Showing posts with label developers. Show all posts
Showing posts with label developers. Show all posts

Friday, May 9, 2025

Why I'm not talking about Fatal Fury: City of the Wolves

Hello friends. Thank you for dropping by. You probably know that I’m a huge fan of fighting games. I’ve been playing them for 45 years. The first fighter I remember playing was Warrior by Vectorbeam. I wrote about this when I was doing a look at the Virtua Fighter relaunch. With that said I’ve avoided posting on the Fatal Fury: City of the Wolves for some time now. People may think that I’m biased against SNK, or only write about Street Fighter, but that is far from the truth. In fact the very first blog that I posted here in 2014 was dedicated to Mr. Karate from the SNK universe. I’ve written a lot about the history of Fatal Fury, the creators, and the characters on this blog. I was such a fan of the Garou series specifically that I tracked down the manhua (Chinese comics) based on Garou: Mark of the Wolves. I loved all fighting games, it’s just I loved some titles more than others.

I was very passionate about the Garou / Fatal Fury: City of the Wolves project for some time. I started talking about the development of the game in 2022. It had been ages since I was excited for a classic game to return. By March of 2024 I shared everything that I could pull from the character reveal, and gameplay trailers. I did a look at how the characters featured in the game evolved from concept art. With the guest character reveals of Mai, and Terry in Street Fighter 6 I had to mention why Mai Shiranui was important in fighting game history. Yet once the final details of the game were announced this year, and released on April 25, 2025 I had yet to say anything.

Why would I walk away from a sequel that I had been waiting on since November 26, 1999? That was when the original Garou: Mark of the Wolves came out. After a quarter-century wasn’t it going to be worth the wait? Sadly the answer would be no. The game was the embodiment of The Monkey's Paw. The short story taught us to be careful of what you wish for. Sometimes it’s better for things to stay dead, and buried. Even though SNK said that their new Saudi owners would not influence the direction of the games it was obvious that wasn’t entirely true. The game would be pandering to pop culture, rather than celebrating the fighting game legacy that built an industry. Will Borger with Digital Trends summed up everything that needed to be said about Fatal Fury: City of the Wolves. Mr. Borger's review touches all the basis for the game itself, but does us all a favor and explains why it doesn't reflect the fighting game community at all.

There was a quick answer as to why I walked away from the game after a release date was announced. The two guest characters revealed were shockingly disappointing. Rather than include a classic character from the SNK universe, or any crossover characters from Capcom, Sega, ARIKA, or Namco. The developers decided that a professional futbol / soccer player, and a DJ would be the welcome additions. These two people were so outside of the fighting game orbit that they would have never been voted on by the actual players. The athlete himself had been in the news for sex crimes. As for the Swedish-Bosnian DJ... he might be a global superstar but I had never even heard of him. Apologies to Super Greg for being overlooked as a better Hip Hop representative. It was obvious that the Saudis were directly influencing the development of the game. SNK would not bother to do as much of a cultural deep dive as Capcom did with Street Fighter 6.

That is not to say that a soccer character couldn’t be used in a fighting game. Roberto Miura from the Capcom game Rival Schools: United by Fate showed us that it was possible way back in 1997. Not only that but athletes had already been used in an SNK fighting game. Team USA aka Team American Sports appeared in King of Fighters ’94. These was a professional boxer named Heavy D! A pro football player / race car driver named Brian Battler. Lastly there was the basketball pro named Lucky Glauber. So yes the game could have used pro sports athletes, as long as they were made somewhat fantastic, and not just a copy / paste of an existing athlete. As for the DJ… fighting breakdancers could be done well. See Helicopter in Capoeria Fighter 3.

In many ways the bigger insult to the Fatal Fury series was in adding a real DJ to the game (whom I would also not name). Hip Hop already had a representative in the series called Duck King. This character debuted in the original Fatal Fury on November 25, 1991 then appeared another 11 times over the decades. The mohawked star was a literal street fighter. He was a battling b-boy (breakdancer) using tumbles, and sweeps to great effect. He was followed by a crew of baby ducks, wore street clothes, had a flamboyant personality, and was beloved in the fighting game community. Even if it was revealed that mentored the DJ in the new game it would have been better to stay with the original South Town legend. It was clear that the people working on SNK today didn’t understand the tone, and feel of the original series.

The early days of the arcade era were very experimental for most studios. In the ‘80s SNK was known for its bold game designs. They did combat game exceptionally well because SNK founder Eikichi Kawasaki was a boxer in his younger days. He wanted the fights in his games to be more visceral. This meant that masters of various forms were welcome to be represented in their releases. That was why SNK introduced Capoeira to arcade goers way back to 1989. The developers had a great appreciation for fighting in all styles. When MMA started to surpass all combat sports in the late ‘90s they developed a rare 3D title called Buriki One in 1999. It was the same year that they released Garou: Mark of the Wolves. Many of those team members had since retired, or moved to other studios. The current team at SNK was good at recreating themes, and elements of classic games with modern art, aesthetics, controls, and game play. The thing they seemed to lack was the imagination, and appreciation of the influences that created the iconic series. 

The new developers didn’t seem to know how to add a new character into the franchise that wasn’t pulled from old design notes. Worse yet they were listening to the whims of their Saudi owners, and just throwing in real people for no reason. This made me afraid that they would try to reboot Buriki One next. Or they might reconsider bringing back other games based on the cold reception of Fatal Fury: City of the Wolves. At least I hoped they would do better if they were thinking about it. What about you? Did you pick up the game? Was it your first time playing an SNK game, or were you a veteran player like me? I’d like to hear about it. Tell me about it in the comments section. 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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Wednesday, July 13, 2022

Figuring out the changing Street Fighter Style, final part

In the previous blog I mentioned that the characters in the King of Fighters, and King of Combat series tended to go over well with the broader Asian market, especially the Chinese. If you wondered why Asian-style leads were younger, or less muscular than the archetypes that Americans tended to favor I want you to think about pop culture. Think about every anime, and manga you had ever seen. There were some very muscular stars throughout history. Hokuto No Ken / Fist of the North Star, Dragon Ball Z, and Baki featured swollen leads. However those titles were the exception, and not the rule. The vast majority of manga, and anime featured characters with skinny-to-average builds. More often than not the stars were high school, or middle school kids. It wouldn’t make any sense for them to be huge, or vascular.

By comparison comic book, and animation heroes in the US were fully grown adults. They almost all had bodybuilder physiques. The villains were sometimes even more physically imposing than the heroes. Think of the difference between Batman, and Bane, Spider-Man, and Venom, the Hulk, and the Abomination. There was a distinct size advantage to the rivals. Even relatively young characters like Robin, or Kid Flash were often drawn more muscular than the average child. It stood to reason that Japanese studios would try to create equally buff characters when trying to appeal to the west. 

I think that the market had a bigger influence on the design changes happening at SNK, and Capcom than they had discussed publicly. Money talked, and if a studio wasn't hitting their goals then they had to find a new direction. In the previous blog I mentioned that DIMPS had co-developed Street Fighter IV. It was something that not everybody in the fighting game community was aware of. I believe that they had a hand in influencing the look of C. Viper, and Rufus. Even studios outside of Japan got a chance to shape the direction of the series. The Malaysian company Streamline Studios helped in pre-planning and development of Street Fighter V It wasn't the only time that an outside studio had shaped the direction of a flagship title. Most publishers outsourced some work to smaller developers. They might have built assets from the game, painted backgrounds, or created the title, and ending credits. The bigger the budget the more work a studio had to build from, and possibly outsource. If a game didn't perform then the publisher had a reason to cut down the team size, or try something different.

Street Fighter IV sold over 9 million units, across all versions, and platforms. It was credited with relaunching the fighting game craze. Street Fighter V sold over 6 million units, across all versions, and platforms. Both were hits, but they did not outsell Mortal Kombat X, which was just shy of 11 million units, and Mortal Kombat 11 which sold 12 million. The lack of numbers compared to MK, plus the drop off in sales from SF IV to V probably had a hand in seeing Yoshinori Ono leave Capcom. It wasn't the only reason that a change was warranted. Mr. Ono had lead the company to some interesting places during his tenure. He brought back a number of classic characters, but also introduced a number of odd ones as well. Rufus, Hakan, and F.A.N.G. stretched the idea of what worked in the series. They looked, and played like he was trolling audiences. He brought Gouken back from the dead. His murder was integral to Ryu, and Ken's story. All of a sudden he was alive without explanation. Then he introduced Kage, and Oni which were evolved versions of Evil Ryu, and Gouki respectively. These characters were already well designed, they didn't need an upgrade. To many in the community he was pushing the series very far from its roots. 

A new team made up of internal members had to step in. Director Takayuki Nakayama was joined by Producer Kazuhiro Tsuchiya, who had been with Capcom since 1992, Produced Asura’s Wrath, and was the lead Producer on the Mega Man series since 2018. Producer Shuhei Matsumoto had worked on Street Fighter: 30th Anniversary Collection, Marvel vs. Capcom: Infinite, Ultra Street Fighter II: The Final Challengers. Designer: Yusuke Hashimoto had Produced Bayonetta, and Directed Bayonetta 2. It was up to them to steer the ship in a new direction, without losing the Street Fighter Style. They had mentioned in interviews how they wanted the game to feel like a worthy successor to SFII. That meant they wouldn't have as many fantastic elements, and over-the-top characters as audiences had seen previously. The game would be focused on fantastic, but plausible fighters. Closer to the World Warriors, rather than Rufus, and other joke designs. So let’s have a thought exercise. If you were Japanese employee, working at Capcom, and tasked with creating a character that would appeal to American audiences, who would you come up with? It might be a pro wrestler, as wrestling was still popular, or it could be a more contemporary mixed martial arts (MMA) star.

Luke appeared like an up-and-coming MMA star. The new designers followed the rules that Capcom had established in 1987. He was a muscular, blond haired white guy. He could certainly never be mistaken for the skinny Kyo, or Shun’ei. The difference for Capcom this time was that the character was much younger than the other leads in the series. He was younger than Ken, Alex, and Abel when they made their debuts in SF, SFIII, and SFIV respectively. He was roughly the same age of Ryu in Street Fighter Zero / Alpha. Using the SF style of character design they tried to give him a pseudo-traditional martial arts outfit. MMA fighters often wore shorts, sometimes a rash guard. Luke was given both. He also had striking gloves instead of larger boxing gloves. His color scheme was distinct, he wore gold, and blue, the colors of the Capcom logo. The pride in his nation was displayed on his main, and alternate costumes. The USA logo, the dog tags, the US Army fatigues, and Team USA basketball jersey to name a few.

Despite his age he was a special forces op. He was a skilled fighter with a patriotic duty, somewhere in between Cammy, and Guile. The thing about his main costume was that it didn’t allow much material to establish his color, and identity. By comparison think about how much the colors, and costumes on Ryu, Ken, Chun-Li helped frame them. The designers at Capcom made up for it by covering his arms, and chest is solid black tattoos. It wasn’t the only thing the studio did to give him a distinct look. They gave him cartoonishly large forearms, this completely changed his profile. It made it so that despite his height, it looked as if he could hold his own with larger characters. They were design choices that wouldn’t have necessarily been used in a newer KOF game. The differences between Luke, and Shun’ei reflected both the aesthetic of Capcom, and SNK, as well as the target audience that they were going after. Capcom wanted to push the series forward in SF6, age the cast slightly, and give them new costumes. Luke’s uniform was changed to cover him up. Not only that but he lost the logo colors, going now to black, blue, white, and orange. His forearm tattoos were replaced with scars, and the chest tattoo was put on his rash guard. I think it was a good choice to leave the tattoos behind because patriotic symbols had been co-opted by the far right in recent years. 

Despite these changes you could still identify him even with just his outline because of his cartoonish proportions, and wavy haircut. I’m not sold on the colors selected for the fighter. I think that blue, and gold worked better for him. That’s my opinion anyhow. I think he would still be popular among new players. With character costumes becoming more casual, and more conservative in SF6 do you think that Capcom was moving closer to the SNK style? That's how it seemed with designs like Cammy, and DeeJay. Was this a good idea to attract new players? Do you think this was a business decision? I’d like to hear your take in the comments section. Let me know what you think defines the Capcom, SNK, or any other publisher style. 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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