Monday, July 27, 2020

Fighting Games and Stagnation


There is a problem prevalent in the modern fighting game landscape, especially in bigger fighting games, and I wish it wasn't.

Stagnation. If it isn't an over-reliance on a few established brands over others, then there's also a heavy leaning towards licensed product. And while relying on established brands is not necessarily a bad thing, there is also something else just as important that major developers seem to neglect.

The importance of new original IP. Now, before I get ahead of myself here, I am not saying that new fighting game IP is non-existent. One of Nintendo's early offerings for the Switch was Arms, which attempted to bring creativity and colorful aesthetic to a boxing game while offering customization, and indie developers have also been busy bringing in new IP with titles such as Pocket Rumble and Them's Fightin' Herds. The Smash community has also been granted new blood in the platform fighting subgenre with Rivals of Aether, Brawlout, and Brawlhalla.


However, while these developers are hard at work bringing their new creations forward, the genre's big five of Capcom, SNK, Arc System Works, Bandai Namco, and NetherRealm seem completely unmotivated to bring about fresh IPs of their own, despite having the resources and marketing strength to potentially make a new IP as successful as their established names like Street Fighter, King of Fighters, Guilty Gear, Tekken, and Mortal Kombat. And even when they do branch out beyond their traditional core titles now, it is typically through a crossover title like Marvel Vs. Capcom or SNK Heroines, or through utilizing a licensed IP for something like Dragon Ball FighterZ or Injustice.

Now, I understand that a new IP is not necessarily guaranteed for success, and I'm sure the big five know this, too. However, we have seen newer titles such as Skullgirls(I am aware of the controversy surrounding one of its developers, but bear with me here), Rivals of Aether, and Them's Fightin' Herds enjoy success in recent years, without any sort of preceding brand history as a crutch. If the big developers remain complacent and continue to ignore the importance of new IP, they may eventually find themselves in for a surprise.


To conclude this discussion, we know already that there are developers out there willing to bring new blood to the fighting game landscape of the big five aren't interested, and from the looks of it, the big five don't seem to be interested. These developers also have the resources to realize their visions in a space that could definitely use them.

The last new original IP from the big five was BlazBlue in 2008, and since then, neither Capcom, SNK, Bandai Namco, NetherRealm, or Arc have created a new franchise not based on a previously popular brand following it. Some food for thought.

Monday, April 8, 2019

On the topic of guest characters: How much is enough?

This is a critique of guest characters.

 

Many are aware of the current trend in modern fighting games to bring in guest characters from other media. As you can most likely guess, it started off small. In the '90s, the Clayfighter series from Interplay brought in guests from the company's other productions in the form of Earthworm Jim and Boogerman, and Ehrgeiz, a production from Square and DreamFactory, brought in characters from the breakout hit RPG Final Fantasy VII. Early into the twenty-first century, Soulcalibur II made headlines with crossover guests exclusive to each console the game was released on. Link from The Legend of Zelda was available for play on the GameCube, while Todd McFarlane's comic book antihero Spawn was the guest for Xbox, and the PS2 version received Heihachi Mishima from Namco's other iconic fighting franchise, Tekken. A few years later, Dead or Alive 4 released as a launch title for the Xbox 360, and in its roster was a female version of the popular Spartan super-soldiers from Microsoft's flagship sci-fi first-person shooter franchise, Halo. Soulcalibur IV, in a rather surprising, and perhaps even jarring move, played host to Star Wars characters in its roster, with Darth Vadar available for PS3 players, and Yoda available on Xbox 360. In a clear effort to advertise the then-upcoming Star Wars game, The Force Unleashed, the Apprentice of Darth Vadar who was the star of that game was also made a fighter in the roster on both consoles.

In the 2010s, the trend has seen an increase in prominence with the advent of downloadable content (DLC) beginning with Warner Bros. and NetherRealm Studios' reboot of the ultra-violent Mortal Kombat franchise, with the God of War franchise's antiheroic protagonist Kratos being made an exclusive guest character for the PS3 and Vita versions of the game. DLC would also add Freddy Krueger from the Nightmare on Elm Street horror film franchise, sparking what would appear to be a new tradition for NetherRealm's fighting games, bringing a number of guest characters into the roster as downloadable content, with Mortal Kombat X eventually adding Jason Voorhees, Leatherface, and the Alien and Predator, while the DC Comics-centric Injustice series has also added Mortal Kombat guests while Injustice 2 also began to add other comic book guests with Hellboy and the Teenage Mutant Ninja Turtles. Likewise, Koei Tecmo and Bandai Namco have begun to double down on crossover guests in their fighting games. Dead or Alive 5 Last Round features no less than six guest characters total, with Sega's storied Virtua Fighter franchise contributing four guests with Akira, Sarah, Pai, and Jacky, while DLC adds in Naotora Ii from KT's very own Samurai Warriors, and even SNK joins in on the fun with the addition of Mai Shiranui near the end of the game's run. Likewise, Tekken 7 launched with the storied Street Fighter villain Akuma as part of the roster, and he was eventually joined by Geese Howard from the King of Fighters, Noctis from Final Fantasy, and most recently, Negan from The Walking Dead, while Soulcalibur VI launched with Geralt from The Witcher as a guest and later added 2B from Nier Automata through DLC. Nintendo's all-star franchise, Super Smash Bros, also began to play host to third-party characters as well, beginning with its third installment, Super Smash Bros. Brawl, in 2008.

Now that I've gone over many of the highlights of the guest character trend, you may be wondering, "What's so bad about this? It's clearly good publicity, and the guest characters are clearly helping to increase sales and profits for fighting games. Furthermore, in Smash Bros' case, that game has pretty much become a celebration of gaming culture as a whole beyond Nintendo, so what could the problem possibly be that you would start off by saying that you're critiquing the trend?" The answer to that question lies in the principle of moderation. Smash Bros gets a free pass because of the way that franchise has evolved beyond its initial origins. However, if you look at other franchises besides Smash, they should be able to carry themselves without trouble without having to rely on crossover guests. Or at least, I would certainly hope they could.

The decision to initial leave popular veteran characters like Lei Wulong and Anna Williams out of the roster for Tekken 7 was met with a negative reception from players. It was not helped after the fact then, that the game's first DLC characters did not help to rectify this issues, but rather focused solely on bringing in a couple of additional guests while the missing legacy characters took a whole year for Namco Bandai to begin adding back into the game. This is purely anecdotal, but some of the people I know, and if I had to guess, some of the people you know also, (50-50 chance, I know, the game still sold great, so toss-up there) were hesitant to go forward with buying Tekken 7 at first because of an emphasis on guests over vets. I honestly don't blame them. Dead or Alive 6 also has several legacy characters missing from Last Round (as well as two who are DLC already) that have been effectively tossed to the side to make way for another DLC collaboration with SNK to bring in two guest characters from KOF, a returning Mai, along with another as-yet unknown guest. As much as I feel I should love the prospect of another DOA/KOF crossover(These are my favorite fighting game franchises behind Soulcalibur), I value the legacy of the DOA franchise's characters enough to wear I would rather they be the focus starting out. As such, I've made the decision not buy the collab DLC on release and to simply wait until returning characters from within the DOA universe are added back in.

Now, this may sound like the issue is simply with missing veteran characters, but there's far more to it than that. I said earlier that the answer lies in the principle of moderation. Too much of a good thing can be a bad thing, as the old saying goes. Crossover guest characters can be a good thing, that is true. However, these guests are a good thing, in moderation. Or more specifically, their inclusion and addition to fighting games feels most welcome when the game's roster could still be considered solid without them. This is not always the case. Sometimes, guests characters end up used as a crutch to carry an otherwise mediocre or uninteresting game that doesn't hold up well without them.


If you want an example of guest characters being used in the wrong way, look no further than last year's missed opportunity, SNK Heroines Tag Team Frenzy. When SNK Heroines was first announced, I will freely admit that I was kind of into it, a playful, silly, and unique experience that features an all-star cast of female characters from across the history of my favorite developer for 2D fighting games. Or at least, that was what I expected to be. The reality of the game wasn't so grand. It ended up turning out that the game was focused solely on characters taken directly from The King of Fighters XIV, the company's previous release, at launch, with the only character not carried over from that game, Shermie, being another character from the same franchise, and the only real standout is a genderbent Terry Bogard. There are no characters from Metal Slug, and there is also nobody from The Last Blade or Garou: Mark of the Wolves. The only Samurai Shodown character included in the roster is Nakoruru, who was also part of KOF XIV's roster and is a canonical addition to the KOF universe, so it kind of drives the initial point home even more. One would expect a far different roster from a game titled SNK Heroines. Indeed, if they had titled it KOF Heroines, maybe the disappointment wouldn't have been quite as painful. Regardless, though, the roster is laughably safe, almost to a depressing degree, and it did not help that additional characters were added as DLC lees than a week after launch.

One would think that SNK would take this opportunity with DLC to fix the problems with the roster and bring in additional characters from franchises like SamSho, Metal Slug, and The Last Blade. Unfortunately though, that isn't what happened. The first two additions were collab guests, Thief Arthur from Square-Enix's Million Arthur mobile game franchise, and a genderbent Skullomania from Arika's Fighting EX Layer. While these additions would eventually be followed by SNK deep-cuts with Miss X, the crossdressing Iori Yagami from SNK Gals Fighters(who now also has a genderbent version), and the World Heroes series' very own Jeanne D'arc, it was too little, too late for many, and the game ultimately failed to take off because of the way SNK mismanaged it, as well as became a prime example on how not to handle a modern fighting game release.

And more importantly, SNK Heroines became an example of how guest characters can become detrimental to a game's appeal. It is clear that the developers knew that game's base roster wasn't strong enough to carry it, but they did very little to change that, and simply used collab guests as a crutch to carry an otherwise disappointing game. I certainly hope they've learned from their mistakes with that game and don't repeat them in the future. But if the fighting game industry relies too much on crossover guests to promote games, it will only serve to hurt the FGC as a whole. If developers go too far with their guest characters, then the games will not be able to stand without them. The bigger the reliance on guest characters becomes, the more dangerous it gets. And once the bubble pops, the fighting game landscape could suffer heavy damage that may be difficult to recover from. It might seem amazing now when the crossover boom is still present, but the industry is over-indulging to an unhealthy extent. Think of it as being like a kid hoarding candy in their room and then stuffing their face with it. You may love the sugary, sweet flavor at first, but eventually, you're going to get sick from it. And no one wants that.

Saturday, March 23, 2019

Get to Know: Kokoro (Dead or Alive)

Hello, everyone. I know it's been nearly three weeks, but better late than never to get back to work on this. I think the best part is looking up the character's information to refresh my knowledge and make sure I have all my information right. It's always nice to look back on the history of a fighting game character and think about their highlights. And with DOA6 still being a relative fresh release, (it came out on the first of the month) I think it only appropriate to take the opportunity to go over my personal favorite character from the series, Kokoro

Kokoro made her debut in Dead or Alive 4, which was an early release for the Xbox 360 and the last main series release to be led by series creator Tomonobu Itagaki. She is a young illegitimate daughter of the late DOATEC chairman Fame Douglas and the half-sister of major character Helena who was raised by her mother Miyako and trained to be a geisha. Kokoro also developed a love for the martial arts and trained in the art of baji quan(eight extremities fist in Chinese). While her mother was head of DOATEC Japan, Kokoro's heritage was kept a secret from her for all her life.

Kokoro entered the fourth Dead or Alive tournament at the age of 17. While her mother gave her permission to participate in the tournament, she also warned her that she might not like what would come of it. Kokoro met the drunken martial artist, Brad Wong, during the early stages, and was put off by him, refusing an offer for a drink with the words "Not on your life" before their fight. Further into the tournament, Kokoro met Helena and was shocked when the older woman seemed to recognize her and know her mother. After the tournament, Kokoro resumed her training both in martial arts and as a maiko(apprentice geisha).

Kokoro's story continues two years later in Dead or Alive 5, as she goes on a business trip with her mother. While going for a walk through the city, Kokoro saw Helena in a public appearance on a monitor, causing to wonder if they would meet again. The next moment, a construction site collapsed, and Kokoro was knocked over by Lisa Hamilton, who had been defeated in battle by Ryu Hayabusa. Upset over this, Kokoro fought with Lisa, who asked her how Miyako was doing, hinting that she was an acquaintance of hers. A few days later, Kokoro sparred with Jann Lee and Akira Yuki to prepare for the upcoming fifth Dead or Alive tournament. Kokoro does not know that her mother is actually a double agent aligned with the antagonistic MIST organization led by Victor Donovan.

Shortly before the tournament, Kokoro met with Helena again, and asked her about her father, implying that she may have suspected Fame was her father, but neither woman confirmed or denied any connection, and she had a friendly spar with her half-sister. Kokoro progressed as far as the quarterfinals in the tournament, ultimately losing to Eliot.

Dead or Alive 6 marks a turning point in Kokoro's story as the truth is finally revealed to her following her mother's disappearance. The MIST scientist, Nico, leaks the information of Kokoro's heritage to her by showing a photo of her and Helena together as children. When Kokoro confronts Helena about the photo, Helena confirms that Fame Douglas was indeed Kokoro's father and that the two women are sisters, upsetting Kokoro, as she would've wanted to hear the truth from her mother. However, Zack arrives shortly afterwards to help comfort her on the issue, allowing her to proceed through the sixth tournament without hesitation.

Kokoro often dresses in very feminine, girly fashion, possibly the most so if any of the female fighters in the franchise, and is also one of the shortest fighters, as well. Her main outfits are a kimono, worn loosely to allow her ease of movement in combat, along with another outfit consisting of a pink and orange tunic with a white shirt and pants. My personal favorite outfit for her is the white crop-top and black miniskirt, probably because it kind of reminds me of Tifa Lockhart from Final Fantasy VII. Hehe.

In terms of personality, Kokoro is very kind-hearted and compasionate, as well as very mature for her age. She is also hospitable and willing to help someone in need, shown in Dead or Alive: Dimensions, when she offers to help Kasumi when she is sick, as well as attempting to defend her from Ayane, who was pursuing her at the time. However, she is also somewhat short-tempered, shown when she fought against Brad for trying to hit on her, as well as when Jann Lee broke a vase in the temple she was training at. She also reacts slowly to being startled or surprised(for example, taking a while to react to objects exploding around her or Jann Lee throwing a nunchaku at her, expecting her to catch it, only for it to fly right past her, leading to the aforementioned vase-shattering incident). Despite her confidence, however, her sheltered life and Miyako's protectiveness of her show when she loses a battle, possibly implying that these things may have made it difficult for her to adapt to the competitive nature of tournaments. Also, she's not a morning person, as shown in DOA Xtreme, where she is shown to not be in the best of moods in the morning.

Kokoro was actually my main in Dead or Alive 5: Last Round, and much of that is mainly due to her being a character that's easy to pick up and play as while exploring the game's mechanics, and she is one of the characters I recommend most for this, along with Kasumi, Ayane, and Hitomi. I also find her character arc to be one of the most interesting in the series. While we have yet to see her involved with the core DOA storyline in any real significant way, the seeds have clearly been planted, and I honestly kind of wish Koei Tecmo would just give her more attention. However, moving her character arc forward in DOA6 seems to be a step in the right direction. I just hope they don't stop there. She also has one of my favorite character designs in the series, aesthetically. She has a very beautiful look to her that only becomes more apparent with the greater graphical leaps of DOA5 and 6, and a lot of the costumes available for her compliment her personality extremely well.

Sunday, March 3, 2019

Get to Know: Akuma (Street Fighter)

One of the many things I set out to do with this blog is to try to bring people into fighting games through talking about their characters, and that is what I will be doing with this particular series. You see, before I can go into detail with things like tier lists and the like, I have to make sure my audience knows the stories and characters, so that they can hopefully begin to develop the emotional attachment to these characters that I myself have through learning who they are and what makes them tick, and what better place to start than with some personal favorites? The first character I will be covering is Akuma from the Street Fighter series.
Ryu's storied archnemesis first appeared as a hidden boss in Super Street Fighter II Turbo. If you were to reach the final battle against M. Bison without using continues(which I personally couldn't possibly think of attempting), then Akuma, at the time a very mysterious figure, would appear and destroy the villain instantly before challenging you in his place. His fighting style was a variation of that used by Ryu and Ken, but with the ability to shoot airborne Hadokens and a chain of unseen hits known as the Raging Demon that would brutally destroy opponents.

The prequel series, Street Fighter Alpha, would later delve more into who Akuma actually was. Here, we learn that Akuma is one of two brothers who studied the Ansatsuken arts under the master Goutetsu. While his brother, Gouken, chose to pursue a path of harmony and enlightenment through the arts and raised the orphaned Ryu to become a good-hearted warrior, Akuma chose a darker path and set off to pursue ultimate power, embracing the darker aspects of the art known as the Satsui no Hadou and slaying his own master in a deadly battle. Afterwards, Akuma paid a visit to Gouken and defeated his brother in a battle that was originally believed to have ended with Gouken's death.

Following these events, Akuma traveled to China to face the elderly martial arts master and assassin, Gen. Although Akuma was victorious in this battle, he ultimately chose to spare Gen after he learned that his opponent was terminally ill. Eventually, Akuma was confronted by Ryu on the island of Gokuentou. The battle ended with Akuma retreating, vowing to face the young warrior again when he has become aware of the true dark power of their arts.

While waiting for Ryu to embrace the dark power of the Satsui no Hado, Akuma traveled the world seeking worthy opponents. He faced the muay thai fighter Adon, in battle and won, but ultimately spared him, deeming him unworthy. Afterwards, he faced Guy, who sought to prevent him from facing M. Bison. Akuma ignored Guy's warnings and challenged him before moving on to face the dictator. When Bison declared himself to be invincible with the Psycho Drive, Akuma berated him for not relying solely on his fists and defeating the dictator with a Raging Demon, destroying Bison and forcing him to move to a replacement body using his technology. Akuma was not aware at this time that Ryu had rejected the Satsui no Hadou.

Akuma would eventually face Ryu again before the events of Street Fighter IV, learning of the latter's resolve to become stronger without giving in to evil and berating him for not accepting the true extent of his power. Ryu fought back and the fight was interrupted by Ken.

Eventually, Akuma sensed the Satsui no Hadou reemerging within Ryu during S.I.N.'s tournament and set off to challenge him. He found Ryu under the care of Gouken, revealed to have survived their last battle and mastered the Power of Nothingness, and fought his brother again, hoping to earn the right to face Ryu under the Dark Hadou's influence. Both survived, and Gouken rescued Ryu. Some time afterwards, the African princess Elena attempted to befriend Akuma.

During Street Fighter V, Akuma seems to have killed Gen and also destroys the Aztec deity Necalli in battle before facing Ryu again after Ryu has purged the Satsui no Hadou from his soul. He was also confronted by the specter Kage, a personification of the Satsui no Hadou who sought to torment Ryu as vengeance for rejecting the dark arts. Akuma survived their battle and viewed the specter with disdain, calling him a soulless silhouette.

During the events of Street Fighter III, Akuma challenged the Illuminati leader Gill in battle and performed a Raging Demon on him, afterwards leaving without realizing that Gill resurrected himself. Here, he is again a secret boss, and after being defeated, he unleashes his true power for a second fight as Shin Akuma.

Shin Akuma is Akuma after he becomes almost one with the Satsui no Hadou, but not to where he loses his humanity in the process. This form of Akuma is the version taht appears as a secret boss in the Alpha series, SFIII, and several crossover titles, including Capcom Vs. SNK 2, SVC Chaos, and Capcom Fighting Evolution. He is also a hidden playable character in Ultra Street Fighter II.

The Arcade Edition of Super Street Fighter IV also introduced another form of Akuma called Oni, who has been completely taken over by the Satsui no Hadou. This form of Akuma is a hidden boss in SSFIV:AE and Ultra Street Fighter IV.

The mecha-based fighting game, Cyberbots, also featured a mecha based on Akuma called Z-Akuma, appearing as a hidden character.

In the crossover fighting game Marvel Super Heroes Vs. Street Fighter, the final boss is Cyber-Akuma, a cyborg version of Akuma under the control of popular X-Men villain Apocalypse.

Akuma has also gained increased prominence through a guest appearance in Tekken 7, where he becomes a canon part of the story for Namco's venerable fighting franchise and challenges Heihachi and Kazuya Mishima in battle, seeking to kill them to repay a debt to Heihachi's late wife, Kazumi, for saving his life in the past.

I enjoy Akuma as a character because he is a perfect example of an archnemesis done right. As an enemy who embraces darkness, he is what pushes Ryu to grow stronger through his own means, even if the results aren't what Akuma himself particularly wants, and it's so that Ryu can prove that he can be greater without becoming a monster in the process. Even then, Akuma himself still possesses some instances of humanity. Unlike a stereotypical archnemesis, Akuma doesn't kill indiscriminately, and only accepts challenges. Also, he does not use his true strength unless he deems an opponent worthy of such. He is constantly testing his opponents, and is a harsh judge of character. While he's not above the occassional sneak attack, he usually prefers an even bout, shown when he backed out of the fight with Gen in Alpha 2. In 3rd Strike, it is implied that his increased strength through the use of the Satsui no Hadou is coming closer to completely taking him over, and he may have abandoned his moral code, his win quotes reflecting his changed state.

Saturday, March 2, 2019

Welcome

Hi. I'm Atelier Tohka, a gamer looking to express my thoughts. This blog is dedicated primarily to fighting games, although I will occasionally take the opportunity to discuss other genres as well. I will be more than happy to discuss various subjects with commentators, provided the discussion is civil and insightful, and I must also ask that you treat your fellow commentators with courtesy as well. My main focus will be on personal favorite games as well as merchandise related to them.

Favorite fighting game series:

Soulcalibur
King of Fighters
Dead or Alive
Tekken
Street Fighter
Samurai Shodown
Fatal Fury
Super Smash Bros.
Darkstalkers
Under Night In-Birth

Favorite fighting games:

Soulcalibur III
Capcom Vs. SNK 2
The King of Fighters '98 Ultimate Match
Dead or Alive 5 Last Round
Street Fighter Alpha 3
Tekken 5
Garou: Mark of the Wolves
The Last Blade 2
Under Night In-Birth Exe:Late
Super Smash Bros. Ultimate

Favorite characters:

Cassandra Alexandra
Kyo Kusanagi
Kokoro
Asuka Kazama
Akuma
Nakoruru
Terry Bogard
Peach
Morrigan Aensland
Hyde
Athena Asamiya
Ryo Sakazaki
Kaede
B. Jenet
Lord Raptor
Kasumi

Systems of choice:

PS4
Nintendo Switch
PC
Xbox One (on occasion)