The Golden Age of Fighting Games: When it happened and why it ended [Part 2]

In the first part of this little series, I explained that the one true ‘Golden Age’ of the fighting game genre took place – in my opinion – from ’91 – ’00/01. I’ve also discussed how I believe the decline of the arcades was a major factor in this most excellent era coming to an end. Now it’s time to continue where I left off with Part 2, where I will discuss two more factors that I consider to be highly influential to this disappointing demise.

Capcom pulling out of developing new titles/sequels

Like it or not, Capcom are a major driving force in the fighting game arena and what they do can have a massive effect on the genre as a whole. Fighting games DID exist before Street Fighter II (International Karate, Yie Ar Kung Fu and even the original Street Fighter to name a few examples) but SFII became a template for fighting games to imitate, something that is still happening today. The move inputs for specials for example were near enough universally adopted by every following fighting game with the same input motions still in use today.

I also made a note in Part 1 of how Capcom eventually returning to the fray with Street Fighter IV revitalised the genre, encouraging the revival of other dormant fighting games and creating a hospitable breeding environment for brand-new challengers to emerge. This is a clear example of Capcom’s actions carrying serious clout. No, the genre didn’t fully die out while they were away from the action but the return of Capcom and Street Fighter brought much-needed attention and popularity back to the world of fighting games.

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Niche productions such as the upcoming Blade Strangers may never have existed if not for a resurgence in fighting game popularity that goes back to Street Fighter IV’s emergence.

So when Capcom backed out of developing new titles post-Capcom Vs SNK 2, it was a big blow to the genre and the community. I will be going into more depth on those barren years for fans of fighting games in a separate post but Capcom basically focused on brand-new console franchises such as Devil May Cry while keeping their fighting game heritage on the backburner with some re-releases and compilations. In fairness, these were welcome additions to any fighting game fan’s library. The likes of Street Fighter Alpha Anthology, Vampire: Darkstalkers Collection, Hyper Street Fighter II and the PS2 port of Third Strike represented immense convenience and (in the case of the collections) fantastic value for money. Nobody could knock the quality of these releases but they weren’t proper, new sequels and gamers began to ask questions. Would we ever see new Street Fighter, Darkstalkers or VS games again?

Capcom did try something new with the 3D Capcom Fighting All-Stars, a project which was eventually cancelled. They then disappointed with the underwhelming Capcom Fighting Jam, a lazy crossover game featuring a jarring collection of re-used sprites and a limited roster. The game wasn’t broken but it was surprising to see such a poor original effort from a company that had previously been the gold standard.

Street Fighter was a household name and at this point, it was slipping into the background with the more casual gamers that had been caught up in the franchise’s prior popularity no longer being that invested in fighting games as a whole. Without any new, good games in the series, SF became a relic of a bygone age, something that people who had owned the game on the SNES talked about in nostalgic tones. 3D fighting games such as Tekken and Dead or Alive carried on thanks to the polygon-based side of the genre being more resilient such was its appeal to both the hardcore fans and casual console gamers alike. 2D fighters however became a serious niche and games like Guilty Gear and The King of Fighters were still around but consigned to a more obscure status. These were games that resembled Street Fighter to the casual observer – that old fighting game thing that they remembered playing in the 90’s.

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A nice idea and a bit of a novelty but the backdrops had more characters than the game. Also: look at that ancient Demitri sprite!

This is why I consider Capcom to be so influential. If they or the Street Fighter series aren’t around, it gives the impression that there’s no confidence in the genre or money to be made by publishers weighing up whether or not to greenlight a sequel for one of their own franchises. Capcom helped define the genre as we know it, the genre faded away as they took a step back and it finally experienced a resurgence when they returned. Whether you like Capcom or are more partial to the offerings of a different developer, there’s no denying their influence.

The bankruptcy of the original SNK

Every warrior needs a sparring partner or a fierce rival to help them push their mind and body further. SNK played this role for Capcom back in the 90’s and it was almost a decade of the two giants trading blows. SNK pumped out series after series: Fatal Fury, Art of Fighting, Samurai Shodown, The King of Fighters, The Last Blade and Garou: Mark of the Wolves to name the more well-known games. Not all of these games were great and the clunkiness of the older ones prevented them from being true Street Fighter II beaters but SNK were in this for the long run. Their Neo Geo MVS arcade hardware was massively powerful and long-lasting, easily capable of hosting fighting games that could beat Capcom’s for aesthetic detail and on-screen action.

If that wasn’t enough, the Neo Geo AES was essentially a consolised, home version of the MVS meaning zero reduction in quality when playing the latest King of Fighters on your TV as opposed to in the arcades. The downside was the immense price tag that the AES came with and the prohibitive cost of cartridges which quickly marked the system out as a premium product that only the richest gamers could afford to put beside their TVs. There were conversions to the Playstation, Sega Saturn and Sega Dreamcast available but these were largely confined to Japan with the Saturn needing a RAM expansion cartridge before it could handle the games.

In any case, blow-for-blow was traded in this little war. SNK introduced team-based fighting while Capcom put their iconic characters up against Marvel’s comic book heroes/villains for the innovative and very epic ‘Vs‘ series. Street Fighter III introduced the legendary parry ability to separate the men from the boys. SNK replied with the equally beautiful Garou: Mark of the Wolves which just so happened to feature its own counter system – the Just Defend mechanic. SNK had a Ryu-alike character named Ryo so Capcom had a playful dig back at their rival when they created Dan Hibiki, a parody of the Sakazaki family’s moves and win poses…garbed in a pink gi.

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The Last Blade 2: SNK at their zenith.

As the 90’s drew to a close, Capcom and SNK had actually teamed-up for the fantastic Capcom Vs SNK, an amazing event for fans of the genre which would receive a sequel and also a quirky version from SNK themselves (SVC Chaos). When the dust had finally settled, it was gamers who had won. Capcom had hit hard with Third Strike, Vampire Saviour, Marvel Vs Capcom and Rival Schools but SNK held its ground with Garou, The Last Blade 2, King of Fighters ’98 and Samurai Shodown IV. SNK had began the decade with ambitious but clunky and sometimes crude efforts such as the original Art of Fighting but they were eventually able to legitimately match Capcom for quality art, animation and fantastic gameplay.

Sadly, the original SNK went into administration before being acquired by Playmore and being subsequently rebranded as SNK Playmore. King of Fighters games continued to arrive but the quality severely dipped during the 2000’s with the constant re-use of ancient Neo Geo sprites being less and less impressive each time they were wheeled out for the latest KOF game. SNK Playmore also mirrored Capcom with a slew of ports and collections of their back catalogue to newer systems. As with the Capcom re-issues, these were solid, desirable products but not exactly new games. Still, where Capcom binned Fighting All-Stars, SNK did at least manage to release TWO 3D spin offs of the King of Fighters even if they weren’t all that great.

But if Capcom’s fighting game properties had fallen into obscurity then spare a thought for SNK. New ports to the PS2 and Xbox were published by the unreliable Ignition Entertainment and sometimes extremely difficult to track down on release such was the niche nature of their fighting games post-bankruptcy. Essentially, it was only those in the know and an ever-dwindling fanbase who sought out the likes of KOF: Neowave and Neo Geo Battle Colisseum. A giant had fallen and it is arguable that SNK would have needed Capcom’s active presence within the genre to continue thriving had they not found themselves in trouble. In any case, the end of the rivalry and the loss of the original (and still the best) incarnation of SNK was a defining moment in the genre’s history.

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KOF lived on with the likes of Neowave (pictured here) but the sprites were showing their age by this point and no longer impressing anybody.

All of these reasons for the golden age of fighting games coming to a close are closely interlinked. The decline in arcade popularity for example pushed Capcom to withdraw and focus their efforts on the profits available in the booming console industry. Street Fighter used to be their cash cow but there was greater commercial sense in developing new Resident Evil and Devil May Cry sequels for Sony’s world-conquering Playstation 2. Had SNK not run into financial issues, they too would have been affected. Given how ALL of SNK’s properties were arcade-centric, it’s a (thankful) miracle that they are still around today. It’s important to note that they also had their own issues to contend with such as piracy of the Neo Geo cartridge format.

With all of the negativity out of the way, join me for Part 3 when I take a closer look at the top reasons that make ’91-’00/01 such a special time for the fighting game genre.

Soul Calibur VI HAS to be good

The gamer sitting here typing this is currently wondering what he was smoking when he pre-ordered the collector’s edition for the upcoming Soul Calibur VI at a cool £130. After all, I’ve long since sworn off collector’s editions (a whole topic in itself), I have nowhere to store another enormous box and there is also the small fact that I absolutely abhorred Soul Calibur V to the point that any attempt to give it another chance only ever results in utter fury. However, history is repeating itself because I distinctly recall feeling the hype for SCV pre-release and – again – ordering the collector’s edition. Am I trapped in a loop just like the neverending battle between Soul Calibur and Soul Edge?

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I wanted to just buy the standard edition of the game and play it safe this time (those SCV-shaped scars still sting y’see) but of course, Namco-Bandai went and put a 35cm statue of Sophitia in the box didn’t they? The fiends. How could I resist? Will the quality be worth the price? Should I be angered that the US version looks superior with an artbook and steelbook that don’t appear to be here in the European CE? Will I remember that I could simply just cancel the pre-order on Amazon? I know I won’t do the latter because a) I’m a magpie for collectable shit and b) Sophitia is one of my favourite female characters in the series (and gaming in general, I suppose).

What this DOES stand for however is the final, final, final (I really mean it this time!) chance that I am giving this series. Soulcalibur has always been one of my favourite fighting games since I found myself enthralled by Soulblade on the Playstation but it hit a high point with Soulcalibur II and has gone downhill ever since. Soulcalibur III is my personal favourite (a view not shared by hardcore tournament types who were irked by alterations to certain characters’ move sets) but it comes from the same era as SCII and is similar in many ways.

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It’s a shame that the series reached its peak so long ago. Can SCVI come anywhere close to being so well-received?

Inspired by my insane pre-order, I’ve revisited SCIII, IV and V over the last week. I would have obviously gone back to SCII as well but unfortunately, I only have the Gamecube version and that console isn’t currently set up. Ditto for Soulblade on the PS1 (thanks to my PS2 refusing to play PS1 games at the moment) and as for the original Soulcalibur, I’ve never had a Dreamcast so it’s the one game in the series I haven’t played.

I hammered SCIII for a few days, re-learning the moves of my favourite characters and simply really enjoying it, a happy experience that ended with frustration when I attempted to start a new game on the ‘Chronicles of the Sword’ strategy game and was thwarted by the infamous save data corruption glitch. The time I DID spend with SCIII however was marvellous. Visually the game is very similar to its predecessor but with greater detail and the music is some of the best ever produced for a fighting game in my opinion. The character roster is fantastic, the creation tool is still fun and there are plenty of modes for the solo player to sink their teeth into. Back when I first got this game in the PS2 era, I utterly destroyed it and the amount of time that the disc spent in the tray was rivalled only by the likes of GTA San Andreas, Tekken 5 and Persona 3.

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Here’s hoping that Cassandra makes it to SCVI…

Even today, the game and its animation are still incredibly easy on the eye. Sure, it took some re-adjustment after playing the later HD sequels but the character models and detail are still among the best on the Playstation 2 and it only took me ten minutes or so to forget how ‘old’ the aesthetics were in relative terms. This game along with Tekken 5 showed Namco to be one of the best at wringing the best from Sony’s second machine.

Soulcalibur IV is a strange one. Even as a relatively early PS3/360-era game, it still looks beautiful today and the character models are a big step-up from the previous generation. Roster-wise, things are great again with most favourites making a return. General gameplay is tight but the niggles were creeping in at this point. Destructible armour/equipment was a nice touch but the ability to instantly win a match by ‘soul crushing’ your opponent and activating a super move was more questionable. Thankfully, it wasn’t too easy to pull off and as such, not intrusive. Unfortunately, Namco had meddled with movesets yet again and the single-player experience was very shallow – a stark contrast to SCIII‘s box of goodies in that department. And the Star Wars guest characters? Very ill-fitting product placement (Revenge of the Sith was out at the time so it was a loose tie-in of sorts…) and the ‘Apprentice’ character is a cheap-as-fuck arsehole that I cannot stand. That said, I’d be outright lying if I didn’t admit to enjoying the Star Destroyer Loading Bay stage with the Star Wars main theme as the soundtrack.

These irritations all came flooding back when I popped SCIV into my PS3 but overall, it is still a decent, fun game with lots of positives…compared to what was to come afterwards – oh boy!

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Let this totally out-of-place, emo disgrace to the series sum up SCV.

As I said at the very beginning, I’ve given Soulcalibur V numerous chances and every time, I wind up incensed with fury. As a videogame, it is a good game and clearly a very polished effort that doesn’t deserve to be labelled a “bad game”  but as a Soulcalibur game, it outright SUCKS. To begin with, single-player mode is virtually non-existent (Namco prioritising the online and tourney types) and then there is the roster which was dramatically overhauled. The game’s story is set further down the line than SCIV‘s so many of the popular characters like Taki, Kilik and Sophitia have been exchanged for students, disciples and offspring of those much-loved fighters. Problem is, they simply aren’t as endearing so when you play as Pyrrh (for example), you really want to be playing as Sophitia or Cassandra and the fact that the movesets for the descendant characters aren’t quite the same just make the fact worse. New characters like Z.W.E.I and Viola are incredibly out-of-place in the fifteenth century setting and multiple slots are wasted by characters with randomly selected fighting styles. The latter was a novelty back in the day with Charade (and Mokujin in Tekken) but having lots of these characters simply frustrated me in SCV, especially when one of them – Elysium – resembled the absent Sophitia. What a tease!

But it’s the gameplay and how Namco overcomplicated it that really lets SCV down. The first cardinal sin was messing with the core risk/reward Guard Impact ability and making it reliant on meter rather than free-to-use. Then there were ‘Brave Edge’ attacks – upgrades of standard attacks that use meter to enhance the number of hits and power, similar to EX moves in Street Fighter. Finally, those appalling Critical Edge super moves because obviously, every fighting game must have intrusive, super move cinematics that interrupt the flow of the game and deal massive damage. Worse still, the losing player will receive free meter in the final round to give them a chance to come back, pandering to those who would like fighting games more accessible and less punishing. I went into this latest SCV revisit with an open mind but I simply couldn’t deal with it for long.

Playing this game is akin to seeing how you can hold your breath beneath water before drowning. Without the Guard Impact, the game definitely suffers and those super moves are a ill-conceived travesty born of ends justifying means. Even if I COULD condition myself to this new way of playing, there’s simply nothing to do for a player that doesn’t enjoy online fighting. The only positive element of Soulcalibur V is the highly-detailed character creation tool which I’ve honestly spent more time than the game itself, creating characters that I can’t even be bothered to play with. Let THAT sum up how I feel about SCV.

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Soulcalibur VI is coming and doesn’t it look good?

So can Soulcalibur VI save this once magnificent fighting game series from continuing down a path of mediocrity? My early thoughts (based on all the footage and reveals thus far) are cautiously optimistic. The roster has gone backwards to include many favourites from the past and I’m pleasantly stunned to see the likes of Zasalamel returning. Guard Impact is meant to be free-to-use again and aesthetically, the game looks lovely to behold. As of now, my two biggest concerns are the returning super moves (which seem more cinematic than ever) and the big question of how much SP content there will be this time. I hope that Namco have learnt from their previous effort but at the same time, fighting games in general have been slashing offline content for a while now and even offering it as DLC down the line so an online-weighted structure should hardly be surprising.

This is definitely the series’ final chance to get me back onboard though so it HAS to be good.

The Golden Age of Fighting Games: When it happened and why it ended [Part 1]

The last two generations of home consoles have hosted a major resurgence in the fighting game genre. Widely credited to success of the original Street Fighter IV (before it was updated twenty billion times at the last rough estimate), developers began dusting off their old franchises again and arcades in Japan were treated to a new slew of 2D and anime-styled fighters, many of which managed to reach us here in the West. Of course, the genre never completely died out; it just lost a lot of popularity. The likes of Tekken, Soul Calibur and Dead or Alive quietly soldiered on and were played by the genre faithful but gamers were more interested in open-world adventuring, sports games and online shooters.

SFIV represented Capcom finally deciding to quit it with the ports and re-releases and invest serious money into a brand-new installment. It was a very well-received game that revived a genre. Rival series’ that had never really gone away received more exposure and new franchises such as Blazblue exploded onto the scene. Mortal Kombat and Guilty Gear became big names again and we were treated to all manner of quirky, interesting fighters such as Persona 4 Arena, Under Night In-Birth and Tatsunoko Vs Capcom. As I type this today, Arika have just returned to the fray with Fighting EX Layer, Blade Strangers is on the horizon and a Dragonball fighting game has become a serious tournament contender. It’s a great time to be a fan of fighting games and yet, this is no “Golden Age” because that time has already been and passed.

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Street Fighter IV (seen here in ‘Ultra’ form) was a very welcome sequel.

That “Golden Age” – in my opinion – began in 1991 with the release of Street Fighter II (the game that all 2D fighting games still owe their basic templates to) and ended around 2000/2001 with Capcom Vs SNK 2 and Marvel Vs Capcom 2 – a duo of games that represented a culmination of a decade of advances in presentation, gameplay and crossover spectacle. I might look like I’m giving Capcom too much credit here by only citing their games but it’s simply a fact that some of their greatest and most popular creations bookend this fantastic era. Before discussing why I believe this ’91-’01 period to be the undisputed Golden Age of fighting games, I want to talk about the three main reasons that I believe were responsible for its eventual death.

  • The decline of the arcades
  • Capcom pulling out of developing original titles/new sequels
  • The bankruptcy of the original SNK

Again, it really isn’t my intention to downplay the likes of Namco who side-stepped all of this and continued to keep Tekken in the public eye but I simply see Capcom as a bigger driving force in the genre who – when they get the attention of gamers – can help lift up everybody else along the way.

The Decline of Arcades

As the 90’s progressed, home console gaming grew in its power to impress consumers with the Playstation, N64 and Sega Saturn all offering cutting-edge 3D visuals which look hideously dated today in many cases but were mindblowing coming off the back of what the SNES, Mega Drive and other lesser competitors had been able to offer. PC gaming was continuing to gather serious steam with graphics that outstripped consoles (if you had the money to invest in the right upgrades for your tower) and that all-important online play. One ultimate side effect of this mighty technological push was that chasing perfect home conversions of arcade games suddenly seemed redundant when superior, more in-depth experiences could be had with original software on home consoles. Gamers wanted the story-driven style of gaming and genres that the arcades couldn’t offer due to their quick-play nature and so the arcades had their days numbered.

No longer was it the case that you had to hit up your local amusements or city centre arcade to gape in awe at the best graphics, smoothest animation and booming audio. Why would you when Ocarina of Time could deliver a vast, detailed game world? Gran Turismo offered hundreds of detailed real-world vehicles and circuits while Final Fantasy‘s CG segments were like movies except they came with monstrous amounts of gameplay unlike the old FMV “movie” experiments of the early 90’s. Gaming was evolving and it was no longer important to debate over which system could provide the most accurate home version of an arcade fighting game.

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The Darkstalkers series is one of my all-time favourites and one of the best fighting games of the 90’s

The irony however was that despite the pressures placed upon the arcade arena, some of the greatest and most memorable of fighting games were released during this period, a golden age of creativity that paradoxically took place while its traditional host environment received a slew of super moves to the face from the home console market. It wasn’t KO time yet but the writing was clearly on the wall. After all, new, increasingly powerful arcade technology cost a lot of money to develop and manufacture, a practice that made decreasing financial sense when a publisher could make easier profits on shipping thousands of copies of their game on a CD for home consoles.

Home conversions of the great games of this era still happened but the dedicated fighting game fan had to go to greater lengths to acquire the optimal versions of the arcade games they wanted in their home. Capcom’s games for example were usually severely compromised to function on the market-leading Playstation (due to a lack of video RAM) so if you wanted to play the likes of Marvel Superheroes Vs Street Fighter or Vampire Saviour as intended then you had to have a Sega Saturn capable of playing Japanese imports and the RAM expansion cartridge. To a fanatic of the genre, this was probably not a great deal but it pushed fighting games a little further from the mainstream compared to the SNES days when anybody could walk into a shop and purchase Street Fighter II.

It was at this point that the popularity within the genre mirrored the trend of 3D being more interesting than 2D with Namco’s Tekken proving extremely popular. Tekken was an arcade game but the name quickly became associated with the extremely accurate Playstation conversions and many consumers weren’t even aware of where each installment originated from. A further interesting fact is that the first three Tekken games + Tekken Tag Tournament all ran on Namco’s System 11 (Tekken, Tekken 2) and System 12 (Tekken 3, Tag) arcade technology which was very closely linked to the Playstation. System 11 in particular was essentially a Playstation except that it used surface-mounted ROM chips to store game data whereas the Playstation obviously had CD-Rom storage.

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Tekken 3 was a huge hit that helped keep the fighting game genre alive on Playstation.

Numerous imitations emerged while Namco struck gold again by innovating with their weapons-based SoulEdge (known as SoulBlade in the West) and following it up with the massively popular SoulCalibur. Truly, it was the 3D fighting games that made perfect sense at home which were leading the way now. Conversions of 2D fighting game giants such as Third Strike and The King of Fighters were relegated to less successful consoles such as Sega’s short-lived Dreamcast with more and more games becoming import-only affairs denied to Europe and sometimes the US as well. The genre was not dead but it was evolving and the likes of Tekken and SoulCalibur would soon become more synomonous with home consoles than arcades (SoulCalibur III for instance was developed for the Playstation 2 first and then converted back to the arcades for a limited release).

Home technology also allowed for some franchises to find a second wind. Mortal Kombat for instance was able to ramp up the detail in it’s gory gameplay and spawn several spin-off games that – while not fantastic – sold pretty well and played to the strengths of the third dimension. Bloody Roar showed off flashy beastial transformations and Dead or Alive jiggled it’s way into the public conscious, taking advantage of the increasing processing power to animate its sexy females. True, many of these games had arcade releases first but they were difficult to distinguish from their home conversions unless you had a trained eye and it was the latter editions that the majority of consumers cared about.

Arcades are still around today and didn’t ever truly die out but it is an unavoidable fact that they are a mere shadow of their former selves, dominated by claw machines and flashy lightgun games that are brutal in their cynical game design, impossible to complete unless you feed the machine a steady flow of coins. Some fighting games still begin in the arcades (such as Tekken) but this is predominately in Japan, the homeland and last bastion of “proper” arcades (or Game Centers as they are known natively). The home console releases and profit-spinning DLC strategies are the top priorities now.

Some developers simply didn’t move with the times and the result was sub-standard home console sequels to their franchises or doomed experiments in the newly-dominant 3D realm such as Capcom’s cancelled Capcom Fighting Evolution. Other arcade stalwarts simply faded from popularity or mainstream relevance as home consoles nurtured new tastes in genres with RPG’s, driving games, FPS’s, huge open-world games and online gaming taking the place of established favourites including the fighting game.

Come back soon for Part 2 where I will discuss Capcom’s withdrawl from the scene, SNK’s downfall and why ’91 to ’01 was the definitive golden age of fighting games.

Dead Or Alive 6 Officially Revealed…But Will it Miss the Point?

One of the more interesting pieces of news to come out of the past weekend was the official announcement of Dead Or Alive 6, the follow-up to the popular fifth main entry in the infamous fighting game series which spanned three revisions and two generations of home consoles. Dead Or Alive is a series that just keeps on going regardless of the current popularity of the genre so a new game is never a huge shock but this time, there IS some surprising impressions to take home from what we’ve seen so far.

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Hyper-realistic expressions and damage are apparently going to be the focus rather than boob jiggle in Dead Or Alive 6.

On the surface, there’s a lot that will look familiar to anybody who played the last game: interactive environments, a cinematic feel and fast-paced fighting. The big surprise this time is that the developers are apparently going to be lowering the focus on sexualised female characters, a move that has invited considerable disappointment from some corners of the online gaming community. The trailer shows no sign of the series’ famous (or infamous) exaggerated breast physics and costumes are more conservative. Could this be Team Ninja finally growing up? The following quotes from an interview with IGN certainly point in that direction:

“We wanted to make a more cool and more mature Dead or Alive this time, and to that end we made a conscious decision to make characters less sexualized,”

“The female characters are still attractive, as are the men, but first and foremost they are fighters,”

It makes sense on one level. Dead Or Alive has always had a fantastic fighting system with its punishing reversals and counter-holds separating rookies from practiced players but the games have struggled to be taken seriously with some fighting game tournaments even banning select outfits from being used due to their highly revealing nature. It seems that Tecmo are pushing for their established series to gain some credibility at last but will this alienate a large chunk of the fanbase? Can Dead Or Alive stand up on the basis of its fighting system alone?

I would say “yes”. I’ve always rated the games because despite their button masher-friendly combos, they still feel very different to rivals. Combos and movement in general felt very fluid and organic in DOA5, contrasting with the rigid inputs of Tekken for example. The cinematic style of fights was also quite entertaining and didn’t detract too much from the established rules of how a fighting game works.

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The outfits may be more practical this time around but fans of the series’ classic ‘values’ probably need not be concerned too much; the girls will still look attractive (and busty enough) if the above screen is anything to go by.

But it should also be noted that the very traits that Tecmo seem keen to tone down this time around are what helped Dead Or Alive 5 become so successful and make them some good money in the process. The new female characters became instantly popular and the game featured a ludicrous amount of costume DLC including many fabric-starved designs that still sold well despite the high price tags. Let us also not forget that the spin-off, Dead Or Alive Xtreme 3, was also massively popular and a hot import for us Westerners who didn’t receive an official version of the game. Tecmo weren’t daft though as the Asian release of the game features full English language subtitles/menus. The point of all of this is to remember that the series didn’t suffer and lose sales because it ramped up the sexiness – quite the opposite actually. In this respect, you can say that Tecmo-Koei and Team Ninja are rolling the dice.

Personally, I really enjoy Dead Or Alive‘s silliness and have purchased quite a lot of the DLC. As I have said in other posts, I see gaming as escapism that encompasses everything that DOA does (or should I say “did”?) and while some may turn their noses up at big bouncy breasts, too many impractical bikinis or gratuitously detailed perspiration, I’m not ashamed to say that I enjoy it all. It’s just a bit of fun at the end of the day and I’m fairly positive that spending a lot of time with the games hasn’t turned me into some sort of raging pervert with no respect for real-life women. As a wise person once pointed out on some gaming forum or another many moons again, the characters are designed to look sexy and appealing on purpose – there’s nothing wrong with “falling” for the marketing.

The main concern that this shift in tone invokes in me is the same one that I felt when Capcom felt the need to censor Rainbow Mika and Cammy’s intros in Street Fighter V or when Omega Labyrinth Z was banned for us UK consumers earlier this year: the concern that our medium of entertainment is bowing to political correctness and moving away from sexy females in order to pre-emptively avoid complaints while appealing to a generation of consumers who place female empowerment and equality above simple, harmless escapism. That may seem like an extreme reaction but I won’t apologise for wanting the unrealistic and fantastical in my videogames when I sit down with a controller after a hard day’s work or when I fancy a quick break from real-life tribulations. My concerns are less about what’s happening in DOA6 and more to do with the bigger picture of what we are increasingly being told to accept is “wrong”.

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Maybe we’ve seen the end of such outfits?

But let’s also be real for a moment. The women of Dead Or Alive are still going to look attractive and booby enough. Yes, the developers want the female characters to look more realistic and warrior-like but I can tell you now that the alterations will not be that drastic. Remember that the same promises were made before DOA5 launched and the likes of Kasumi and co. ended up looking more detailed than before, not necessarily different. Most importantly, if DOA6 builds upon DOA5‘s fighting then the game will be very enjoyable to play and another nice alternative to what is already available.

And as much as I enjoyed DOA5‘s fanservice, there were several features that totally weren’t necessary and undeniably ventured into the realms of “childish” and “ridiculous”. One such inclusion was the ability to shake the controller which made the girls’ breasts bounce all over the place, usually in a totally unrealistic and unattractive way. There were also multiple settings in the options menu for altering the extremity of breast jiggle which seemed like a step too far even in my opinion. Setting this to “natural” was more than enough for me. If anything, it’s these sorts of things that I wouldn’t mind losing.

So there are several questions facing us before DOA6 launches in 2019. Will it still be a good fighting game? (I would bet money on the answer being “yes” for that one). Will Tecmo drive away more of its fans than it expects? Are they just fibbing about toning the whole thing down? Most of all, should DOA forsake its USP just to “grow up”? It’s like Netherealm Studios announcing that they will tone down the violence in the next Mortal Kombat if you think about it, which we all know would never happen. Clearly bloody, graphic death = shrug of the shoulders but boobs = the devil. Something about that ain’t right.

To conclude my thoughts on this announcement, I will say that jumping to rash conclusions and slamming Tecmo at this early stage would be foolish. The game will still be great and the girls will still be attractive so there will at least be an awesome product next year, however much they tone down the things that make the franchise (in)famous. I think the development period of DOA6 is going to be interesting and it will be fascinating to see how far Team Ninja go with this.

DS90 Plays: Mortal Kombat XL [PS4]

Confession time: I do a very poor job of concealing my love of fighting games and yet – until very recently at least – I’ve never liked Mortal Kombat. It isn’t the fault of the series’ signature gore and excessive, almost comical blood-letting because as a fan of horror films and OTT slasher flicks in particular, I actually quietly approved of this frivolous violence. My REAL issue with Mortal Kombat has always been the fighting itself. While the likes of Street Fighter and Tekken involved fluid combos and smooth animation, Mortal Kombat was clunky and just…not fluid. I also didn’t really find myself drawn to many of the character designs either despite the iconic and creative fighting styles of the likes of Sub Zero and Scorpion.

I still distinctly recall picking up MK: Armageddon on the PS2 which was – at the time – the latest game with the biggest and most comprehensive roster ever. It did not impress me and I quickly binned it off, scolding myself for even bothering. Then, something pretty amazing happened: the series received a reboot of sorts for the PS3/360 simply entitled “Mortal Kombat” though the fighting game community referred to it as MK9 (a much better name…don’t get me started on the naming of sequels!). Cautiously, I decided to have another go and this time, I actually ENJOYED what I was playing! MK9 still felt a little ponderous and clunky in that “classic” Mortal Kombat fashion but this time, combos felt like they flowed better and there was at last a game that I wanted to learn. Brutal (in a great way) x-ray special moves made their debut and fatalities had never been so disgustingly graphic (again, in a great way!). It was still no contender for the my own personal Hall of Fighting Game Fame but it was at last a Mortal Kombat that I could call a “good game”.

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MK9 pulled no punches whatsoever.

Happily, Netherealm/Warner Bros. saw fit to continue down this path of improvement and released Mortal Kombat X for next gen machines. More of the same but with even better aesthetics and gameplay, MKX won a lot of fans early on in the PS4/XBOne days – while fighting games were particularly thin on the ground – and sold deservingly well as a result. Thanks to my positive experience with MK9, I was definitely interested this time but I held fire on purchasing because I just knew that – as with MK9 – a “Komplete” edition of some sort with all the DLC on-disc would be released. As it transpired, MKX became the cleverly-titled MKXL and I duly purchased a copy. For one reason or another however, the game sat sealed on my shelf for a veeeeerrry long time until I finally decided to rip the cellophane off a couple of weeks ago.

As with Mortal Kombat (9) Komplete Edition, the XL version of MKX includes all of the previously released DLC outfits and characters and it’s the latter that were very special additions to the MK universe. MK9 hosted the legendary Freddy Krueger as a surprise (but fitting) guest fighter; MKX went even further, raiding the 70’s/80’s horror/sci-fi archives and sending tournament invites to the Predator, Alien, Jason Voorhees and Leatherface. I couldn’t help but be impressed and take notice of MKX on release purely for these classic movie characters since their respective movie franchises are ALL favourites of mine. Definitely a perfect example of guest characters that make sense in a fighting game unlike a few other instances that raised a fair few eyebrows…*cough* Soul Calibur IV *cough*

Another thing that has impressed me is that amount of content (or should that be ‘Kontent’?) in MKXL. For starters, the game features a pretty decent story mode with loads of cinematics and fights that really make you use most of the characters at least once. Some may not like this and I must admit that I’ve not really been a fan of it in the past when I already KNOW which characters I don’t want to use but since I’m not a massive MK veteran, a bit of forced experimentation with the roster is no bad thing.

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So far I’ve settled on the fun combos of Sonya Blade and her cool daughter, Cassie (above).

Then there are the various survival modes and stacks of unlockables to collect from the ‘Krypt’ such as additional costumes and artwork. And when I say ‘stacks’? I mean it. There are loads of unlockables that can be purchased using the in-game currency which is thankfully pretty easy to accumulate by doing well in offline survival and arcade modes. All of this is good news because I’ve long being vocal about how crap Street Fighter V is for making the player pay for everything down to palette swaps and there are other fighting games that take a similar F2P approach where competitive online play is prioritised and offline types have bugger all to do. MKX may not be my favourite fighting game in terms of pure gameplay but it has my respect for not trying to squeeze every last penny from the player.

As for that all-important gameplay, I definitely still sense some of the classic MK clunkiness but X somehow feels a little better. I’m enjoying the combos a lot more and finding that experimentation with stringing them together seems to be a lot more viable this time around. I’m definitely here for the fighting this time as well as the entertainment factor that the ridiculous gore and fatalities provide.

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Sub-Zero who? THIS is what we want to see!

Overall, it’s relatively early days for me and this game but I’ve cleared the story mode a while ago and been hammering the other offline modes with Sonya Blade and Cassie Cage, learning combos and working out how I want to play. This is a phase I would never have made it to with the ‘classic’ games in the series so I consider this proof enough that MKX (and MK9 before it) have at last transformed a gimmicky series into something half-decent. If I had any complaints at all then it would be that the character models still look a bit stiff and ugly (it’s difficult to explain…) compared to those in the likes of Tekken and that a lot of the past characters such as Cyber Sub-Zero and Scarlett are absent. Fatalities and Brutalities are also still a bit too situational and fiddly in some cases…having to keep referring to Google on my phone to work out what I’m doing wrong is annoying!

Otherwise, colour me impressed. As a veteran gamer who has seen a lot, it ain’t easy to do!

Top Five Characters For Soul Calibur VI

With the recent announcement/reveal of Soul Calibur VI having properly sunk in now, I think it’s fair to start theorising about a potential roster. Well, I say theorising but that process is a potentially depressing affair since – if done logically – it involves putting together a hypothetical roster based on what the marketing men think will sell the game. I’d rather lay out a top five countdown of the characters from that I want to see return to the Stage of History. I have put together my dream shortlist with three things in mind:

  1. The game’s story is supposed to be further back in the SC timeline (around the time of the original Soul Calibur) so I’d like to think that some of the older characters that were dumped for the later games might be able to return in all their glory.
  2. No guest characters. That is a separate list for another time (possibly). These are all original SC characters that have been in the games before.
  3. These are simply characters that I like!

With those loose “rules” established, I shall waste no more time and jump right in!

Zasalamel

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Amongst all of the clones and ‘mimic’ fighting styles that were in Soul Calibur III, Zasalamel’s scythe-based style was refreshingly individual and certainly interesting to learn as well as fight against. I also really liked his visual appearance despite the obvious Assassin’s Creed similarities that his original outfit (pictured) was guilty of displaying. Better yet, SCIII‘s plot saw Zasalamel morph into the demonic final boss, Abyss who shares a lot of Zasalamel’s basic fighting style. Abyss is one of the coolest and most bad-ass bosses in a fighting game and while I highly doubt that we will ever see him again, I would at least like Zasalamel to return from his post-Soul Calibur IV exile.

Cassandra

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We’ve already seen Sophitia revealed as one of the first two characters in the game and while Sophie will always be my #1 character in the series, I have to say that I missed her spunky, more aggressive younger sister in SCV. Yes, people will say that we don’t need any more Alexandra family members (they’re everywhere!) and others will argue that more females with big boobs are unnecessary but as far as I’m concerned, Cassandra has been a staple since her debut in SCII and her omission in SCV was one of the most disappointing in my opinion. She actually has a very different fighting style to Sophitia and while nobody can argue that the way she battles is overly unique or interesting, I’ve always enjoyed her character and she is in many way (whisper it) more endearing than her sister. Yes I feel treacherous for even typing that…sorry Sophitia!

Hwang

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A true classic who debuted in the original Soul Blade (or Soul Edge in other territories) for arcade/Playstation but was ditched by the time of Soul Calibur II for the younger and (I suppose) cooler Yun-Seong. Hwang made one more appearance as a non-fleshed out bonus character in Soul Calibur III and was properly re-instated for the rare arcade edition of SCIII but hasn’t been seen since which is a pretty rubbish way to treat one of the founding characters of the series if you ask me. Even Yun-Seong didn’t make it to SCV, meaning that the most recent installment in the series had no Korean characters and no Falchion wielders. I really enjoyed playing as Hwang in Soul Blade and I also think he looks pretty cool so I’d like to see him again for those reasons but also because he simply SHOULD be in an SC game again.

Li Long

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Another founding cast member of the series, Li Long was treated even worse than Hwang. The original nunchaku wielder didn’t even make it off the Playstation to the original Soul Calibur since Namco had already elected to introduce the new, cooler character of Maxi who became the default (and only) representative of the nunchaku style from there on. Like Hwang, Li Long was given a bonus character slot in SCIII and also re-instated properly for the arcade update. Interestingly, he was armed with a new double nunchaku style that actually set him apart from Maxi. I would love to see Li Long return with a more fleshed-out version of this style in Soul Calibur VI. Like Hwang, I just think that he should be included for historical reasons.

Night Terror

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Up until this point, my list has been fairly safe, predictable even. We can’t have that though can we? So to finish off my top five, I’ve decided to put the case forward for the true boss of Soul Calibur III. If you thought Abyss was monstrous enough…well, you hadn’t seen anything yet. Night Terror is a beastly version of Nightmare, the result of Soul Edge’s vengeful will fusing with Nightmare and nobody enjoyed fighting this creature. Massively over-powered, boasting insane priority and immune to ring-outs (he flies back up to the stage!), Night Terror was everything a cheap boss should be. I lost count of the amount of times I heard “versus, Night Terror!” as I kept hammering the option to try the fight again. For all his cheesiness however, I absolutely loved the idea of a souped-up Nightmare that had been overcome by raw power and transformed into a truly imposing boss. Like Abyss, I highly doubt that Namco would ever bring this guy back but I would certainly take him over Algol or Elysium any day.

Honourable mentions!

Because five is never enough is it? Not when there have been so many characters both major and minor in Soul Calibur over the years. Seong-Mina should definitely grace an SC game again for the same legacy reasons as Hwang/Li Long but also because she has always been a fan favourite who certainly didn’t deserve to be left out of SCV. Valeria from SCIII was a second-tier bonus character but did at least have a cool fighting style based around kicks and bladed footwear. Did I forget to mention that she was a pink-haired shopkeeper/maid design with eye-poppingly big boobs? Funny that… Another classic that I hope returns is Rock because honestly, I don’t like Astaroth that much when it comes to the large “power” characters and Rock already had to swap his original axe style for a mace so that he had a “reason” to return for SCIII & IV.

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Because five wasn’t enough and I’m greedy…

If you read my post on femme fatales then you will already know that really like the nutty Tira but will she fit into a pre-SCIII plot point? I’m not sure but I think Namco would be mad to leave out such a unique fighting style. Setsuka is another dangerous lady with a fairly individual style that I’d like to see again, not least because I used her a lot in SCIII and found her to be utterly lethal with some crazy combos. Lastly, would actually like to see Edge Master come over from Soul Calibur V since the “bad-ass old guy” archtype needs some representation and I don’t mind there being at least ONE mimic character. Just please, Namco, don’t waste 3-4 slots with them like you did before? Ta.

So those are my choices. What do you think? I’m cautiously optimistic for a few of these but I also fear that Namco might see some of the older or more obscure characters as less marketable and won’t include them. I’ll reserve any form of judgment until we know more however. Let’s see who they’ve chosen…

The Soul Still Burns (Soul Calibur VI!!)

Well…did anybody see this coming? After years of rumours, random polls and a few filler games that I don’t class as “proper” entries, a brand-new Soul Calibur has been announced by Namco Bandai. Soul Calibur VI will be hitting PS4, Xbox One and PC in 2018 and the initial reveal trailer was quite intriguing. I thought so anyway but then again, I’m a weirdo with strange concepts of what is “interesting” so take it with a truck of salt.

The little teaser shows Mitsurugi squaring off against Greek goddess Sophitia and judging by the outfits and Mitsurugi’s apparent reversal of age, I’m going to assume that this is a prequel of sorts or at least a game that takes place earlier on in the storyline. Let’s face it, Soul Calibur‘s plot has gotten utterly ridiculous during recent games so going for something easier to digest while not binning off the existing canon wouldn’t be a terrible idea at all.

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Mitsurugi forgets how to treat a lady and gives Sophitia a right wallop. (image: Gamespot)

So am I hyped for this? Well obviously I am in some way or else I wouldn’t be writing about the announcement BUT I am still feeling extremely cautious. So far, I’m pleased that the game is even going to exist (because SC is one of my favourite series’ of all-time and I’ve been playing it since Soulblade/Edge on the Playstation) and of course, I’m doubly pleased to see that my main character and one of gaming’s most beautiful ladies, Sophitia, is back after being unceremoniously killed off between SCIV and V (because: rubbish plot).

My caution comes from the fact that I thought Soul Calibur V was absolute pants and not the fancy, lacy variety being worn by a pretty lady but that pair of nasty old boxer shorts that you sometimes randomly spot on the ground in an alleyway. The game looked incredible and it had one of the most enjoyable character creation tools that I have used in any game but everything else was wrong. There was no single-player experience to speak of to begin with and perhaps that should have been expected given how fighting games are all about the online these days but for me, SC has always been a fighting game with killer SP. I have great memories of unlocking all of the characters in SCII and the ridiculous amount of modes in SCIII for example. By contrast, SCV was a complete insult with its pathetic arcade mode that had the same two opponents for the last couple of battles every. single. time (Aeon and Nightmare).

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Best way to die ever? The trailer confirms the return of this classic neck-breaking grab of Sophie’s.

Worse still was the loss of so many favourite characters with many being replaced by descendants or students/disciples in order to keep the classic fighting styles present in the series. The problem was that not many people liked these new characters and just wanted their old favourites back. Some (such as Natsu) looked completely out of place for a game set in the fifteenth century, others were simply “WTF?” (Z.W.E.I) and there even characters that seemed to mock players such as Elysium who looked like Sophitia but wasn’t Sophitia. The plot was rubbish and nobody wanted to play as the whining Pyrhh or pretty-boy Patroklos. There were way too many characters that adopted random fighting styles between rounds as well – wasted select screen slots for sure. All we wanted was Cassandra, Mina and Hwang but no, we got the likes of Dampierre (*shudder*) instead.

Clearly, they had attempted to do what Tekken 3 and Street Fighter III did before: breathing new life into an existing series by introducing some fresh faces and youth into the roster. In Tekken 3‘s case it worked due to the replacement characters being closely modelled on their forebearers and while SFIII‘s updated roster alienated a lot of the SFII fanbase, it did at least have a killer gameplay system to fall back on.

Speaking of gameplay, this was the final thing about SCV that switched me off due to how they’d messed about with an established and very enjoyable template. It was done with good intentions no doubt but the addition of flashy super moves seemed unecessary and having the classic Guard Impact only available when a specific meter had some stock was a very, very poor change. I suspect that the latter was implemented in order to make the game more accessible to those who couldn’t learn to use GI frequently but it rubbed me up the wrong way. The SCVI trailer appears to show super moves of some variety and the breakable armour feature that debuted in SCIV but I hope that this doesn’t signify a continuation of what SCV was.

It might sound like I’m being negative but I’m still actually cautiously excited for Soul Calibur VI and until there’s any evidence of the bad stuff returning, there’s no reason to be overly cynical. Street Fighter V has set the benchmark for disappointing fighting games this gen anyway – with its poor single-player and F2P style DLC onslaught – so SCVI can’t be any more deflating can it? I just hope that Namco Bandai heard what people didn’t like about SCV. Recent strong form with the Tekken series gives me some confidence at the least.

Kotobukiya Rainbow Mika Figure Review (possible NSFW)

Guilty admission number one: today was supposed to be some sort of game review or write-up. I have a few in mind that I’d like to bash out for Darkstalker90 Gaming but due to being so damned busy, I’ve simply not had the time nor found that magical, sweet place that I like my brain to be in if I’m to feel anything like a semi-decent passable wordsmith.

Guilty admission number two: I have a weakness for PVC figures and statues, especially those that depict my favourite female fighting game characters. It’s the height of pervy nerdism (is that even a word?) but hey, it is what it is. I’ve never really owned more than five figures at a time so I can’t say that this particular collection has ever been excessive compared to those of others’ that I have seen (although some might fairly point out that even owning a single ‘sexy’ figure like these is one too many…). I always sell some in order to create space/funds for others but it has certainly been a while since my last acquisition and I was quite proud of that fact…until I happened across this dynamite Rainbow Mika figure from Kotobukiya’s “Bishijou” line.

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It really was one of those “gotta have it” moments and I was hitting up ebay a few days later and slamming an order in. I’ve already got the Cammy figurine from this same Bishijou line and both are sculpted from the reference of an illustration by legendary artist Shunya Yamashita who is famous for drawing the ladies. One of the main draws of this particular figure is that it depicts Mika in her updated Street Fighter V costume. In general, there aren’t really any other worthy Rainbow Mika figures with exception to the Capcom Maniax version by Megahouse which is getting on a bit now but still a looker (I have that one too) and worth having as it is the character’s original Alpha 3 outfit.

Rainbow Mika is all about the outrageous curves and mega booty, two things that this figurine really nailed. I actually think that it is much better than the original illustration by Mr Yamashita so kudos to the sculpter. The downsides are pretty much the same for any figurine of this sub-£100 price point and relate to it being a “cheap” PVC job as opposed to a high-end ceramic or resin model but let me say from experience that this figure is very good in the flesh (or plastic as the case may be) and I have no complaints about the quality. There is an upcoming Mika figure from Pop Culture Shock which will be very high quality as usual but set you back hundreds and hundreds of dollars as well as being very limited if previous PCS figures are anything to by. Obviously your budget and standards will ultimately decide whether you want one of these Kotobukiya versions but I will just leave a few more snaps here to help you decide…

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10 Worthy Guest Fighters for Tekken 7

Recently I posted about the elusive Tekken X Street Fighter and how the inclusion of Street Fighter‘s Akuma in Tekken 7 made me wonder whether the mysterious crossover might actually arrive in the form of a DLC expansion pack for Tekken 7. Well, my theory was blown out of the water when Namco announced SNK’s Geese Howard as a DLC fighter and then utterly nuked after the no-way-you-saw-that-a-coming unveiling of a Final Fantasy XV character (WTF?) as the next guest fighter.

It did at least get me thinking though (not always a good thing, I assure you) about just how many random characters from other non-Namco properties will drop in for the seventh King of Iron Fist Tournament. Naturally, they will probably be characters from high-profile and very relevant franchises but me being me, I just had to come up with a list of dream guest characters. A few things to note before I jump in though:

  1. This list is just my opinion and includes characters I personally like.
  2. As tempting as it was, I have tried to omit anybody with weapons. It would be nice to say “oh, wouldn’t it be awesome if Sephiroth was in Tekken 7?” but 200 mile-long katanas don’t make for a very fair or believable fight. Admittedly, this is when talking about a game from a publisher who once gave the green-light for lightsabers to clash with regular steel in Soul Calibur IV but we’ll pretend that never happened.
  3. I don’t actually believe any of these will happen but there’s nothing wrong with a bit of fantasy, is there?

So…here we go!

1 – Zell Dincht (Final Fantasy VIII)

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So there’s already a Final Fantasy character in Tekken 7 but for me, a having a sword at a fist fight just isn’t correct. Okay, Yoshimitsu carries one but a) he’s a classic and b) he at least doesn’t use it for the majority of his attacks. Anyway, Final Fantasy has no shortage of hand-to-hand brawlers who could leap in to duke it out with Kazuya and co. From FFII‘s Josef to FFVII‘s Tifa Lockheart, there are more choices than you may realise given how the series is synomonous with sword-wielding characters. My personal favourite however (and I may be biased given how FFVIII is my favourite game of all-time) is Zell Dincht. He has a cool look that I think would fit straight into Tekken and his limit break specials could provide inspiration for a lot of cool moves/combos. As currently relevant as Noctis? Not a chance. Cooler? Hell yes.

2 – Mila (Dead or Alive 5)

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Dead or Alive is certainly more relevant now than it has been for a long time and with DoA5, Team Ninja finally made a game that offered all of the playful perviness that the series is famous for along with an extremely competent and skillful fighting game. DoA5 itself has had some guest characters, including SNK’s Mai Shiranui, so it would be no surprise if one of their own managed to venture into another fighting game. I could opt to nominate somebody super-popular such as Ryu Hayabusa or ask for Tekken 7 to get a bit boobier with the likes of Kasumi or Ayane but instead, I would suggest one of DoA5‘s newcomers – Mila. With Mila, Team Ninja created another attractive female but this time made her cool and tomboyish with a bad-ass, heavy-hitting MMA style of fighting that was a welcome breath of fresh air from the usual ninja antics. Off the top of my head, I don’t recall Tekken having too many (if any) heavy-hitting girls so why not give Mila a shot?

3 – Zero Suit Samus (Metroid)

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Sorry Nintendo but this piece by ‘Dinoforce’ over on Deviantart is nicer than your official renders.

You’ll have to hear me out on this one because I can hear your thoughts now: “oh look, what a surprise, he’s going for more tits and blonde hair in Tekken“. I admit it: having another slinky blonde in Tekken complete with a skintight bodysuit would not be something that I’d protest too hard about but moreover, I was trying to think of a fitting i.e. realistic bit of Nintendo representation that would make sense in Tekken and Samus in her Zero Suit form was – in my mind – the most suitable (get it? I’ll get my coat…). I did consider having Samus in her famous power suit (because DoA4 included a Spartan soldier from Halo after all) but it seemed out of place and besides, she only really uses her arm cannon when suited-up and guns seemed as rude as swords. If you’ve seen ZSS in action over in Smash Bros. however then you will know that she can kick some serious ass even when stripped of her traditional armoury. Those particular moves wouldn’t necessarily translate well to Tekken but the potential is there as is the sales potential, especially if a Switch port of Tekken 7 was to include ZSS as an exclusive guest…

4 – Gene (God Hand)

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The first of one of my more “out there” selections but why not? Wouldn’t it be nice for one of the most unique and quirky 3D beat ’em ups ever made to get some more exposure? God Hand was one of those truly special games that the mainstream simply didn’t go for but if – like me – you did play it, the humour, bizarreness and outright challenge (it was balls-hard in many places) were unforgettable. I think protagonist Gene would be a perfect fit in a fighting game since God Hand featured a ridiculous number of moves and combos which would easily translate to a traditional fighter. Also, I think it’s such a waste that Capcom haven’t included Gene in a Marvel Vs Capcom installment by now.

5 – Honey (Fighting Vipers)

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We’re heading into the lands of the more obscure now but old-school fans of fighting games shouldn’t fail to recognise this rubber-suited girl from Sega’s Fighting Vipers, a short-lived mid-90’s series that had only two games plus the crossover with other Sega/AM2 characters, Fighters’ Megamix. The game was a 3D polygon-based fighter released at a time when everybody was jumping on the train that Virtua Fighter and Tekken had started. It was actually decent though, held back by the fact that the Sega Saturn would be the destination for a home conversion and thus the game wouldn’t receive as much exposure as if it had been a third-party Playstation release. I personally really like Fighting Vipers and would LOVE a new Fighters Megamix mash-up from Sega but failing that, some form of modern representation of the characters would do. Honey (named “Candy” for PAL versions of the game) is a girl dressed in a homemade rubber fairy suit and is probably one of the game’s more notorious characters. I don’t think it would take too much to update her moveset and expand on it for the modern fighting game arena plus an outfit refresh would be sweet to see. Characters like Lucky Chloe prove that Namco aren’t averse to inluding quirky girls in their flagship fighting game so as strange as it may seem, I reckon Honey would fit right in.

6 – Akira Yuki (Virtua Fighter)

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You can’t have guest characters from other fighting games without having the main man of the 3D fighting game granddaddy, Virtua Fighter. A simple but highly effective design (just like Street Fighter‘s Ryu), Akira is an icon in the fighting game field. Interestingly, he has already recently crossed-over into Dead or Alive 5 and the more niche 2D fighter, Dengeki Bunko Fighting Climax so there’s absolutely no reason why he wouldn’t be able to slot straight into Tekken and show everybody how it was done back when characters looked like collections of cuboids and jumps took them to the moon.

7 – Rainbow Mika (Street Fighter)

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Some more heavy bias here I’m afraid because Rainbow Mika is one of my favourite characters from any fighting game BUT there is at least a sound reason for her potential inclusion in Tekken 7, that reason being that Namco created their own female wrestler for Tekken Tag Tournament 2 and then neglected to bring her back for Tekken 7. True, Jaycee is an alter ego of Julia Chang but the latter isn’t even in Tekken 7 so it’s odd that Namco didn’t include Jaycee. Whatever the reasons, it means that there is room for a female wrestler so if this crossover thing is on then how about the bootylicious R.Mika? She would bring some bad-ass Street Fighter V moves to the table and Namco would no doubt cook up plenty more interesting plays for her. Make it happen. NOW.

8 – Axel Stone (Streets of Rage)

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Sega’s Streets of Rage could well be one of the most requested series revivals in gaming and while I can’t see it ever happening (nor would I necessarily want it to knowing what re-imaginings can be like…), it would be nice to see some of the favourite brawlers return. It was a toss-up here for Axel or Blaze but with enough pretty ladies already on this list, I decided to elect for Axel instead.  The small bit of hope out there is that Axel recently appeared as a support character in the superb Project X Zone 2 crossover RPG for 3DS so there’s proof that Sega haven’t completely forgotten about their famous beat ’em series. Sure, his design is a little simplistic and his moveset pretty straightforward (as you’d expect from a side-scrolling beat ’em up) but these are things Namco could easily sort out.

9 – Kazuma Kiryu (Yakuza)

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The only major barrier I see for this is that Yakuza‘s legendary protagonist, Kazuma Kiryu, looks a hell of a lot like a certain Kazuya Mishima and even has a vaguely similar name! I even created a custom version of Kazuya in TTT2 that looked near-identical to Kazuma so…yeah. Look past all of that however and you have a recognisable character from a relevant series that Sega is pushing here in the West. He also comes with countless moves from the Yakuza series that could be adapted for Tekken. Of all the characters on this list, I would say that Mr. Kiryu probably has the best odds of actually making it.

10 – Cammy (Street Fighter)

CammyAkiS

Alright…not a very imaginative choice for the final spot considering that there’s already a Street Fighter character in Tekken 7 and that I’ve nominated another already on this list but I’m going to be selfish (as selfish as can be on a list that is already personal opinion) anyway and say that I just want to see what Cammy would look like in high-quality 3D with a more serious look to match that of the other agents/assassins that compete in the King of Iron Fist Tournament. That and I actually struggled to think of somebody else more left-field or suitable from a different game for the last nomination. So shoot me.

So that’s my list of dream guest spots for Tekken 7. Agree? Disagree? Feel free to comment on my choices or tell me who YOU would want in the game.

 

What happened to Tekken X Street Fighter?

It’s been a long time since Capcom released the divisive Street Fighter X Tekken, a landmark in terms of crossover fighting games that pitted two absolute giants against one another. It was perhaps the crossover that nobody expected would ever have happened yet it did and despite such a fantasy becoming a very real, er…reality, gamers still moaned about it. There was good reason to be disappointed too: the gem power-up system and “Pandora” ability were both superflous mechanics that could be ignored entirely and felt like weak attempts to add some form of additional depth. Worse still, the game shipped with a small DLC-related scandal whereby it was discovered that the code for fifteen or so additional characters was already locked away on the disc. Today, we are usually unfazed by a publisher planning DLC before a game has even been released but when SFxT hit the shelves, the issue was a hot one that rubbed a lot of fans up the wrong way.

All of this was before Tekken fans had to get to grips with their favourite characters now existing in a 2D game and with radically different movesets and inputs to match. The game felt fine if you were a Street Fighter IV player but somewhat alien if you were used to Namco’s series and were hopping into the crossover to follow your favourite characters.

SFxT-2
Ignore the criticism and give the game a chance…it’s pretty fun.

I personally really enjoyed Street Fighter X Tekken. The game played very well in my opinion which was no surprise given how similar to Street Fighter IV it felt. I enjoyed the spectacle of an amazing crossover that I had never believed possible and there were some fantastic remixes of classic tunes thrown in for good measure. Yes, the DLC strategy was a massive mis-step and to this day I haven’t bought the additional characters (though they come as standard on the Vita edition) but it was a lot of fun and very competent to boot. Go and play it, damn it!

Anyway, as much as I enjoyed Street Fighter X Tekken, I was FAR more excited for Namco’s promised version of the crossover, imaginatively titled Tekken X Street Fighter (wow…see what they did there?). How would Ryu and co. look in Tekken‘s highly detailed 3D world? More importantly, how on earth would projectiles, anti-air attacks and super moves translate to a 3D fighting game without unbalancing the world of Tekken? So many questions and unfortunately, so few answers as of 2017.  Let’s remember that the game was initially announced in 2010 and in that time, all we have had are a few promotional images and periodic promises that the game is “still happening” or is coming along in development.

TxSF2
The original promotional image…such a tease!

Let us take a look at a rough timeline accounting for what we know so far…

  • Tekken X Street Fighter announced at San Diego Comic-Con 2010
  • March 2012 – poll released on Namco’s Tekken Facebook page, asking fans which characters they would like to see in the game. 55 Tekken characters and 66 Street Fighter faces are available to vote for with voters having a choice of 5 from each franchise. Harada later clarifies that the poll results will not define the final roster but will be used in conjuction with other research to determine what the character select screen will look like.
  • April 2012 – Tekken X Street Fighter confirmed to be around 10% complete.
  • 2014 San Diego Comic-Con  – Namco/Harada confirm that the game is still in development and the reason for a lack of information is due to parent company Bandai-Namco waiting for the ideal time to market the crossover so as not to conflict with the release of solo releases such as Tekken 7 and Street Fighter V.
  • 2015 – development of the game reported to have come far along. At the end of 2015, Street Fighter‘s Akuma is revealed as a guest character for Tekken 7.
  • April 2016 – Tekken X Street Fighter officially “on hold”. Polygon models and gameplay systems are reported to be complete but the game is on-hold so as not to split the communities behind both franchises.

So what IS happening? It’s been seven years since the game was first announced and it’s difficult to tell whether it will ever actually happen or if Namco are – for some reason – prolonging making a statement that officially announces the cancellation of the crossover. I find it odd that they haven’t simply binned the game by now rather than keeping it on hold while tiding fans over with scraps of information and promises that Tekken X Street Fighter is still happening.

Revealing Akuma as a guest character in Tekken 7 was what I believed to be a major moment. This was huge news, especially given how Namco went as far as to officially weave Akuma into the Tekken canon, writing him into the main Mishima storyline where he has apparently been involved from the very beginning. More interestingly, was Akuma a test to see how well Street Fighter characters would integrate into the Tekken universe? I certainly believed so and even considered the possibility of the standalone crossover game being canned in favour of releasing a stack of Street Fighter characters as a DLC expansion of sorts for Tekken 7. The idea seemed to make more financial sense than persevering with a full-on crossover release.

TxSF3
Admit it: you didn’t see this coming. Nobody did.

But then, something else happened that blew my theory out of the water. Namco announced another guest star…a nonStreet Fighter guest fighter in the form of SNK’s Geese Howard. Suddenly, instead of this being a pure Namco/Capcom relationship, it looked like Namco were opening up the floor for guest characters in general. Akuma appearing in a Tekken game no longer looked like a ‘test’ of sorts but the first of a possible wave of outsiders entering the King of Iron Fist tournament. And so it has proven to be. At the time of me bashing this article out, Namco have just announced Noctis from Square-Enix’s Final Fantasy XV as the next guest fighter! This is a LOT more random and unexpected than Akuma or Geese so I can now honestly say that I have no idea what any of this means, if anything at all. This is now likely to be Namco simply raising the profile of its flagship fighter and drawing in new players as other publishers have done before. Let us not forget that Namco themselves have already made this move in the past with Soul Calibur II featuring Link/Spawn/Heihachi (depending on which console you owned the game for) and reportedly intending to host Final Fantasy VII‘s Cloud Strife in the PS2 version before various obstacles scuppered what would have been a real nerdgasm moment.

(on a side-note, I’m not sure what I think about Noctis after watching his reveal trailer. I’m all for guest characters but a sword in Tekken? Hmm…I’ll have a dedicated post for Tekken 7‘s guest character DLC soon perhaps)

So what do I think about all of this? Well, I would be very surprised if Tekken X Street Fighter actually happens at this point. With Namco and Capcom working so closely together these days, it SHOULD be easy but I’m always highly sceptical of any game seeing the light of day when it has dwelled in the dreaded “Development Hell” for so, so long. I’m no expert on videogame development but with the pace that both hardware and software evolves at these days, wouldn’t the completed assets be out of date before they can be utilised? The reveal of Geese and Noctis puts paid to my theory of a full-on Street Fighter invasion of Tekken 7 so…I don’t know. This has been one of my most eagerly anticipated games ever since the initial announcement but I am also keeping my hopes firmly under control because games in development for this long usually get canned or turn out to be disappointments (Duke Nukem Forever, I’m looking at YOU). Given the consistent high quality of the Tekken franchise on a technical and aesthetic level however, I refuse to believe that a finished product from Namco would be scrappy.

One thing is for sure though: it has been a great couple of console generations for fans of fighting games and the scene hasn’t been more alive since the 90’s. Yes there is a lot of crap out there and perhaps a lot less soul than the likes of 3rd Strike, Capcom Vs SNK and Soul Calibur II managed to possess but hey, at least there are fighting games for us to play. We can only hope that Tekken X Street Fighter turns up fashionably late to the party rather than shying out.