Showing posts with label fighters history. Show all posts
Showing posts with label fighters history. Show all posts

Monday, April 13, 2026

Bookmark This Page; The origins of the Middle Eastern fighter

Fighting games had a mixed take on Middle Eastern characters over the past 40+ years. If you want to see the good, and bad origins of those characters then Bookmark This Page.

The Middle Eastern fighter, building a legacy, part 1...

The Middle Eastern fighter, building a legacy, part 2…

The Middle Eastern fighter, building a legacy, part 3…

The Middle Eastern fighter, building a legacy, final part… 

Did you have a favorite middle eastern character? Let me know 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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Monday, December 21, 2015

The Middle Eastern fighter, building a legacy, part 1...

When we look at fighting game characters, both the good or bad designs, we have to take them in context. Most fighting game characters represent more than a fighting art. They often represent a region of the world, and in some cases an entire culture. The majority of fighting game characters are East versus West, but more specifically Japanese versus USA designs. Some of these men and women were inspired by actual people but the majority were created from a number of sources. Films, comics, cartoons and television had done a lot to influence the creation of the biggest names. One region that was rarely discussed, even by me, was the Middle East. It had colored a few of the characters that appeared throughout gaming history. In order to understand the design, influence and even impact of the newer characters added to both Street Fighter and Tekken we have to look at them in context. We will start by going back in time, back to the Golden Age of Islam. Now I do not mean to offend my audience by discussing Islam during this era of heightened security and suspicion. I have talked about Buddhism, Shinto and other spiritual beliefs on my earlier posts regarding fighting game characters and their origins. I hope my readers can extend the same courtesy to the culture I am going to present.


The Arabian Peninsula, Saudi Arabia for the most part, is a bridge of cultures and customs. It was a hub of commerce from North Africa to South Asia, there was tremendous influence in the region to the people, tribes, and traditions of the surrounding areas. From Russia, China and India to Egypt, Sudan and Ethiopia, there were some connective tissues that united this region of the world thanks to the Middle East. When it came to pop culture there were a few things that people knew of the area. It was rich in oil, had survived countless conflicts from internal and external forces and had remained culturally isolated for a good portion of its history. When it came time to present characters from this part of the world the writer, artists or producer often relied on trope. The majority looked at one specific point of reference The folk tales or ancient Arabia could be found in the book One Thousand and One Nights, sometimes printed as 1001 Arabian Nights.


It was a collection of myths from South Asia and the Middle East. There were stories of magicians, monsters, exotic locations, epic battles, great heroes and treacherous villains. Little by little the stories of various cultures, some which were riddles or short poems, would be added to the anthology. The character of Scheherazade would become the storyteller in the series. Just about every myth that people associated with the Middle East, including the tales of Sinbad and Aladdin had come from this book. The stories from 1001 Arabian Nights had the same romantic elements found in many western literature pieces. There were princes and princesses, dragons, magic and all sorts of fantastic elements. Some stories even were precursors to science fiction as they mentioned being able to travel to distant planets and having machines that appeared like robots and androids. It could actually be argued that some western myths were stolen from the Arabic tradition.



One of the earliest pieces of pop culture was an adaptation of Middle East story called the Thief of Bagdad. I have talked about Hollywood white washing characters before and having minorities cast as villains. When I was talking about F.A.N.G. I mentioned that the West created characters far more offensive than anything Capcom could do. When it came to the Middle East you could expect white actors to play the lead roles. It wasn't the white-washing that stuck with audiences as much as it was the stories. The fantasy created in this part of the world was amazing. Flying carpets, shape-changers and winged horses were visualized in film. They were early attempts at special effects and some of the illusions the pioneers created were well done. The hero of the films, Ahmed, would travel to some exotic locations, including active volcanoes and the bottom of the sea. The early effects artists had to figure out how to create the illusion of weightlessness and the early makeup artists had to create passable monsters for film. These characters and settings would be revisited again and again by Hollywood. Even great animated features like Disney's Aladdin and The Thief and the Cobbler had borrowed liberally from the Thief of Bagdad.


In doing so the studios were exposing countless generations in the USA as well as around the world to the Arabian myths. What was interesting was how benevolent Islam had been presented in these early pop culture pieces. If you ever get a chance please watch the 1924 version of the Thief of Bagdad. It is a silent film but the mythology is not changed to fit western tastes. Imam, the Holy Man that narrates the story and is seen at the beginning and end of the film quotes the Quran and gives praise to Allah. He appears several more times in the film guiding the hero Ahmed, as played by Douglas Fairbanks (who had attained a level of fame in his era that could be considered the equivalent of George Clooney+Brad Pitt+Johnny Depp). It would be almost impossible to film a movie like this today, especially with a big name white actor playing a Muslim. But that era was far different, and surprisingly very accepting of the tenants the film described. Imam was very warm and humble, almost Christ-like with his generosity and wisdom. He helped set Ahmed on the right path after being tortured and whipped by his royal captors. A warm religious figure, even from a different faith, would have gone over very well in turn of the century America. Sadly those days are gone and may never come again. Needless to say the early movies, whether in color or black and white created a world that fans wanted to dig into.

 

Other stories from the Arabian Nights would be adapted to the big screen. None were more popular or successful than the Sinbad films. Of course the characters were white washed as well but the settings and situations remained based strictly in Arabian fantasy. An effects artist named Ray Harryhausen helped create monsters that the heroes would do battle with. Whether it was a cyclops, medusa, skeleton warrior or kraken the films made the impossible look real. Haryrhausen would painstakingly hand animate tiny models and match them to the actors performances. There was no CGI in the early days of cinema so Harryhausen had to combine props, models and stop-motion animation in order to achieve a desired effect. Many of the sequences he animated withstood the test of time and set the bar for future visual effects artists to meet. Hollywood was doing a fantastic job of bringing the audience into the world of Arabian myth. Many young artists and designers around the world were growing up on these films. As entertainment formats changed some studios looked for ways of incorporating these myths into their own titles.

 

One of the great all-time video games was set in the ancient world . Prince of Persia debuted in 1989 and did a great job of capturing the spirit of mythical Arabia. There was a bad guy, a princess, a hero, some magic, exotic locations and sword fights. The PC game by Broderbund was a hit and eventually found its way on multiple systems, consoles and handhelds. It would receive sequels and reboots but thankfully always retained its location and theme. It was not the first game set in the ancient world and certainly not the last. The Arabian Nights mythology was the basis for several arcade games. The first major title was published by Atari. Arabian was released in 1983, it was actually developed by Sun Electronics. The game featured a digitized score made up of many classical music pieces. Each stage was introduced in the pages of a book, as if you were entering the actual Arabian Nights series. The hero in the game was a tiny figure that wore a turban and fought mythical monsters with his hands and sword. The mechanics of the game were ahead of their time. The prince could jump, crawl and climb throughout the maze-like stages. Most games were having problems figuring out how to do the most basic of controls. The original Mario Bros. was released the same year as Arabian and featured a character that could "only" jump. Granted Mario became a superstar and the prince disappeared into the footnotes of history. To be fair Arabian predicted the gameplay that would become a staple in every adventure title, and especially in the Prince of Persia.

 

The backdrop of ancient Arabia would be used in two rarely seen arcade titles. Taito unveiled Arabian Magic and Sega unveiled Arabian Fight both in the same year, 1992 to be precise. Both games were brawlers, the same format used in classic games like Double Dragon and Final Fight. Players could control one of multiple characters, each with their own strengths and weaknesses and have a go at the title alone or with a bunch of friends. Both games featured exotic locations, from sailing ships, to temples and even battles while riding atop flying carpets. Both games also featured multiple types of opponents, including assassins, soldiers and the undead. Both games even featured a magic system that allowed them to create more damage to their opponents than fists or weapons ever could. The magic system in Arabian Magic was much harder to use. Players could unlock a new "spell" only if they defeated the djinn or genie that acted as a boss character. Even if the player had a magic in their inventory they could only use it once. There was none of this three wishes stuff so players had to save their magic for when they truly needed it.


In Arabian Fight the characters could perform the magic attacks multiple times and recharge the system as well. Both games were rare in the arcade. Sega was showing off its new System 32 hardware, capable of presenting sprites that were much larger than the competition. Plus these sprites featured more colors and more frames of animation than the game engines used by other studios. The System 32 hardware was also capable of scaling sprites on the fly, displaying transparencies and other graphical effects that were put to use in creating visuals that hadn't been seen in any other arcade title. The Taito game was visually impressive as well. The amount of detail that was crammed into each level was amazing. Unfortunately the game seemed to lack polish. The animation was spotty in places and the control was not as tight as it could have been. Of all the Arabian themed games that had ever come out I think Arabian Magic was aesthetically once of the best. The character designs were superb, the costumes, stages, djinn and opponents were all well done and correct for the history they were representing. Arabian Fight was simply too animé in design and presentation. The characters looked like typical Japanese cartoon characters but dressed in costumes, rather than actual Arab, Indian, African or Asian figures.
 

One of the most interesting video game characters was based on Arabian storytelling traditions. Karnov appeared in his own arcade game in 1987. The title by Data East featured the fire-breathing strongman on an adventure in the ancient world. He fought dozens of mythical creatures, including griffons, gorgons (Medusa), mermaids and other fantastic beasts from Arab, Indian, Assyrian, Greek and Egyptian mythology. In the game players could unlock bombs, ladders, wings and other bonuses that would help Karnov complete his journey. Karnov was physically gifted, in addition to his strength and fire-breathing ability he could also swim like a fish and when equipped with a golden wing backpack he could fly. The developers created many wonderful stages highlighting the diverse gameplay features. The title was difficult in that it did not give you hints as to what type of item had to be used in order to reach the end of the stages. Many items were hidden throughout the levels and players were rewarded by exploring their surroundings. When I think of the design of classic adventure games and even some modern adventure games like God of War I see some traditions that were started in Karnov. Through his adventure the character would end up symbolizing the myth of the Arabian hero. He would be blessed with magical abilities that would be applied to other game characters across multiple genres.

 

The trademark of the character was his fire-breathing attack. He could spit fireballs or breath large clouds of flame. Each time he returned, whether it was a cameo character in Bad Dudes, or as a boss in the Fighter's History fighting series, he retained the ability to breathe fire. These things, these techniques were pulled partially from myth and partially from fact. In classical literature it was Indian and sometimes Arab characters that could breathe fire. These characters would come in handy when having to do battle with supernatural monsters. Yet there were people in the real world that were considered true "fire eaters." Street and circus performers were known for their ability to spit fire, juggle flaming chains, walk on fire and even eat hot coals without injuring themselves. Some of these performances were done by religious and military officials. What game designers did in Japan and the USA was sprinkle some basic understanding of a region and mix it with a liberal dose of fiction. I had talked about Indian characters and yoga as the inspiration for magical fighters on an earlier blog. Karnov may have been the first fire-breathing mystic in a game but it was Dhalsim from Street Fighter that became the most popular.

 

Game developers took the elements that made the Arabian characters memorable in the fantasy stories and began including them in various games. In many instances they were not far removed from the classic hero. Whether they worked in the game or not was subject to debate. In the next blog we will look at how Karnov began a questionable legacy. 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!

Saturday, July 11, 2015

The Ken reaction, part 1...

Let's talk a moment about the reaction to Ken returning in Street Fighter V. There are people that love the news, the new look and new moves and people that are offended by all the changes. It's understandable from either perspective. Those that have been with the series for a long time might not welcome the changes made to the character. Those that are relatively new don't mind the makeover as long as he still plays well. One of the biggest knee-jerk reactions has actually been about his hair. It is much longer now than in the previous game. So much so that it is falling over his eyes. There hasn't been a male character with this much hair since Alex in Street Fighter III.


Of course the people that are complaining about his long hair may fail to address that this character has always had long blonde hair. In fact this is the second major makeover for the character. In Street Fighter Alpha / Zero, he had much longer hair and in a ponytail. The decision to present a young Ken and Ryu in the series was based in part on the designs used for the Street Fighter II anime movie. Most fans enjoyed the look so long as Ken was still a fun character to play as.


The other major complaint is that the model in the trailer is ugly. The hair itself looks like it was sculpted out of Play-doh. I'd actually like to remind critics that these are Beta and possibly even Pre-Alpha models going into the teaser trailers. The character is still months and months away from being finalized. In case these people forgot the early footage of Street Fighter IV caused the same reaction from many gamers. Ryu was ugly, as was Chun-Li. Their heads were odd, their proportions were funny. Their hair looked like blobs of colored clay. On and on people complained while the game was still being developed. Many wrote off the series then and there. They should have stuck around a bit longer because from month to month the models changed greatly. I can only assume that the same thing is going to happen with Ken and the rest of the cast. Also for the people that dropped the series while it was still in beta were not really missed. The over 8 million copies of the Street Fighter IV series sold helped single-handedly revive and entire genre with the masses.


I'll hold my judgement on Ken until he is finalized. I'm already not happy with what the studio did with Birdie but that's an entire series in and of itself. Right now I am sitting on the fence regarding the redesign for Ken. Like many long-time fans of the genre I can point out what the issues are. First and foremost the character is part of a legacy design going back to the start of the genre. And I'm not talking about the first Street Fighter either. I mean a game even older than that!


The karate guy in the white uniform versus the karate guy in the red uniform was a tradition started by Data East over 30 years ago! There were a couple of reasons why the characters were presented this way. First off the uniforms could have actually been worn in competition. Secondly the red uniform was a good contrast because two characters wearing white would be difficult to track as they jumped toward each other. It made a lot of sense for programmers that had to use two main karate fighters in a game. It would become a tradition that other studios would follow.


Capcom pretty much set the standard a few years later with the original Street Fighter. Since the game engine was running on the CPS-1 board the sprites were larger and supported more colors than what was possible earlier. They used these extra colors to add some details to the characters. Ryu had reddish hair, red punching gloves and red slippers. Ken had blonde hair and gold punching gloves. These details would become standardized for both characters over the next 25+ years.


As more developers began creating fighting games of their own they started out with two main characters. They were almost always a Japanese and an American because that was the two biggest markets the industry was focused on. The Japanese was usually a karate fighter and the American was also a karate fighter or some sort of wrestler. SNK had experimented with the formula since early on. Such was the cast with Street Smart. A game that was a hybrid brawler and fighting game.


That same year Capcom also released a title that was a hybrid fighting game and brawler. Final Fight was designed as the sequel to Street Fighter. What was interesting was that the uniforms for the main characters were reversed. The American wore white and the Japanese wore red, well actually a burnt orange color.


And so the trend continued through the years. In 1991 Capcom released Street Figher II and updated the look of Ryu mostly. Ryu had dark hair and lost the slippers. Ken more or less stayed the same. The other developers were keenly aware of the trends and had also released their own fighters. The closest one on the calendars was Fatal Fury, which was produced by the planner on the original Street Fighter. The main colors remained on the characters, red and white yet this time they were brothers. Also SNK began inserting more contrasting colors and even secondary colors to all of the uniforms. This would be a trend that made the SNK library appear much different.


A year later SNK released the Art of Fighting. Again the colors were reversed on the main characters, except this time there was more diversity. Instead of a blonde American, the second player was a black haired Italian. I'm sure many audiences noticed that while Ryo was very much an amalgamation of Ken and Ryu, his uniform had a distinct black vest under his gi. This was something that would return for Ken in Street Fighter V.


The following year was a major period for the evolution of fighting games. Three titles were released that each shaped the course of history. Data East finally returned to the genre they created with Fighters History. From the neck up the two main characters were very much identical to Ken and Ryu. The rest of the cast was even similar to the World Warriors in Street Fighter II. So much so that Capcom sued Data East for copyright infringement. Capcom would lose the case which allowed other studios to release games and characters very similar to Street Fighter.


SNK would return with one of the most popular weapon-based fighting games of all-time. Samurai Spirits came out in 1993 and introduced Haohmaru. However he was without his balance until the sequel came out. Genjuro was very much the Ken to Haohmaru's Ryu, although technically both were Japanese.


The most revolutionary title of '93 was Virtua Fighter by Sega. It was the first 3D fighting game. Yet despite all of the advances with graphics technology the main characters were still a Japanese and blonde American wearing white and red respectively.


A year later Namco released their first entry in the 3D arena and surprise-surprise there was a Japanese protagonist wearing white and a blonde American in red. Of course any similarity between Ken and Ryu to Paul and Kazuya was superficial. The Street Fighters and the Tekken games had different control schemes, different combo setups and altogether different gameplay elements. The biggest franchises, at least those that came from Japan kept the tradition alive for a generation. Red and white costumers were done because of technical limitations originally. The early arcade engines only had enough memory and processing power to display a few colors at a time. Characters had to be painted in broad single colors. As technology improved so did the ability to display dozens and then hundreds of colors on screen. Even then developers learned that the most memorable characters preserved a single main color. This was most obvious in Street Fighter.


Let's play some word association. What is the first color that comes to mind when you think about these characters: Ryu, Ken, Chun-Li, Gen and Charlie Nash? Chances are you would think white, red, blue, purple and green. Think about every Street Fighter character and how you could pin a color to them, Sean was synonymous with yellow, Blanka was green and Makoto was white. Costumes or uniforms with a solid color were easier to track on the screen than a character with busy patterns on them. This worked in traditional animation, in comic books and just about everywhere else where you wanted to grab the attention of the audience. If there was one thing that Capcom had relied too much on over the past 30 years was that certain nationalities were stuck with the same colors.


It was not a hard and fast rule but audiences around the world were expected to identify the American character because they were white with blue eyes, blonde hair and military themes. Costumes started to become a little heavy handed with social bias. Japanese characters that were not wearing a gi were sumo wrestlers. Black fighters were mainly boxers and on an on. This started to wear a little thin with audiences. They wanted to see some more original ideas. If not more diversity then perhaps costumes that would make the characters look a little more contemporary. The only down side was that Street Fighter had gone unchanged for such a long time that giving a main character with a completely new look was going to make a lot of players mad. Capcom found a nice middle ground by offering DLC costume packs which offered everything from actual street clothing to animal costumes. However Street Fighter V was a completely different approach to the genre and because of that some of the returning characters would not be the same. In the next blog we will take a closer look at the new Ken. 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!