Showing posts with label mestre zumbi. Show all posts
Showing posts with label mestre zumbi. Show all posts

Wednesday, October 21, 2015

How fight culture became fighting game history, final part

The seeds for the fighting game genre were planted in 1984. That year saw the introduction of three important arcade games which would profoundly change the industry. Irem released Kung-Fu Master, which predated Double Dragon and could actually be considered the forefather of the brawler. It had stage after stage of different villains approaching from the left and right and had a boss waiting at the end of each stage. Technos developed Karate Champ which was the original two-player fighting game featuring a red and white karateka. This was years before Ken and Ryu had appeared in the first Street Fighter. The only thing that the previously mentioned games lacked was diversity, in terms of different ethnicities. Although to be fair there was a dark-skinned giant, possibly of Indian or even Arabian descent in Kung-Fu Master. Minority characters were not playable characters however. The first prominent black character in a fighting game was Mr. Sandman.


The original WVBA (World Video Boxing Association) Champion from the Nintendo game Punch Out!! Boxing would be pinned on many black characters from the earliest point in Japanese games. Some of the characters developed during the late '80s and early '90s were done as an homage to Mike Tyson. He was going through opponents at a feverish pace when he turned professional. Near the end of his reign other black athletes began to replace him. Axel Hawk was written as the mentor of Michael Max (another Tyson clone) from the Fatal Fury series. Axel was a nod to George Forman who made a comeback at the age of 46 and recaptured the heavyweight championship of the world 21 years after he had originally won it.


The game was also released in 1984 but had a reputation for its ethnically stereotypical characters including the Cuban Piston Hurricane and Italian Pizza Pasta. These were meant to be taken as a joke by the Japanese developers. Many game fans did not find too much offense in those characters however that changed with the introduction of the Vodka Drunkenski in Punch Out 2. The Russian was renamed when the game was translated to the home consoles. His bottle of vodka had been replaced by a soda bottle. Mr. Sandman was different though. He did not have any gimmick or racially biased name. There had been professional black fighters that also went by aliases like "Sugar," "Hitman" and "Dynamite," so the Sandman seemed to be a good fit. The character was deadpan serious, as one would expect a World Champion to be. He required perfect timing to beat and most arcade gamers never did. The character still managed to intimidate opponents 25 years later when a new Punch-Out!! was released for the Nintendo Wii.


Shigeru Miyamaoto, creator of the Mario Bros, the Legend of Zelda, Metroid and a slew of other franchises had actually designed the cast and started a tradition in for developers. He demonstrated through Mr. Sandman that a character designed with respect rather than trope would reflect back to gamers. In the very first blog of this series I mentioned that the developers that respected their subject matter often did better with audiences. Even if a fighting game pitted skeletons against cyborgs or revolved around dinosaurs the players could pick up whether or not the developer was simply trying to cash in on a trend or if they had really invested their efforts into the game and the universe they created. Kung-Fu master and Karate Champ were ported to multiple consoles yet neither received a proper sequel. By comparison the Punch-Out!! series was a hit in the arcade, on the 8-bit NES with an added plot, on the 16-bit Super Nintendo with new villains and years later on the Wii. The extra time, energy, diversity and attention to detail that Miyamoto and his team had put into their game clearly came across to audiences every time.


The Japanese did not think that creating caricatures of ethnic stereotypes or names would have caused a big fuss. Through the '80s not many people took notice. However when the Politically Correct / Ethnic Sensitivity movements took off in popularity the Westerners expected those in the business world to follow the trends. In Japan that was not the case. Again there was cultural relativism to consider. Of the two nations only the US had a major civil rights movement.


Capcom had created a great legacy of black boxers through the Street Fighter series, one of which played up the strengths and abilities of the sweet science rather than perpetuate stereotypical tropes. The bar that had been raised by the Street Fighter III team when they created Dudley was unfortunately lowered by the Street Fighter IV. More than a decade between games didn't make the Capcom artists any wiser. Dudley would receive an alternate costume of an afro and sunglasses modeled after the look of Tiger Jackson in Street Fighter X Tekken. He certainly didn't look very much like a world champ any more.

Developers in Japan and the US were stuck in a rut. Aside from professional boxers there wasn't much in terms of styles that they felt comfortable assigning black athletes. Basketball and breakdancing had become the new fad and by the mid-90s it was becoming tired to audiences. Thankfully Capcom and Namco wizened up and pointed to new fighting styles. Capoeira came into focus in 1997 thanks to Eddy Gordo and Elena. Even Sean was allowed to learn the assassin's fist that had been previously reserved for Ken and Ryu. Minority fighters suddenly no longer seemed locked into one role. A few years later Spiritonin expanded on that concept and began flipping conventions in their Capoeira Fighter series. Blacks, Whites, Latinos, men and women from different nations were all presented as exceptional capoeiristas. When those characters went on a wold tour they faced many new styles. These fighters from different nations also broke convention.


The boxing champion was a short British person with a Napoleon Complex. There was also a young Shaolin Monk, a German breakdancer, a female Tae KwonDo practitioner, a karateka based on the villain from the film the Karate Kid, a Scottish barroom fighter and a large Southern grappler. Rarely had any fighting game featured such diversity with regards to ethnicity, age and technique. Spiritonin had put the same level of detail on all the new fighters that they had with the capoeiristas. The moves each had, the special attacks, costumes, voices, names and even stages were built with forethought. The studio made sure to incorporate actual or appropriate details from each nation or culture to place on their cast. The name of the Shaolin Monk Kuan Yin Shen was based on a Buddhist deity. The young man spoke in wise passages during cut scenes, beguiling his age. Other characters had their own personalities on display while fighting or in their own cinemas.


The capoeiristas were joined by some other traditional and non-traditional faces. A Bruce Lee clone which all fighting games needed to have, a wild jungle girl, a female Muay Thai master (the first one ever featured in a fighting game!), a monkey kung-fu master (that I designed) and a couple of alien beings from the Guardians of Altarris (a different Spiritonin game) made a cameo appearance as well.


Spiritonin knew that a colorful cast was important but not as important as good control, great animations and a balanced fighting engine. They delivered on all those things while at the same time deconstructing the ideas of minority characters in fighting games. Women and blacks could not only make good supporting characters but they could also be important leading ones as well. The game had no set main characters although Meste Loka and Mestre Rochedo had been in the series the longest followed by their students. In order to make sure the game went beyond all expectations Spiritonin also wrote a new chapter in the book on villains. Zumbi Azul was so well done that I would rank him among the best villains ever created for a fighter. Zumbi was already an impressive bad guy but his dark alter-ego raised the bar. In all honesty I would rank Zumbi Azul in the top-5 bosses of all-time. He would even be in my personal top-3, second only to Gouki and ahead of Silber.


Spiritonin was able to insert powerful minorities and females into the genre as if they had always been there. They did not play the race card because they did not have to. They simply decided that it was finally time to bring fighting games into the 21st century. The biggest publishers in Japan and the US were taking too long to catch up with society. Spiritonin learned from Miyamoto and the other industry leaders. They treated their audience with respect. They placed men and women of color into a game without any pandering or gimmicks. The cast was balanced from a gameplay perspective but almost as important the members of both sexes had equal weight on the plot and outcome of the game. When Spiritonin wanted locations that meant something to Western players then they used actual landmarks. Even the fictional locations were still inspired by reality. The plantation mansions, the secluded beaches, the rain-forests and the colorful hotels featured in CF3 could be found sprinkled throughout South America. When Spiritonin wanted to create a convincing villain they used elements from ancient Afro-Caribbean and African-American spiritual customs that modern players could still identify. They did not put a costumed European in a corner and have him wave his hand to call down a meteor strike. In short the studio delivered something that audiences were not expecting.


An important chapter in the history of the fighting genre was written but for the web browsers instead of the arcade or home consoles. Capoeira Fighter 3 was a great game but did not get wide exposure. Because of this many "hardcore" and even casual players missed out. The biggest loser would be the entire industry. The big publishers on both sides of the Pacific would not learn how a fighting game should treat members of every ethnic group and culture. Nor would they learn that they could present attractive females that were also strong and athletic instead of just big boobs in skimpy costumes. Without a popular and successful template to work from most developers would rely on trope to design the next fighter. A generation that grew up seeing minorities and women portrayed in one way would never expect to see them in any other light. It was important that the developers get these impressions right the first time or else they would perpetuate stereotypes. It was simply not enough to live up to player expectations, the studios had to exceed them and redefine what the expectations should be. A great game and a terrible game could equally color their perception of gamers. The industry should always remember that the color of their audience should always be respected more than the color of their money.


Capoeira found its way into the world of mixed martial arts in the latter half of the 20th century. Almost a century ago the Japanese Count Kouma had demonstrated that jujitsu could be used to defeat the best capoeira striker. Suddenly the Brazilians felt inclined to begin studying this new form from the East. Yet as Kazushi Sakuraba demonstrated time and time again not even the Gracie jujitsu system was perfect. Many mixed martial arts fighters, not solely the Brazilians, took another look at the Dance of War and began adapting the sweeping kicks and unpredictable strikes into their technique. Now modern fighters are well rounded in the various fighting forms and are able to put on demonstrations that are as exciting to watch as any fighting videogame. Marcus Aurelio for example has an incredible sense of balance and makes capoeira look easy to do in a professional match as he takes out opponents with dizzying speed. While he may never achieve the legend of Mas Oyama we can see that the lessons of knowing multiple forms does indeed make one a better fighter.


I hope that you enjoyed this survey on the various fighting arts and how they migrated around the world. From the roots of grappling and kung fu that Indian monks took with them to China. To the merchants that crossed the Sea of Japan and introduced a continent to the Empty Hand techniques. there were the indigenous tribes in Indonesia and the isles in the South Pacific that kept their form alive as Dutch, Spanish and French imperialists sought to destroy them. When the fluid striking of the African arts crossed the Atlantic it mirrored the journey of millions of slaves. It would become wrapped up in ancient animism beliefs of the Old World and the crown of thorns from the New World. Its legacy would become the mix of Japanese blood in the form of judo and ju-jitsu. It would bear the illegitimate offspring of English catch-as-catch-can and US wrestling. These children would grow up on a steady diet of fighting. Their children and great grandchildren would continue to fight and shape the arts.

When fighting games became popular almost 30 years ago the developers celebrated the colorful world that gave birth to the genre. Little by little they turned their backs on the real men and women that shaped history and began inventing fighters and forms. By doing so the games suffered just a little bit and the popularity of the titles declined. I still think that the best days of the genre were still ahead of us. If the new generation of designers learned where fight culture came from and worked as hard trying to evolve as much as the current crop of real world fighters then I think they could capture the spirit once more. Thank you for following this series, thank you for the questions and comments throughout and I wish you all the best. 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!

Friday, October 16, 2015

How fight culture became fighting game history, part 47

Capoeira was a graceful fighting art form. It revolved around the rhythms, colors and communities of Brazil. The indigenous people of South America and the African slaves helped keep the form of combat alive under the guise of a sport. Many of the strikes did not lose their lethal nature though. It came in especially handy for escaped slaves and prisoners. It was up to the developers at Spiritonin to bring the history of Capoeira to life and make it appear as diverse in game as it was in reality by applying different variations of the art to different characters. For some it flowed freely and highlighted amazing spinning strikes. For others it was an explosion of concentrated punches and counter attacks. The beauty of the art form was countered by the ugliness of some of the combatants in Capoeira Fighter 3.
 

This did not mean that the characters were physically ugly but that they exploited the form simply for the sake of harming others. The worst of these offenders went by the name of Zumbi. The Mestre had played the heavy in the previous incarnations of the game but by the third chapter in the story he became a boss-level fighter. Zumbi did not simply gain a host of more powerful attacks but his voice, his appearance and even stage had changed dramatically. The end result was a monster of a man named Zumbi Azul. This new character observed many of the same conventions that were created by Capcom when the studio designed Gouki.

Zumbi Azul was meant to evoke supernatural origins. Creator Scott Stoddard and artist Adam Ford started by changing his skin color. The cool blue was "painted" over Zumbi as part of a dark ritual. It was meant to reflect the night. Symbolically this also reflected the dark Macumba spirits that had possessed him. The contrast from white painted markings was meant to make the character look like a skeleton as well. These new color choices were contrasted by blood red eyes and fingernails. It made Zumbi Azul look like a Voodoo Spirit rather than a person. These things were all done deliberately. Every design clue in the game was meant to invoke images that would have been clearly understood by gamers in the West. Gouki had animalistic features, dark red skin and other traits that were universally recognized as making him demonic. Some of his other cues were not as obvious to players outside of Asia. The spiky hair was reminiscent of the guardian spirits or Nio and the rope belt he wore had Shinto connotations. In order to make Zumbi and the mythology of Zumbi Azul work the studio had to put in enough visual cues that highlighted the spiritual elements in the series, again the spiritual elements from the West.


Capoeira Fighter 3 had a mix of influences, not solely from the fighting styles but also from other video games. It was heavily based in the visual style of Street Fighter Zero but with gameplay elements, control schemes and animations from Street Fighter III and Tekken as well. Part of the success of the other games were the memorable stages that the fights took place in. Spiritonin used landmarks that had a dual meaning in several of the levels. The Sao Paulo Cathedral and statue of Christ the Redeemer from Rio De Janeiro were important symbols from Brazilian Christianity. Two beautifully painted versions of these places, by Ford, were the backdrops for the heroic characters in the game.

These icons were meant to reinforce the personalities of the cast. Mestre Rochedo was a noble fighter and was constantly vigilant against Zumbi. He would warn his students to watch out for him in the game. Rochedo fought in front of the statue of Christ, seemingly invisible to the tourists that had gathered there. The name Rochedo actually meant cliff in Brazilian, it was short for the saying "only the cliff can face the wind." In this case only Rochedo could face Zumbi and his dark powers. Ramba was a student of Mestre Loka, another honorable teacher. She was a tough fighter whose macho attitude earned her the female equivalent nickname of "Rambo." She was actually in law school during the third Capoeira Fighter Tournament. Both of Ramba's possible endings had her helping out the less fortunate and thus demonstrating strong Christian values. It made sense that the Sao Paulo Cathedral was the backdrop for her stage.


The Western world was much better acquainted with the Christ figure and symbolism of churches and iconography. The themes explored by these stages would have been easily understood by Western audiences. Even non-Christians could appreciate the aesthetics of the level designs. The earth tones used for the cathedral balanced the cool darkness of the sky and the warm glow of a setting sun. It showed the beauty of the cathedral and the streets of Sao Paulo at night. The Christ statue itself was very serene and peaceful. The use of clouds made the stage location look heavenly. Those that followed the religion were familiar with the lessons of Christ. They knew that fighting was not a sin, especially not if the person was fighting against the forces of evil. In this case it would be the Christian belief versus the pagan ideal. Even the art of capoeira itself was filled with religious undercurrents. There was a sincere relationship between the Mestre and students, not unlike a priest or pastor and their parish. Those that would earn a name had to undergo a Batizado or Baptism as well and earn a place in the community.

The interplay between good and evil, light and dark was not lost on either Zumbi or Zumbi Azul. Zumbi was a bad guy yet his stage was visually one of the nicest ones in the game. In other fighting games the bad guys sometimes fought in a dirty alley or dark forest. For Zumbi the character fought on train tracks. On the horizon was a setting sun. It gave everything in the level a soft glow. From the farm house in the distance to the nearby grain elevators and even factory smokestack, the industrial and rural met in relative peace. It could be interpreted as symbolic of the state of Zumbi. The character was at a crossroads as well. He had dedicated his life to combat and was willing to forgo the traditional world of man and the beauty of the modern world. This would be the dusk of his existence and night would mark his transition into a new person. The stage of Zumbi Azul was a stark contrast to the train crossing.


The cool blues and grays of an old cemetery at night were meant to elicit a chilly response from players. The full moon, framed by ominous clouds, gave off an ethereal glow. This type of level design was meant to tell a story. The stages created for Gouki in the Street Fighter series were layered with themes of Hell and the afterlife. Even though these places could have actually existed somewhere in Japan there was a certain subtext that was hard to ignore. The cemetery of Zumbi Azul was meant to do the same thing in Capoeira Fighter 3. This was the place that the dead called home. Any person foolish enough to face Zumbi Azul there would probably end up joining the residents before dawn.

This new "home" of Zumbi Azul was decorated with multiple candles, hinting that some sort of Macumba ceremony had been performed there. Of course popular media would suggest that the only types of ceremonies performed over a grave or mausoleum at night were unholy. If Zumbi had died physically, spiritually or even symbolically perhaps he would have been reborn with new powers. The spirits of the Macumba would now be in charge of the man. One interpretation of Zumbi Azul was that he had become a Zombie, or servant to the dark forces. The actual Haitian practice of Vodou gave rise to the zombie myth. Unscrupulous practitioners of the dark arts were called Bokor. These people would kidnap people to turn into mindless slaves. Other times they would raise the dead in order to turn them into servants.


The ceremonies the Bokor performed, their various potions, spells and curses had been closely guarded secrets for several centuries. Modern science had created a plausible theory for what these so-called masters of the dark arts had actually been doing. First they poisoned their victims with a strong neurotoxin, from a puffer fish or poisonous frog. This would slow down their breathing and heartbeat to an undetectable state. The person would then be declared dead and be buried in a shallow grave allowing time for the toxins to wear off. The Bokor would then magically "revive" the person by force feeding them a paste made up of sweet potato, cane sugar and the hallucinogenic plant datura. The end result, provided that the person actually survived the ordeal and was fit for work, was cruel and grotesque. The newly born zombie would be brain damaged from the lack of oxygen during paralysis and unable to communicate, reason or have any higher brain functions. The Bokor would constantly beat, berate and keep the zombie in a stupor with their drugs while forcing the zombie into a life of slavery.


The Bokor claimed that they did not raise zombies to sell into slavery but rather that these people were being punished for committing the most cardinal of sins against the religion. The lack of medical information and strong word of mouth gave credibility to the supernatural powers of the Bokor. It was not uncommon for some family members to remain vigil over the grave of a deceased relative until they were certain that the body had begun to decay and would not be exhumed. In other instances some people were dismembered by their own family before being buried. Whichever the case was the African and Afro-Caribbean communities learned to be wary of these mysterious rituals and practitioners.


The mythology of Macumba, the Orisha and Voodoo worked in favor of Zumbi Azul. This was a character that embraced his own evil tendencies and turned himself into a monster. It was as if he were both the Bokor and Zombie. He did not want or need an accomplice to perform the ritual he had studied up on. Those that wanted to follow in his footsteps, characters like Maestro and Buldogue, would be turned into blue-skinned servants. At least in one of the possible endings both of the fighters became minions for Zumbi Azul. This villain demonstrated all of the traditions that made for a great evil character. He was willing to do whatever it took to win. He lacked respect for the life of his opponents and even himself. He was willing to pay with his body and soul in order to achieve unstoppable power.

Capoeira Fighter 3 was already a good fighting game given the diversity of characters, strong minorities, balance, animation and control. It became a great fighting game when it included a villain that could be held to the same standards of the best bosses. The next blog will look specifically at the things that reflected the heritage of Zumbi Azul and close out this series. 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!

Monday, October 12, 2015

How fight culture became fighting game history, part 45

Minority characters had been incorporated into fighting games for over 30 years. Players were exposed to generic as well as recognizable figures in that time. Some of the best stayed with a series while others simply faded away. Earlier in this blog I had shown how some of the worst elements in fighting games were based on broad stereotypes and assumed truths about a culture thanks to limited exposure by the media. Asian and white characters seemed to have the best forethought and presentation while minority characters were usually pinned with a gimmick. For some the gimmick was the defining trait of the character. Look at Hakan from Street Fighter IV, the character was obsessed with oil for his style of fighting and nothing else. What would Turkish players make of him or his over-the-top version of yagli gures, the actual form of Turkish wrestling? For blacks it was usually sports or entertainment that they questioned. The challenge was for developers in Japan and the US to create iconic characters that would withstand the test of time. The idea that a minority character could ever take on a lead role had rarely been explored. The idea that a minority character could ever become a great villain was almost an absurd thought.


A previous blog had highlighted the Capoeira Fighter series by Spiritonin. The game was a love letter to the genre and presented within it many influences pulled from Street Fighter and Tekken. The game had actually been shaping the development of one of the main characters into a villain over the course of three titles. The Capoeira Fighter series originally did not feature a boss character and only the most basic of plots. By the third game each of the characters had a clearly defined goal from beginning to end. Players were allowed to choose from one of two outcomes. Not that players necessarily chose between a good or evil path, most paths actually had indifferent resolutions. However each variation hinted that either outcome was acceptable in canon. Moreover each path ran parallel with the rest of the cast so that all of the encounters in the game were possible.


Mestre Zumbi could be considered the most identifiable character in the game but he seemed to be a thorn in the side of the heroes. Imagine a fighting game that used the images of a villain as a selling point. It was rarely done by developers. The large muscular black man wore white pants and had thick braided hair. The contrast of dark and light elements on his costume helped him stand out from the cast. His massive frame and powerful moves let players know that this character was not one to be messed with. It turned out that the other masters in the game, Loka and Rochedo had a number of confrontations with Zumbi over the course of the series. The two masters were very consciences of their students and wanted them to learn the most positive aspects of Capoeira. Zumbi by contrast was jealous of the other Mestres and wanted to prove that he was simply the best fighter. He was willing to beat up all of the students and masters along the way to make his point. This made Zumbi very unpredictable and dangerous through the series. Loka and Rochedo accompanied their students where they could or sent elder students to keep an eye on the young ones whenever they traveled.


Zumbi was actually a well known name in Brazil. In the 17th century Zumbi dos Palmares had been born in the Quilombos, a settlement established by escaped slaves, prisoners, natives and refugees. There were a few settlements hidden on the east coast of Brazil just outside the jurisdiction of the Portuguese. Freedom fighters would try to help other slaves escape or stage insurrections from the Quilombos. Zumbi was an excellent fighter and a descendant of the Imbangala warriors of Angola. He became famous for his bravery as well as his military strategy. When his uncle Ganga Zumba was killed in battle he assumed the leadership of the warriors from the Palmares. A good number of their ranks were made up of exceptional capoeiristas, these fighters had proven the worth of the old African customs and helped spread the form through the Quilombos.


When the Portuguese raided his settlements they never managed to capture him. Slaves believed that he was blessed by the spirits, an immortal. Zumbi developed a sort of hero worship which was beginning to spread and became a concern to plantation owners and local governments. Eventually he was betrayed by a prisoner and his location was given to the authorities. As soon as they captured him they beheaded Zumbi and put the head on display in Recife, one of the largest cities in Brazil. The government hoped to break the will of the slaves. Afro-Brazilian pride did not die then and never would. The day that Zumbi dos Palmares was killed, November 20, would become celebrated as black awareness day in Brazil. The fact that Spiritonin gave the villain in their series the name of a hero was meant to be ironic. The characters in the game wondered to each other why the noble name was assumed by a madman.


The dangerous obsessions of Zumbi were revealed little by little over the course of Capoeira Fighter 3. Loka and Rochedo warned their students to watch out for him. There were rumors going around that Zumbi was beginning to practice some dangerous things. These were not solely forbidden fighting forms but also supernatural elements, perhaps the fictional Zumbi was trying to find out how to become "immortal" himself? Rochedo warned his student and confidant Saturno that Zumbi was "messing with things he doesn't understand." Not everyone in the game actually crossed paths with Zumbi. Scott Stoddard, designer of the series, made the plot believable in the sense that Zumbi would have only crossed paths with those he had previous dealings with. The heroic characters that were trying to stop the man would have fought him in his ultimate boss form. Otherwise characters that did fight him only saw him in his "regular" form. Many did not see him on the way to their own resolution.


Even his allies were becoming leery of Zumbi. Cobra, the daughter of crime lord Arcenio Rodrigues was obsessed with power, but not the same form of power that Zumbi was seeking out. She was partnered with him early in the game. When Zumbi revealed to Cobra the forces he had aligned himself then the players were given the choice to leave him for his understudy, the ponytail sporting and almost equally massive fighter named Maestro. Zumbi had ignored the traditions of capoeira and gave Maestro a nickname without having him go through a Batizado and earn if from the community. Maestro had originally appeared in Capoeira Fighter 2 under the alias Primo. He also had ties to the criminal underworld. Primo / Maestro was actually a parody of the villain Silverio from the film "Only the Strong." Maestro and Cobra seemed a perfect pairing and allowed Zumbi to fulfill his destiny within the game as a solitary figure.


Villains in fighting games rarely had partners. They were usually so powerful that they could take on one, two or even three fighters all by themselves. If anything they had minions, other dangerous men and women that would obey their orders. These people acted as sub-bosses. In Street Fighter II the Dictator had Sagat, the ex-pro boxer M. Bison and the Spanish assassin Balrog working for him. His "Generals" would keep the other World Warriors at bay. Only those powerful enough to go through his men deserved a chance to fight him as well. Of course Gouki broke all the rules and destroyed the Dictator at first sight, cementing his reputation in the universe. Capoeira Fighter 3 did not have the luxury of going through countless revisions so that players could be eased into the canon and history of Zumbi. Instead the entire transformation of Zumbi was done within game, and masterfully at that.



Cobra had told Zumbi that his rival Loka was taking his students on a world tour. When Zumbi learned of this it spurned him to chase after his sworn enemy. He was eager to show off the things he had learned. Cobra wondered aloud if the rumors were true, was Zumbi messing with Macumba? These were the ancient spiritual beliefs brought over from West Africa during the slave trade. Macumba was a sort of catch-all phrase for the Brazilians to describe magic. It was a force that could alter the fates or levy powerful curses on people. In his quest for absolute power Zumbi had submitted himself to the mysterious forces. The folly was whether or not he could hope to control such power or be bound in service to it. The next blog will explore the creation of this new villain. 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!

Monday, September 28, 2015

How fight culture became fighting game history, part 39

Scott Stoddard and Adam Ford were the founders of Spiritonin, the independent game development studio. They had cut their teeth working on projects for Avalanche Software, Disney Interactive and other publishers. Both were huge fans of fighting games, especially the Street Fighter and Tekken series. Scott had actually practiced capoeira for a number of years. A back injury and family life kept him grounded but he never lost the passion for the art form. At the end of 2001 he put together a game called Capoeira Fighter. It was like a Shockwave tech demo. He converted 3D models into sprites for his newly created game engine.
 

The animation was okay and the control was pretty good but sluggish when compared to any arcade or console fighter. The game featured two characters on one screen. There were none of the fancy level details, like scrolling or musicians in the background that appeared in subsequent titles. It was as bare-bones a fighting game on the web could get. The game actually had a plot which established the canon of the universe. Mestre Rochedo was honing his techniques for an upcoming fight with Mestre Zumbi. The fight was actually called a "Batizado" which meant Baptism in Portuguese. Students that were trying to earn their cordas, the rope belts worn by practitioners, had to prove themselves by competing against an upper classmate. It was similar to the trials that karate practitioners had to go through in order to earn a new belt. Rochedo was one of the shaved-head characters featured in the series and Zumbi was the one with large dreadlocks. In the first game Rochedo was player 1 and player 2. Zumbi would not appear officially until the sequel.


A few months after the original game came out a much more polished sequel had arrived. Released in 2002 Capoeira Fighter 2 had laid the foundation for an amazing series. The game had much larger and more complex models. The game camera would actually zoom in and out to follow the players. The background was static but there were now musicians playing traditional instruments as well as the other playable characters clapping along in the background. It was as if the players were competing in an actual roda. The gameplay was still fixed in 2D like Street Fighter with similar mechanics. There were a handful of selectable characters, each with their own techniques and moves. Although the models were crude they were all distinct. The sequel had expanded on the story of the game. This time around Mestre Loka and Mestre Rochedo had teamed up to get their students ready for a batizado. Loka's rival Mestre Zumbi showed up to cause trouble. This meant that they all had to fight to defend the honor of their school. This small plot helped establish who the major players were in the game and what their motivation was.

It may have sounded insignificant for a fighting game, especially a web-based fighting game, but the story helped demonstrate the commitment that Spiritonin was putting into the series. All of the individual personalities began to come through as the characters, moves and details of the game had gone up considerably. The game had whites and non-Brazilians as well as minority characters in the lineup. The people of color were not treated like exotic or token characters but just as equals. All of the playable characters studied capoeira yet each had their own unique form. It was a refreshing change of pace as far as videogames went, especially fighting games. The diversity reflected the heritage of Brazil and the cross pollination of different cultural elements that helped transform Kupigana Ngumi into Capoeira.

Things went quiet for a few years as Scott and Adam were working on another entry during their free time. The third game in the series could be considered the best web-based fighter ever made and one of the best fighting experiences period. Capoeira Fighter 3 (CF3) appeared in 2004 as a demo with a finished version not long after. Everything that was in the game was exponentially better than what had come before. Stoddard, Ford, their friends, coworkers and families all pitched in to help make sure that the game was worth remembering. The character models, animation, levels, effects, control, balance, music, sound and options were through the roof. Not that many people took notice of this detail but the game actually applied a lighting filter on the sprites. Shadows fell in the foreground or background depending on the placement of the "sun." Skin was shiny or dull, muscles and clothing were highlighted or dark, again depending on the placement of the light source. This was an amazing achievement considering that the game was created for the web on Shockwave, with a full version for the PC being available for purchase on CD.

It took a long time for Capoeira to become implemented properly in a game. It had actually required more work and research than any other Western or Eastern developer had put into the art. The tradition was still outlawed at the start of the 20th century. Just as blacks found it difficult to assimilate into society after the end of the Civil War in the US, the black Brazilians faced many of the same racial tensions, discriminatory practices, violence and oppression for decades after slavery had been abolished. They found it hard to gain acceptance or make headway into positions of power or respect. Capoeira was the one tradition they could hold onto and keep alive despite attempts to suppress the culture. The practice was gaining support in small communities and by 1937 the practice was tolerated by most non Afro-Brazilian towns. By 1953 it was no longer outlawed across the nation. Gamers should be thankful that SNK helped introduce the formerly forbidden art to gamers in 1989 and that by 1997 both Namco and Capcom helped it gain global visibility. In 2008 Brazil declared Capoeira part of its Cultural Heritage. It was only appropriate that the full version of Capoeira Fighter 3 was released in 2008 as well to further educate gamers to the Dance of War.

The game oozed style, Scott Stoddard and Adam Ford had created it as a love letter to the genre. It had pulled many elements from Street Fighter Zero / Alpha but with hints of the King of Fighters and Tekken series thrown in for good measure. To be fair the game also gave a nod to the characters, music and even locations featured in the cult martial arts film "Only the Strong" and even the 1977 classic Cordao De Ouro "Golden Cord."

All of the characters introduced thus far had returned in Capoeira Fighter 3. Each of the characters was far more developed and distinguished. The size, scale, body type and even color choices applied to the characters was done with forethought. For example the colored cords that the characters wore reflected their rank and were worked into the theme of each costume. The bold primary colors placed on the cords were reflected on the clothing worn by some of the fighters. The use of primary colors to help identify characters had been used to great effect in Street Fighter II more than 20 years prior. Ken wore red, Ryu wore white, Guile wore green and Chun-Li wore blue. In CF3 Furacao (hurricane) wore yellow, Santo wore green and Perereca (poisonous tree frog) wore white. All of the women in CF3 were also dressed more realistically as well. None sported the bikini of Elena or the revealing costume of Christie Monteiro. Their costumes were functional yet form fitting so that they still accentuated the curves of the females.


A person might think that the gameplay would be very redundant with the number of capoeiristas but no two shared the same moves, combos or special attacks. Capoeira, like kung-fu and karate had hundreds of variations. The strikes applied to each character fit their personality as well as their body type. The muscular characters like Zumbi and Maestro had power moves which relied on tremendous upper body strength. They dealt a lot of damage with a few strikes but tired quickly. The smaller female characters like Coelha (named after a bunny rabbit) and Perereca did not do as much damage per attack but had lighting speed and did not tire as quickly.

The diversity of the characters could not be understated. There were 15 unique capoeiristas (16 including a special version of Zumbi). In addition there were 13 other "World Warrior" type characters that represented other fighting styles like Muay Thai, Tae Kwon Do and boxing. It was not the sheer number that made the game unique but instead the showcase of figures. In other fighting games the playable characters were always roughly the same size and body type. They never had an ounce of fat on them and were never too short or tall. Capoeira Fighter 3 had every skin color and body type that a person could imagine. The various tones and shades of skin suggested that several characters were of mixed marriages, mulatto or even native.

Very few games before or after had put as many minority characters in the roster. Very few games had ever put minorities in prominent roles for the accompanying story. The lineup featured tall, skinny, fat, short, muscular and average build body types. Even the heroic Mestres could not have been more opposite. Rochedo was tall, tattooed and muscular whereas Loka was shorter, stocky and wore a tank top that covered his paunch. Loka also sported very nasty cut through one of his eyes. The character had lost it in a maculele or machete battle. The dangerous Cavalaria form of the art emphasized weapons and strong take downs which made Loka a tough fighter.


There was a character that reflected just about every type of gamer there was, including the young and old. None of them seemed feeble when competing against fighters in their prime. This distinction was important because the art form actually helped keep bodies healthy and limber even in old age. Something else to consider was that in most fighting games the token power character was a musclebound man. Zumbi and Maestro did fit the bill however one of the strongest characters in CF3 was a tall and heavyset woman nicknamed Buldogue. She didn't have the fancy tumbling moves of other characters, and she didn't jump very high for that matter. Instead she relied on more realistic open hand slaps, hip thrusts and kicks that could knock down walls.


The nicknames given to the characters was done in more earnest than tongue-in-cheek. Capoeira had been banned a few centuries prior in Brazil. Practitioners knew each other by nickname only. This protected the identities of the masters and their students. The nicknames were earned by peers, after a batizado and were closely guarded. These nicknames were the reputations that preceded the best fighters. The fighters could be named for their tenacity or lack thereof, like Stoddard's alias and playable character "Maionese," Animal names were revered because they were like avatars. Several fighters featured in CF3 were named after animals. Buldogue had the fearlessness and raw power to back up her nickname it was however her trademark yell that gave birth to her legend.

The other women in the game were just as unique and memorable. Some were shorter than their male counterparts and some taller. They all had a reputation and purpose written in canon which was revealed during the course of the game. For example Cobra was constantly pitting sides against each other. She was trying to get ahead in the criminal underworld that her father ran. Cobra had demonstrated that the women characters did not have to be heroes. Not only that but they could have as much influence on canon as any male character. Several of the main characters like Furacao, Zumbi and Jamaika were based on real people and the ones who trained Stoddard. It was funny because he turned some of them into villains.


Stoddard knew that it didn't make much sense in other fighting games that all of the characters knew each other or that they happened to be in the same country or town at the same time. So when he began writing the story for CF3 he made sure to reunite the characters under a common goal. This time it was Mestres Loka and Rochedo sending their students around the world to show off their capoeira skills. Zumbi was in hot pursuit of them. They had to prove their art against other fighting styles as well as each other. This meant that allies could fight each other through the course of the game and some could even switch sides. Male and female characters could be fighting for good or evil and the truth would only be revealed at the end of the game.


Some women had more altruistic goals than simply fighting for the sake of fighting. The tall light-skinned Ramba had actually been away from competition because she was busy at the university. She was asked by Mestre Loka to look after his students. She reluctantly agreed as it would be a good excuse to get away from law school for a moment. Along the way Ramba met Buldogue and offered her a better life. Ramba knew that Buldogue was a strong fighter but had never been given an opportunity outside of the roda. Buldogue had been used as hired muscle by other characters in the game and Ramba wanted to get her out of that life. She knew that the bruiser was actually respected by the community, especially the poor that lived in the favela or ghetto. If she were able to get an education and become known for something other than fighting then Buldogue could become an inspiration for other women trapped by their situation.

Players were given a choice whether to team up Ramba and Buldogue or to play solo. The purpose of Ramba in the game was not to beat the main villain but instead to help guide those in need. If players completed the game solo then Ramba learned what she was really fighting for. She earned her degree but decided to open her own firm to help the less fortunate. If she teamed up with Buldogue she became a mentor and enrolled her in school while still working double-duty as a lawyer.

Strong, positive, dynamic, interesting minority female characters that didn't need to flash skin to get noticed? There had been few and far between for over 25 years. Designers in Japan and the US had lost focus on how they could introduce new faces without relying on pandering or stereotype. Characters could color the perception of gamers after all. When done in a positive light they could stop perpetuating stereotypes. Capoeira Fighter 3 had set a standard that would be hard for many developers to follow. Where I believe the game excelled was in creating a villain that would hold his own against the best fighting bosses ever designed. The next portion of the series will break from the issue of color to explore what it took to become infamous in the genre. 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!