Thursday, September 28, 2017

Hiding the master in plain sight, the genius of SNK's character design...part 2

Fatal Fury introduced audiences to the SNK school of fighting game design. Audiences could now choose between traditional masters like Joe Higashi, street fighters like Terry Bogard, or a hybrid fighter like Andy Bogard. By contrast the Capcom school of design was rooted closer to featuring only martial arts archetypes. The fighters all wore costumes that looked classic, they each represented a certain school of fighting. Almost none of the characters in Street Fighter II wore street clothing, whereas many of those in Fatal Fury did. This boiled down to the people that were developing the games. Takashi Nishiyama and Hiroshi Matsumoto put literal street fighters in the original Street Fighter. People like Mike, Joe and Birdie fought in their everyday clothing. These things carried over into Fatal Fury’s cast. It was Yoshiki Okamoto, Akira Nishitani and Akira Yasuda that decided to focus on archetypes for Street Fighter II. SNK boss Eikichi Kawasaki wanted his fighting games to be the biggest and the best, his new title, developed by Mr. Matsumoto was the most ambitious.

 

Mr. Matsumoto wanted The Art of Fighting (AoF) to be more cinematic, to look and feel like an action movie. To be more visceral than any game before it. Like Street Smart and Fatal Fury there was a mix of the traditional martial arts master and the street fighter as playable characters. The fictional Kyokugenryu Karate style was placed on both Robert Garcia and Ryo Sakazaki. The two were evolved from the Ken and Ryu template respectively. This new game was really pushing the power of the Neo Geo console. It featured more color, more detail and sprites bigger than the competition’s. Not to mention that it had graphics that zoomed in and out of the action. These sprites could also reveal damage. Characters bruised and their clothing tore from round to round. There was even a slight RPG element as characters could grow and evolve thanks to the lessons learned in the bonus stages. The genius of this game came in the planning stages. If SNK wanted to dethrone Capcom as the best fighting game developer then they had to offer the best experience. Although Fatal Fury and the Art of Fighting looked and played differently they were part of the same shared universe. This meant that at some point there would be a crossover game featuring a massive library of established characters.

 

The entire cinematic feel of AoF was not lost on audiences. The figures in the game had more realistic proportions and looked less cartoonish than their rivals. It was much easier to get pulled into this world as bits and pieces of the story were revealed in between every stage. Yuri Sakazaki, the young sister of Ryo had been kidnapped. It was up to Ryo and Robert to find and save her. Every person that the duo faced had been hired or bribed by Mr. Big, a South Town mob boss. Each encounter brought them one step closer to the truth. At the end of the journey Ryo found out that the kidnapper was a martial arts master known as Mr. Karate. At the climax of the game Yuri stopped her brother from killing Mr. Karate. She cried out that man was their father. This was an exceptional plot twist and something that set up a sequel. It turned out that both Mr. Big and Mr. Karate answered to Geese Howard. Now that Yuri was safe there would be a reckoning between the Sakazaki family and Howard. Imagine how confident Geese must have been in his abilities by also starting a war with the Bogard brothers at around the same time. Story points aside the AoF game is one of the perfect examples of the SNK school of design. I’ll begin with one of the best masters hidden in plain sight.

 

A while back I talked about how the traditional Muay Thai master ended up in fighting games. I called Chompoo the first notable female Muay Thai master in a fighting game. This angered a lot of SNK fans because the character King predated her by more than 20 years. In context I was talking about actual Thai fighters that dressed in the traditional fighting uniforms. Chompoo had the shorts, taped up hands and feet and even headdress. I was not talking about characters that knew Thai boxing. With that said let’s actually look at the elements that went into making King and why she had a fantastic design. First off she wore a suit, close to that of a bartender in a high class restaurant. She had the familiar stance, hands up for striking and moving on the balls of her feet. If you had asked any other designer to create a female Muay Thai master you probably would have ended up with someone that looked more like the character by Saeed Jalabi. Saeed hit all of the traditional notes perfectly. The shorts, headdress and even wrapped cords of older, classical forms of the Thai boxing arts. Any audience member could look at the design and know instantly this was some sort of fighter. Even if the gamer was not familiar with the fighting arts they could still tell a few things about her. The athletic frame, toned muscles, wrapped hands and feet were meant for striking. This was not a ceremonial costume but one for competition.

 

By contrast look at the design that Toshiaki Mori came up with. The SNK designer would become one of the most influential artists of all time. Most people would recognize him by his pen name, Shinkiro. He didn’t approach his designs the way one would have expected. What made his work so great was how down-to-Earth every figure was. When he was helping create the costumes for the AoF cast he knew to make each character fit the story. As Robert and Ryo made their way through South Town the people they fought reflected a certain part of the city. The thugs looked like biker gang members, those in the military wore fatigues. Having a half-naked Muay Thai fighter in a classy restaurant would not have made any sense. But what about one dressed like a bartender? The uniform was central to the character. Modern martial arts movies featured characters that wore deceptive clothing. One the first examples was the tuxedo that Robert Baker wore when he fought Bruce Lee in Fist of Fury (1972). Bruce Lee helped bring classic wuxia or Chinese hero stories into the modern era. The same thing was true of the suit that Benny Urquidez wore when he fought Jackie Chan in Wheels on Meals (1984).

 

The suit was deceptive but that was only one layer of Shinkiro’s design. King looked like an effeminate man, or perhaps a boy. Audiences had been conditioned to expect 99% of the people they fought to be men. Up until that point Fan from Yie Ar Kung-Fu was the only female opponent in a fighting game and Chun-Li from Street Fighter II was the only playable female character. Audiences expected a female martial artists to be wearing a traditional dress. That whole idea was turned upside down if players tore the blouse off of King with a special attack. That was when it was revealed that she was wearing a bra underneath. That violent act made the game feel far more mature than any other title. This sort of turn was something that you would expect in a movie and certainly not in a game. SNK hid the reveal right until the end, going so far as to name the character King instead of Queen. In doing so it made the design very memorable. This master of the fighting arts was hiding in plain sight. She would be the perfect example as to what set SNK apart from the competition.

 

If you have been reading my blogs for a while then you know that I like to dig into the influences behind the various characters. For King the most obvious comparison would be with the martial arts star Cynthia Rothrock. Since 1985 Cynthia had been featured in a string of movies, mostly produced overseas. Women hadn’t really been considered for leading roles in most Western-produced martial arts films. There have been exceptions of course in other action films such as the Black Widow from the Avengers films, Furiosa from Mad Max or Gazelle from the Kingsmen. Those characters were almost always in a supporting role and not the stars of the film. In Hong Kong however women could be the stars of the film. This was a tradition going back to 1928. Heroes came in all shapes (see the chubby Sammo Hung), sizes, and colors even. When Cynthia couldn’t land a role in a US film she was almost always guaranteed to find a spot in Hong Kong. The same thing was true for Ron Van Clief. As a black martial artist, and Army veteran he faced tremendous racism in the USA but was a welcome star in Hong Kong cinema.

 

Cynthia’s trademark short haircut, lightning fast kicks and array of martial arts moves made her a stand out star. She had been actively involved in martial arts for a long time and was trained in different schools, including Tang Soo Do, Tae Kwon Do, Eagle Claw, Wu Shu, and both Southern and Northern Shaolin. She was able to hold her own against many men and women artists from Hong Kong, some of which learned fighting and acrobatics from the Chinese Opera, just like Jackie Chan. Cynthia often played a street smart cop, nicknamed China O’Brien in one of her more famous recurring roles. She was such a formidable figure that I would argue she not only influenced the design behind King but also Blue Mary, who turned up in the Fatal Fury series. This made Cynthia one of the rare real world figures that inspired the creation of more than one character, in more than one game series.

 

Cynthia was not shy about using her good looks in the roles she played. When the part called for it she would show some skin, tastefully of course. The people working at SNK were keenly aware of how the actress sexed up some of her parts or modeling shoots. Shinkiro did not outright try to make King a voluptuous, overly sexualized character. It would have destroyed any surprise waiting for audiences when they first saw her. It was the other artists working at the studio that started putting her in form-fitting suits, they turned her vest into a bustier and starting pushing her breasts out further and further. She would not longer appear androgynous following the AoF. Blue Mary had always been presented as the more sexualized of the designs. She was top heavy with an exposed midriff, wearing uniforms that were not standard law-enforcement. A very skimpy white top and denim bottom was created as an alternate costume for her in King of Fighters (KOF): Maximum Impact 2 Regulation A. This costume was inspired by an outfit worn by Rothrock in a modeling shoot. However we should confuse the two. The design behind King and her planning extended far into the lore or the SNK universe.

 

On the surface King was a very simple design. She had the skills and grace of a top bartender but with the power of a no-nonsense bouncer. On top of everything she was not going to remain as a bit player in South Town. The figures in the SNK universe had room to grow and the did in the various KOF sequels. The Sakazaki family opened Kyokygenryu schools, with Ryo entering tournaments to help spread its name. Andy and Terry Bogard travelled the globe following the trail of Geese Howard and making new allies along the way. King made fast friends with the other leading females in the KOF series. She partnered with the ninja Mai Shiranui and Kyokugenryu prodigy Yuri Sakazaki to form an all-women team. This was a first in fighting game history. She also partnered with them to open a club in a later timeline. King had taken her experience, including learning from Capoeira master Richard Meyer and his infamous Pao Pao Cafe, and applied it to her own business. She was ambitious and was destined to be a major player in South Town, yet unlike Geese Howard she was going to do this without resorting to extortion. King was an exceptional character design and easily one of the greatest fighting game characters ever created, female or otherwise. Artists and developers try to break into the genre should learn from SNK and see how they were able to hide these martial artists in plain site. The studio was able to hide masters in many ways. We will explore the ways they were able to do this in the next blog. As always if you enjoyed this blog and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!

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Tuesday, September 26, 2017

Hiding the master in plain sight, the genius of SNK's character design...part 1

For this series I will be looking at the design elements behind the SNK fighters. I won't be talking about every fighting game that appeared on the Neo Geo console, that would take years to put together. Instead I will focus on a few titles and some of the most influential characters, and designers. This blog has been a long time coming. The little bit that I talk about SNK will not be enough for most fans. It will hopefully get a discussion going with the design community. If I could boil down the SNK school of design, the reason why their characters were so long-lived, it would be because they hid the fighting masters in plain site. That's it. That's the secret to their success. Okay so maybe it is a little bit more complicated. Let's go back in time and see how the people that made Street Fighter changed the course of SNK as well. The late ‘70s and most of the ‘80s were considered a boom time for the arcade industry. Hundreds of studios popped up in the hopes of striking it rich. They wanted to create the next Space Invaders, the next Pac Man or Donkey Kong. Everything was an experiment and when one idea worked you could expect other studios to copy the formula. If one company had a racing game then everyone else had to have a racing game. If one company had a successful space shooter then other studios needed their own. This type of thinking sunk many developers. If they were only copying and not innovating then audiences would often pass over their games. SNK was a company that took many chances, in doing so they were often financially drained. The games they produced in the early days were the results of a small team of very dedicated employees. One of the biggest changes for the company happened when Takashi Nishiyama and Hiroshi Matsumoto left Capcom to join SNK. The pair had designed many of Capcom’s early arcade hits, including the original Street Fighter.

 

SNK founder and boss Eikichi Kawasaki had a keen insight to what gamers wanted. Unlike other company presidents who sat back and let his team develop hits he was actively involved producing many of their early titles. Mr. Nishiyama and Mr. Matsumoto had plans for a Street Fighter successor but the industry was evolving so rapidly that what it meant to have a fighting game was literally changing from month to month. Many arcade veterans would consider Technos’ game Karate Champ as the forefather of the modern fighting game. In 1984 it introduced audiences to the idea of traveling from place to place to fight other karate masters. There were even bonus stages in the game where players broke bricks and punched bulls. Some of these things found their way into the original Street Fighter. The colors for player 1 and player 2 could even be considered the inspiration for Ryu and Ken respectively.

 

To say that Street Fighter was solely based on one game, or even one myth was wrong. There were a few other games that shaped the industry as well. In 1984 Irem released Kung-Fu Master, that Mr. Nishiyama had also developed when he was with Irem. This game had a hero fighting wave after wave of different types of opponents in a nonstop showdown. It was essentially the foundation of the brawler as well as a key piece in the development of the fighting game genre. 1984 was also important because of Punch-Out!! The Nintendo hit introduced stylized opponents from different countries and different weight classes as well. The first-person perspective in a fighter was rarely used but Nintendo demonstrated that it could be done. Then there was Yie-ar Kung Fu by Konami. In 1985 the company added the concept of life bars to the genre. Also it introduced different schools of martial arts, some with weapons, and it featured the first Chinese female martial arts opponent as well.

 

The action titles from ’84 and ’85 things colored the development of the fighting genre. When Street Fighter was released in 1987 Capcom made sure that it was bigger and better than anything that preceded it. Karate Champ may have been the roots but this game was so much more. The new stars, Ken and Ryu, would travel the globe and take on challengers of every background. Mr. Nishiyama and Mr. Matsumoto didn’t create a generic martial arts tournament, they instead pulled in influences from pop culture. The movies, the comics and cartoons they enjoyed inspired the setting and opponents of Street Fighter. More than that they helped inspire the development of special attacks like the hadouken or fireball. Street Fighter wasn’t the breakout hit that the company expected it to be. Instead there was a game by Technos that ruled arcades that year. Double Dragon was a new type of fighting game. Audiences all over the world were instantly hooked on this brawler. It was essentially a pseudo-3D version of the Kung-Fu Master story. An evil gang kidnaped a girl but instead of one person fighting to get her back it was two. These two could punch, kick, grab and throw opponents. No other game had that many attacks or “combination” moves. Billy and Jimmy Lee were stars for a new generation. There was nothing traditional about these heroes. They were tough guys from the street, vigilantes that took justice into their own hands. Audiences could identify with them easier than they could a martial artist in ancient China.

 

Double Dragon would have a profound influence on the industry. Studios were forced to change with the times or audiences might skip their next release. Any plans for a Street Fighter sequel were scrubbed as Mr. Nishiyama and Mr. Matsumoto left to join SNK. The designers taking over at Capcom, Yoshiki Okamoto, Akira Nishitani and Akira Yasuda wanted to make the next Street Fighter a superior version of Double Dragon. You know the story by now of how Final Fight was originally called Street Fighter ’89. It was no accident that the stars of this game were not Ken and Ryu but instead a more contemporary Cody and Guy. Their sprites were bigger and more detailed than Billy and Jimmy Lee. They fought through a bigger city and had more moves and more opponents to deal with as well. Final Fight was one of dozens of Double Dragon clones that came out over the next few years. Many for the arcade but some for the consoles as well. Of these developers Konami put out some of the best brawlers and I dare say that Vendetta (1991) might be peak Double Dragon clone.

 

SNK had not yet released the Neo Geo console but the company saw where the arcade industry was headed. Specifically the President and Founder Eikichi Kawasaki saw that fighting games was the next big trend. He had his team begin working on new experiences. One of the most important and often overlooked titles that Mr. Kawasaki produced was called Street Smart. It was a sort of “missing link” between the brawler and the modern fighting game. It had a sense of depth like Double Dragon and even had a broad stage that allowed players to move far left and right. There were a number of different opponents each with techniques and abilities. It was the first fighting game to feature the Brazilian art of Capoeira, the Stage 2 boss “Slippery” Sam Santana could flip, tumble and strike. This game also featured an unlicensed version of I can’t turn you loose, an old Otis Redding tune made popular by the Blues Brothers. Poached music aside this game was important because it allowed for two players to team up against two opponents at the same time. It had a frenetic energy about it and being able to double-team an opponent felt very rewarding.

 

Mr. Kawasaki was a fan of the fighting arts and was even an amateur boxer in his youth. He knew a thing or two about real fighting. The idea of mixing up the forms intrigued him and he made sure that he had both a karate or wrestler be playable in Street Smart. It was SNK’s next game that helped put them on the map. Mr. Nishiyama and Mr. Matsumoto had their hands full trying to stay one step ahead of the competition. Street Fighter II exploded on the scene in February 1991. Somewhere in between Street Fighter and the original Fatal Fury the duo considered making a fighting game like Double Dragon with at least three playable characters. They had to act fast as Street Fighter II was gaining momentum. They narrowed their idea to a traditional fighting game but kept three main characters and even the ability to jump between the foreground and background. Fatal Fury was released at the end of 1991 and was an answer to both Final Fight and Street Fighter II. Audiences gravitated to the unique library of characters. Traditional fighting arts masters were balanced out by modern brawlers in street clothing. In fact you could see the spectrum in the main characters. Joe Higashi looked like a traditional May Thai specialist. His shorts, his taped hands and feet, dark tan and bold colors were classic. Andy Bogard was a sort of ninja-hybrid, his costume wasn’t quite classic nor was it quite modern, his design was literally a bridge between the old world and the new. If Joe was a nod to the past then Terry Bogard represented the future.

 

Terry Bogard was a new type of hero, the modern action film star. The days of Japanese karate masters being the heroes of the game were coming to an end. Some companies didn’t get the memo and kept rehashing old ideas, that’s why not many of those copycat fighting games were around today. Terry was a literal street fighter. He wore street clothing; a trucker cap, leather jacket, jeans and sneakers. He learned how to fight growing up on the rough streets of South Town. Of all the SNK heroes he was the one that went the furthest despite having a formal martial arts instructor. When SNK put him up against Geese Howard, the man who murdered his father, they created one of the great rivalries in fighting game history. Mr. Kawasaki and his star developers had a hit on their hands. It was the mix of traditional and modern character designs that helped put SNK on the map. When SNK’s next major fighting game was released it cemented their school of design. We will look at this in the next blog. As always if you enjoyed this blog and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!

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