Monday, December 12, 2022

The Street Fighter 6 pre-order trailer, a love letter to the series, and a look at JP

Thank you for dropping by the blog. We have a lot to talk about with the release of the Street Fighter 6 - Pre-Order Trailer. Make sure to watch it if you haven’t already.
   
There is a tremendous amount of new information revealed about SF6, including official reveals of some new faces. One of the things that surprised me was the re-introduction of bonus stages. Ways to earn extra points, learn skills, and practice special attacks have been a part of the SF franchise since the very first game in 1986. In fact one of the earliest bonus stages involved board breaking. After 35 years this returns in the game. Long-time players would spot nods to other classic bonus stages, and even new challenges.

There was a shot of the player character chopping the tops off of glass bottles in one bonus challenge. Those of us old enough to remember would know this bonus was first used in the Art of Fighting in 1992. The SNK game directed by Hiroshi Matsumoto, and Akashi Nishiyama was a sort of updated take on the Street Fighter formula. The duo had developed the original SF before leaving Capcom to join SNK. They took with them a number of their martial arts influences, and translated them into game form. I have written a lot about Mas Oyama, and his influence in the creation of fighting games. The “God Hand” of karate could legit kill bulls with his bare hands. He was the basis for Mr. Karate / Takuma Sakazaki, arguably the most power karateka, and one of the top bosses in the SNK universe. Oyama would put on demos where he would cut the tops off of bottle with a knife hand chop. SNK used the bottle chop as a bonus stage in the original Art of Fighting. This skill now gets a nod in the SF franchise as well.

I have said it before, and it bears repeating. Street Fighter 6 Director Takayuki Nakayama, Producers Kazuhiro Tsuchiya, and Shuhei Matsumoto, and Designer Yusuke Hashimoto have all demonstrated a better understanding, and love of the culture than the previous director Yoshinori Ono with every SF6 update released. The game is not only pushing the genre forward, it is also a love letter to the games that came before. These influences are from Capcom, and from other studios as well. I am not going to focus on Dee Jay this time because he is a returning character. Instead I want to talk about the new faces revealed. Let’s start off with the sharply dressed older gentleman. According to the official bio “JP is the head of an international NGO (nonprofit organization, designed to address social or political issues) responsible for many successful investment projects, and the man behind Nayshall's present prosperity. Has a beloved cat named Cybele.” I did a quick look at JP earlier on the blog. As far as his look, and use of weapons is concerned there is a lot of precedence in the series.

The gentlemanly fighter Eagle was the top British striker in the original Street Fighter. He dressed sharply, and fought with the use of two sticks. JP is a continuation of other well dressed fighters who use a weapon in combat. The closest one that I compared him to would be White from the Fatal Fury sequel Real Bout Garou Densetsu Special: Dominated Mind. It could be considered fair for him to use a cane because JP was an older gentleman competing against fighters half his age, and twice his size. Of course as with any fighter in the franchise looks were often deceptive. JP was more than just skilled with a cane, in the trailer we can see he harasses some sort of psychic ability. The purple glow of “psycho power” had been featured as early as 1991 through Vega / Dictator, as well as in later games with Rose, Menat, Ed, and Falke.

It was established in previous SF games that psychic powers could be funneled, or rather focused through objects. Menat used a crystal ball for example. Falke used a military staff. The vast majority of characters in the SF universe fought with their bare hands, but a select few fought with weapons. These characters helped add balance to roster. From a storytelling perspective it made sense that a Mad Gear boss like Sodom would fight with a weapon. But it also worked when smaller fighters, or older fighters, were allowed to use weapons in combat. To learn more please read the blog on Falke, and how military design works in fighting games.

The other two fighters revealed in the Pre-Order Trailer were more interesting to me. They seem to cement the idea that a lot in the online community had. Namely that the SF6 team was trying to redo the characters introduced in SFIV, to redo not only their looks, but also their over-the-top, cartoonish special attacks. Let’s do a recap of what we know, and then what we can infer. Many SF fans learned that the rival to Ken was not originally planned to be the obese, and stupid Rufus. A young Black, “breakdance kung-fu” fighter named King Cobra was going to be his arch-rival. Audiences felt this was a very strong design, one with tremendous potential. Producer Yoshinori Ono insisted on adding a “fatty” for comedic effect instead. The world was robbed of a potentially fantastic design.

Of course no great idea really dies. At least not at a major studio. I believe that the fighting style originally planned for King Cobra was instead assigned to Jamie, the rival to Luke in SF6. The idea of giving a strong balance, or younger upstart to compliment to a franchise character was expanded on with others in the cast. Chun-Li as you may know finally had a worthy rival with the villainous Juri in SFIV. Juri’s design I believe had finally been perfected in SF6. Although we have not been introduced to A.K.I. officially as of this writing, many online also believe her to be a redesigned version of F.A.N.G. from SFV. One who loses the silly personality, to become a much more sinister archetype. Not every new face in the series is designed to be a rival to an established character. For example, Kimberly is the young ninja that is designed to be the understudy to Guy.

Guy was a featured character in the 1989 hit Final Fight. He was originally designed to be the replacement for Ryu in the Street Fighter series. As Cody was designed to replace Ken as well. The wrestler-turned-mayor Mike Haggar was the prototype for Zangief. But I digress… The sneaker-wearing ninja was certainly cooler than Ryu in design. Bringing just a hint of urban fashion into a traditional martial arts world. Kimberly carries a lot more of that same forward thinking. Mr. Nakayama, Mr. Tsuchiya, Mr. Matsumoto, and Mr. Hashimoto have gone all-in on incorporating the western influences that helped create the SF series. In doing so they expanded the diversity, and more important, created much better representation than in either SFIV, or SFV. They understand, perhaps better than the majority of Japanese designers, that Black culture is pop culture in the west. Not only that Black culture is the backbone of pop culture the world over. Using the fashion, the music, and art of Hip-Hop without including Black characters would have been a disservice to the community. The two other women introduced are other great examples of representation. I will dig into those on the next blog. What are your thoughts on everything revealed with SF6 so far? What are you looking forward to? Let me know in the comments section please! As always if you 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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