The Golden Age of Fighting Games: When it happened and why it ended [Part 3]

It’s well past time that I published this third and final part of my look at the fighting game’s “Golden Age” but, well…life/shit happens and I’ve been a bit lacking when it comes to those all-important creative juices. With that said, I’m back now so I apologise to anybody who has been waiting for Pt.3 but here it is – at last. So far in parts one and two, I have declared that the genre was at its peak from 1991-2000/01 and have discussed the reasons (as I see them) for its eventual, disappointing downfall. All things have to come to an end after all but worry not for Part 3 of this mini-series will focus on the happy stuff, namely what made this point in time so bloody fantastic for fans of fighting games…

A decade of innovation

It would be an outright lie to say that modern-day fighting games don’t bring new ideas to the table but it’s a stone-cold fact that the majority of genre staples and general mechanics (that are now taken for granted) were introduced throughout the 90’s and thus is was a very exciting time to be a player of fighting games. What we tend to see in modern fighting games by contrast are refinements, gimmicks (not necessarily always a bad thing) and attempts to be as flashy as possible.

Street Fighter II kicked things off in ’91 and while I have previously said that SFII cannot take any credit for being the original one-on-one fighting game (a statement I stand by), it certainly created a template that is still in use today. Best-of-three, special move inputs (now commonly used across the majority of fighting games), play styles (grappler, charge, projectile etc.) and character archtypes were all either born or made mainstream with SFII. SNK’s Art of Fighting would introduce ‘Super’ moves to the genre (before Super Street Fighter II Turbo popularised them) and Capcom’s other fighting game, Darkstalkers, debuted air-blocking. It’s actually astonishing that for all the visual and mechanical evolution of fighting games, Street Fighter II is still running in the background.

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How easy is it to forget that air blocking/guarding originated in Darkstalkers?

The next important innovation was already happening at the very same time that Street Fighter was dominating the scene however. Sega released Virtua Fighter in 1993, creating the first 3D fighting game. Comical moon-jumps aside, VF also championed more realistic fighting styles as opposed to the pyrotechnical wizardry and unlikely gymnastic feats of Street Fighter and began to carve out a niche of its own that would see major fruition with Virtua Fighter 2, a sequel widely regarded as one of the all-time greats within the genre. The likes of Tekken and Dead or Alive would follow (and overtake Virtua Fighter in terms of popularity) but Sega had got there first and created the genre’s second ‘main’ style.

So many smaller innovations were happening at the same time however. Fatal Fury experimented with plane-swapping, The King of Fighters brought team battles to the mix and Capcom’s Vs series would kick off the concept of crossovers between more than one company. Namco’s Soulblade (or Souledge in other territories) gave us weapons-based fighting while developers also experimented with taking fighting games into a more arena-based environment with the likes of Capcom’s Powerstone and Taito’s Psychic Force. Meanwhile, Super Street Fighter II X For Matching Service and Vampire Chronicle For Matching Service were quietly introducing online play to Japanese console gamers via their Dreamcast modems.

Obviously you can point out that it’s unfair to criticise modern fighting games for their lack of innovation due to the fact that there is only so much you can do with the genre and so the 1990’s would always boast the bulk of new, core mechanics. Regardless, the 90’s has to be remembered with greater fondness for this period of rapid evolution.

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Virtua Fighter 2: the sort of huge leap forward that will likely never be seen again within the genre.

Art that blew us away

Outside of  the technical stuff, this was THE most incredible period in terms of artistry for fighting games. Hand-drawn backgrounds and sprites were often beautiful to behold with the absolute zenith emerging towards the latter part of the decade. The likes of Street Fighter III, Vampire Saviour, The Last Blade 2, Marvel Vs Capcom and Arc’s Guilty Gear series boasted gorgeous 2D sprites that were a joy to behold and it was fascinating to imagine how many hours of painstaking work and skill we were witnessing on our screens. Today, the same developers behind these games are using 2.5d character models and ‘2D’ characters that are actually layered over polygons as well as cinematic super move animations with multiple camera angles. All of this is far from offensive and does actually look pretty nice but it simply cannot awe in the way that fully hand-drawn characters once did.

Backgrounds and backdrops were just as mind-blowing with the very best featuring ridiculous levels of detail and – in the case of larger crossover games – lots of hidden easter eggs and cameos to pick out. These were often more impressive than the characters themselves and even earlier 3D fighting games featured some lovely, static backdrops that were appealing in their simplicity without needing to rely on distracting background action. Below is a small selection to illustrate what I mean because art speaks for itself…

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Savage Reign [Neo-Geo]. Incredible levels of detail.
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Tekken 3 [Arcade]. King’s stage. The distant, cloud-topped mountains in the background are a simple yet beautiful backdrop.
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Tekken 2 [Arcade]. Jun’s ‘Morning Fields’ stage. So, so basic yet so beautiful. The peaceful countryside is a stark contrast to the bone-snapping combat but works so well.
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Street Fighter Alpha 2 [Arcade]. One of the most atmospheric stages in any fighting game.
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Samurai Shodown IV [Neo-Geo]. Ridiculously beautiful. Capcom were the masters of sprites but SNK were the GODS of backgrounds.

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More Samurai Shodown IV because why not when it’s THIS pretty?

And this amazing, transitional stage from The King of Fighters ’99 that never fails to blow me away…

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This is just the tip of a very large iceberg and if you (like me) have spent countless hours exploring the full spectrum of fighting games from this era of hand-drawn artistry, you will very likely have your own nominations and personal definition of the term ‘impressive’. Given the vast quantity of fighting games that were produced in the 90’s, there is so much to see and many, many hidden gems when it comes to stunning backgrounds.

Sounds good to me

Of course, tight gameplay and pretty aesthetics need suitably good audio to match and this golden age of fighting games just so happened to represent developer sound teams at the peak of their powers. Modern fighting games tend to have very orchestral ‘epic’ soundtracks, pulse-pounding techno or mixes of older themes. The former work within the game(s) and are of good quality but are usually not that memorable. The latter – to me at least – demonstrates a distinct lack of confidence on the part of the developers when it comes to composing original, catchy themes that will be remembered in years to come.

Fighting game music from the 90’s though? It stuck in your head and is the kind of stuff that gamers flock to Youtube to listen to again all these years later. Importing expensive soundtrack CD’s from Japan is WORTH it for these OST’s. This was also an era when console ports of arcade fighting games such as Virtua Fighter, King of Fighters ’96 and the Playstation Tekken trilogy featured arranged versions of the entire soundtracks that took advantage of the CD medium. Clear effort was put into re-arranging soundtracks and catchy arcade riffs suddenly gained transitions, extra layers of instrumentation and more depth in general. The best part was that BOTH the arcade and home arrangements were usually worth listening to and I can’t have been the only one who regularly switched them about in the options menus!

There are literally hundreds of amazing tracks to choose from so below are (Youtube) links to just 10 of my favourites from the era.

Those are just a fraction of my favourites and if I’m being honest, I feel that the list does a major disservice to some of the more obscure fighting games of the era as well as some of the major ones but I could genuinely sit here linking away forever to what I consider to be amazing pieces of music.

Heart and Soul

All of this – the innovation, art, music – are however, all mere ingredients that come together to form the biggest characteristic of the fighting game genre in ’91-00/01 that gives it the Golden Age status. That characteristic is SOUL. This was an era when developers were battling to outdo one another at a terrific pace, developing bigger and better arcade boards, fighting fire with fire and racing to be the first to introduce their new innovations to the market. Capcom and SNK slugged it out for the decade (before the incredible Capcom Vs SNK series paid tribute to their war), 3D fighting games evolved at a great pace and bigger and bolder sprites vied for our attention on a constant basis.

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Let’s be honest: do modern fighting games feel as colourful and creative as this?

When the dust settled though, it was us – the fans – that were the real winners. Fighting games during this period felt like more than just simple money-making products (which they obviously were intended to be). They felt alive and you could feel how the developers had put so much creativity and artistry into trying to make the best possible product, pushing the available hardware to the limits and beyond (see the necessary RAM expansion cartridges for Sega Saturn ports of several Capcom and SNK games). The graphics, sound and even conceptual character artwork just kept getting better and better as each year passed and it was a real treat to behold.

Modern fighting games are still very enjoyable but there is a lot of focus on the almost clinical tournament play (as it is streamed over the internet as en E-Sport), online play and DLC. The creativity is still there but computer modelled characters and environments simply cannot stop the heart in the same way that hand-drawn animation once did. There is also so much recycling and updating of old music and stages from the past with an over-reliance on the glory days. True, fans don’t help this matter at times when they demand to see throwbacks in order to feel comfortable with a new generation of their favourite series but even so, the current fighting game scene certainly doesn’t feel innovative or aesthetically special (rare exceptions aside of course).

Taking one final, quick look at the stages and music for example, it felt like developers created these specifically to describe the characters that they belonged to, conveying their personalities wordlessly through the tone of the music and themes of the stages. Things are a lot more generic today by contrast.

This was actually a difficult topic to tackle because rose-tinted vision is a very real threat and we – as humans – love to tell the next generation how the old days were better (before they themselves do the same to another younger generation, despite believing that they won’t!). On the subject of fighting games however, I do genuinely believe that 1991 through to around 2000/2001 was the defining Golden Age for the genre. It was when fighting games had the most soul and a capacity to thrill with their visuals and move the heart with their sound. It was the birth of countless icons and still the place for superb gameplay.

And that concludes my three-part look at why I believe this was the one, true Golden Age of fighting games. I’d love to hear what others think!

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.