can compete with.

Five season passes: fifteen fighters grow into thirty-two

The long tail rides on a steady drip of new characters. The roster started at fifteen, then expanded pass by pass; it's now on its fifth season pass, with the cast grown to thirty-two — thirty-one regulars plus one guest. Season pass four even folded in a guest from Cyberpunk: Edgerunners, a crossover that's both a wink to existing fans and a smart play for new ones. What matters is that none of these are reskins or stat tweaks; each is a from-scratch playstyle with its own moves, rhythm, and matchup chart, so "chasing the pass" always means unlocking a genuinely new way to play rather than a fresh coat of paint. That commitment to making every addition mechanically distinct is a big part of why the roster's growth feels like real expansion instead of padding.

A 2.0 overhaul keeps veterans busy too

Beyond adding bodies, Strive periodically rewrites its own foundations. The 2.0 update in April 2026, revealed by director Ken Miyauchi at the Arc World Tour finals, brought new mechanics, balance changes, and fresh fighters in Jam Kuradoberi and Robo-Ky. This cadence of "drip high-quality characters, then overhaul the systems wholesale" turns a buy-once fighter into a long-running service product — for veterans, something is always shifting, and a big patch means the entire tier list and combo meta gets reshuffled. That's not a chore to the hardcore; it's the reason to keep showing up.

It's worth separating the new-player anxiety from the reality here, too. You don't need the full roster to enjoy the game or to compete at most levels — the base cast is plenty to learn the systems and climb a long way, and crossplay means you're matched into a wide, healthy population regardless. The passes are a long-term collector's expense, not a gate on the core experience.

The catch is obvious all the same: the full roster and every later fighter live behind five season passes, and collecting it all adds up — the most honest line item on the content ledger. But tally the whole thing and Strive's true content engine turns out to be its PvP ecosystem: rollback netcode that feels nearly offline, plus years of EVO presence propping up an active, healthy competitive scene. Always finding an opponent, always having high-level matches to watch, seeing the character you main turn up on a pro stage — that ecosystem is the strongest pull of all, and it holds up to the math far better than any single-player runtime.

Comments 0

Share your game review

Pinned
GameGeeker

Join the discussion and share your review of this game.

No comments yet. Share your thoughts on this review.