A blog about my interests, mainly the history of fighting games. I also talk about animation, comic books, car culture, and art. Co-host of the Pink Monorail Podcast. Contributor to MiceChat, and Jim Hill Media. Former blogger on the old 1UP community site, and Capcom-Unity as well.
Friday, December 16, 2022
The Street Fighter 6 pre-order trailer, a look at Marisa, the modern gladiator
One of the things that I despised in SFIV, and SFV were over-the-top characters, moves, and animations. They often broke the fourth wall, and turned the fighting game into a series of sight gags. The way that Abel would spin opponents over his head with ease was one example. But also the way Rufus would bounce, or F.A.N.G. would flap his arms, and fly all over the stage. These silly animations took me out of the game. In the previous blog I mentioned that Marisa was a second take on one of the cringiest characters in the franchise. I honestly believe that she was a way to make up for Hakan, the Turkish oil wrestler. Let’s examine the roots of both characters.
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In regards to her stage, I'm beginning to think that some characters stages are, like...visualizations.
ReplyDeleteI seem to remember in an earlier trailer there was a scene where you were with Chun Li, and the scene sort of...transformed, from being the street to being a Chun Li-like stage.
My theory is the entire game takes place in Metro City, but characters can, like, create projections of their own stages. Either purely metaphorically, or with some Yugioh Battle City hologram shit.
So Marisa's stage isn't REAL. It's just either a manifestation of her personality, or something she just chose based on her own preferences.
I'm starting to sound like a broken record, but I thought I wanted to say it here too.
ReplyDeleteI think Ono's role in the character design compartment is really massively overstated. He's not a character designer and as a producer he couldn't have spent his time telling the designers how to do their job, just like you don't see his supposedly "silly" style in Shadow of Rome, another game he produced.
At the end of the day, Ikeno was the biggest name among the character designers in IV, and in the recent book "how to make capcom fighting characters" that's about SFV design you read about Nakayama's role in the design, Akiman's role, and how the team as a whole made up themes and tried to make designs that would fit what they wanted to make. In Abigail's section of that book they talk about how the artist department and the gameplay department started a little dispute with the latter wanting to shrink Abigail to make him fit better in the gameplay, and the former being more interested in making the biggest fighting game character ever. Ono wasn't around to tell Ikeno how to draw or to dictate all those teams how to do their job, and it's clear to me that design in Street Fighter games is a collective process that passes through many hands, and Ono was just a figurehead that got to receive the blames and merits of many other people.
Also, I really like Hakan and his design because I think gag characters are good and important to keep diversity in a game's roster. These designs aren't disrespectful to the martial arts they're based on, they're just designs going their own way, and Street Fighter always had them. Even in VI the vanilla "gag character" is going to be Blanka who is doubling down on the Blanka-Chan thing from V.
Still, I enjoyed reading the blog and thought it was interesting, don't take it the wrong way.