Showing posts with label ninja. Show all posts
Showing posts with label ninja. Show all posts

Saturday, August 24, 2024

Mai Shiranui returns in Fatal Fury the City of the Wolves...

I don’t know why but I had a massive spike in views the other day. I’m betting it had something to do with the character reveal trailer for Mai Shiranui in Fatal Fury / Garou City of the Wolves. This was a long running series and I had blogged a much earlier this year I even did some character breakdowns for the game for both new, and returning faces. Takashi Nishiyama was the Godfather of the fighting game genre, while he may not have designed Mai Shiranui, he certainly deserved respect from the entire community for the direction of the SNK titles.

I’ve never talked at length about Mai, or most of the characters in the Fatal Fury / King of Fighters franchise by SNK. I played through most of the games, but enjoyed the titles by Capcom just a little bit more. I still loved the characters, and canon they created for audiences. Mai was unique among all the early fighting game girls. The Capcom titles tended to make caricatures of the fighting arts with their cast. The difference for the SNK universe was in their costuming. Very often the Fatal Fury characters were also masters of the fighting arts, but they didn’t always dress the part. That was the genius of the SNK school of art. They hid the masters in plain sight. A world champion level boxer for example could show up in a dress suit, an assassin might sport a fur coat.

Female ninjas were referred to as kunoichi. They were normally presented with a dark outfit, and a mask. The very first kunoichi in gaming that I remember was in the game The Ninja Warriors. The Taito game used multiple screens, and featured rotoscoped animation. It was an important contribution to the genre with a shocking ending. From there on kunoichi weren’t featured very often in fighting games. I could remember Taki from the Soul Edge series by Namco. To be fair Kunimitsu was a hidden character in Tekken from 1994, she was a boss for Michelle Chang. The last new lady ninja that I could remember was Hibana from the action game Kunoichi (Nightshade) by Sega. She was the successor to the Shinobi franchise. In essence it seemed that a new lead female ninja character would appear once a decade in gaming. 

Mai looked nothing like any of the classic lady ninja characters in pop culture. She wore a bright red outfit, that revealed her bosom, and backside. Mai was anything but shy or demure. She was the heiress of the Shiranui clan. Her form of ninjitsu went back centuries, and was closely guarded. Despite protecting her form of fighting the team at SNK made sure she stood out from her contemporaries. This tradition continued into 2024 with an updated form-fitting leather outfit.

Mai was meant to be a response to Chun-Li. Street Fighter II was more than a fighting game. When it came out in 1991 it became a global phenomenon. A few months after it came out SNK released Fatal Fury, which helped keep the momentum going. Fatal Fury was more than a lucky break, it was more than a studio trying to capitalize on the moment. The game was designed by Mr. Nishiyama. He had created the original Street Fighter back in 1986. He was planning new ideas for a Street Fighter sequel, some of which would inspire Street Fighter ’89, which would later become the arcade hit Final Fight. Mr. Nishiyama changed companies and wanted to try out entirely new play mechanics through Fatal Fury.

Mai was not in the original Fatal Fury, she debuted in 1992 with the release of Fatal Fury 2. During this time Capcom was developing a Super Famicom / Super Nintendo follow up to Final Fight. The game from 1993 would introduce some new faces, among them a female ninja wearing red, and white. The blonde Maki Genryusai debuted in Final Fight 2. Despite outward appearances she was not a clone of Shiranui. Maki had a completely different move set, her costume, and sneakers were designed to parallel Guy. It was simply coincidence that Mai, and Maki had similar looks. Not only that but Mai was meant with a fighting game in mind, rather than a brawler.

Terry Bogard, and Ryo Sakazaki (Art of Fighting) were a sort of male equivalent to Ken, and Ryu, but the studio needed a strong female lead as well. From the very first day audiences knew that Shiranui was a scene stealer. There was no doubt in our minds that she was going to be the face for the franchise, similar to how Chun-Li was embraced by the global community. When it came to fan art the two female leads were in a category all their own. Capcom and SNK would play up the friendly rivalry in official art, and often present Chun-Li and Mai Shiranui as opponents. Sakura was considered a little sister clone, a jab at Yuri Sakazaki from the Art of Fighting 2. In fact Dan Hibiki was also a parody of Ryo, and Robert Garcia from the Art of Fighting. This is why they sometimes turned up in the Mai vs Chun-Li art as well.With her leather outfit the most recent version of Mai was one of the better contemporary remakes for the character. It was not the first time she was presented with a mostly black costume.

When the Fatal Fury games went to 3D many of the main characters got makeovers in the form of alternate costumes. Noise Factory developed the King of Fighters Maximum Impact in 2004. The updated looks of all the returning characters were well done, and Mai specifically had a bold new design. Her long hair had been cropped short. Her trademark red outfit was swapped to black. The occasional redraws by Tatsuhiko Kanaoka aka Falcoon were memorable.

I am a big fan of Falcoon’s art. I consider his bold style to be the BENGUS equivalent of the SNK art team. Back in 2005 the studio released two limited edition posters at the E3 in Los Angeles. I was able to get the black version of Mai for my little brother. I wish I had known about the signings both days so I could have scored the two prints.

It was great to see the Fatal Fury series continue into the 2020’s. I was glad that there were teams still passionate about the classic fighters. They were keeping the genre alive, and sharing them to an entirely new generation of fans. I’m certain that Mai would reclaim her spot on the fighting ladies Mount Rushmore. What did you think of Mai, and her new look? Were you a fan of any of her redesigns, or did you prefer her classic look? Tell me about it in the comments section. 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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Thursday, August 25, 2022

Style Wars, looking at Kimberly in Street Fighter 6, and Isla from King of Fighters XIV.

I think we should have the conversation about Kimberly, about culture, and the developers at SNK, and Capcom. I had previewed Kimberly when she was leaked a month or so ago. Most of my observations turned out to be accurate. The internet has absolutely fallen in love with her, posting fan art, and cosplay pics following the reveal trailer including the updated Juri. The thing I think we have to acknowledge is that Kimberly has themes that were seen in SNK characters much earlier.

There were at least three SNK characters that Kimberly follows in the footsteps of. Zarina was a Brazilian conservationist, fan of Samba dancing, and kicker of crotches. She debuted in King of Fighters XIV, in 2016, along with Bandeiras Hattori founder of the Brazilian Ninja Arts Dojo. The minority characters were introduced as members of Team South America. The King of Fighters series is wildly popular in Brazil, and other South American countries, and it made sense that SNK would design a team in order to appeal to them. On a surface level Kimberly is young, and energetic, like Zarina, she even has a similar outfit. On a deeper level Kimberly is obsessed with the ‘80s, and ninjitsu. In her debut trailer we see her using a bunch of over-the-top ninja moves.

Bandeiras is also a huge fan of ninjutsu. He’s even invented his own form, and is actively trying to recruit students. He’s an absolute geek for Mai Shiranui, the most popular ninja in the KOF tournament. To be fair who wouldn’t be a fan of Mai? Kimberly by the same token is also a ninja super fan, she’s a follower of Guy, the most famous ninja in the Street Fighter universe. Kimberly has natural ability, making traditional fighting game style strikes with her own flair. Both Bandeiras, and Kimberly have lightning quick dashes to punches, and kicks. Ninjas in 3D fighting games often have a lethal move where they suplex their opponent onto their head from a tremendous height. Kage-Maru from Virtua Fighter helped start the tradition way back in 1993. Both Kimberly, and Bandeiras keep the tradition alive almost 30 years later.

Dark-skinned ninjas, and ninja apprentices aside, there was another character that predated Kimberly. Isla aka the “Dreaming Brilliance” was a Chilean KOF contestant. She was set up as a parallel, and rival to Shun’Ei. She debuted in King of Fighters XV in 2022. Her trailer premiered on Sept 30 2021, almost one full year before Kimberly’s first trailer. It is entirely possible that the new developers working on Street Fighter 6 were keeping tabs on every new face appearing in the KOF series. I would say that they challenged themselves to create characters better than the new faces introduced into the previous two KOF games.

Isla was another South American. SNK was going all-in on making their cast appeal to the community. She was not a dark-skinned character, and her fighting style had nothing to do with ninjitsu or any other traditional art. She has mysterious psychic powers, floating hands nicknamed Amanda help her fight. These are similar to Shun’ei’s psychic hands. Where Isla overlaps with Kimberly is in the use of spray cans. Isla is a graffiti artist, and social media star. She uses the spray can in several of her special, and super attacks. Spray cans, especially those favored by graffiti artists are highly pressurized, and dangerous in certain conditions. In addition to spraying colors capable of blinding an opponent, they are also flammable. In both Isla, and Kimberly’s trailers audiences saw the cans used as explosives. Isla adding them to her kicks, and Kimberly to her punches. If I didn’t know better I would say that the Street Fighter developers simply mixed elements from Bandeiras, and Isla in order to come up with Kimberly. This would be an oversimplification of how her character evolved.

We need to take a step back from the minority ninja-meets-graffiti artist design behind Kimberly, and dig in deeper to how Hip Hop culture influenced the development of fighting games. When a game studio wants to ground a Western character as being “urban” or from the big city what visual cues do they give us? In the case of Guy, Kimberly, or the previous ninja female from the SF universe Maki, it was very subtle. They were wearing sneakers. Aside from that their outfits had elements of traditional ninja uniforms. Perhaps it was a mesh vest, pants, or a top pulled from classic designs. Then to ground it into the modern world they would be wearing modern sneakers. When the studios wanted to ground the universe, and presentation to Western audiences, or let international players know the world was set in a gritty western environment then what else did they do? Perhaps they showed landmarks in the distance. The Statue of Liberty, or high rise buildings that looked like the Empire State, or Chrysler Building from New York instantly told a story. Up close these streets, and environments were covered in graffiti. Graffiti decorated a number of stage backgrounds in many Japanese developed fighting, and brawling games.

Graffiti is a way of storytelling, and is one of the few visual languages that is almost universally understood. It is one of the four pillars of Hip Hop culture. Graffiti is the visual art of the culture, b-boy (breakdancing) is the style of dance, emcee (rapping) is the style of singing, and dj (turntablism) is the style of music. Hip Hop was born in New York in the ‘70s, and became a globally recognized culture over the next 50 years. That means that a Hip Hop practitioner can come from anywhere. They can breakdance to music in a different language, and write graffiti using a non-English alphabet, and it is still recognized as part of the culture. Graffiti was used in stage backgrounds, and intro screens on video games, and is still used in game design. When graffiti is used with supporting details, such as additional tags, trash, and weathered textures then it helps ground the audience to a particular era, culture, or economic class.

When graffiti is used without supporting context then it can be interpreted as a superficial element, as the developers do not fully grasp the culture they are trying to recreate. Poorly done graffiti doesn’t really help sell the game, or even ground the player. I would argue the superficial use of graffiti applies to Isla, and the train tunnel stage in KOF XV. The tunnel is coded for subway cars, however it features a freight car, which rarely, if ever, use the electrified tracks of a subway system. Also the graffiti covering the walls, and pillars of the tunnel are very clean, and stylish. They are not surrounded by illegible gang tags, trash, or other elements that are often found in living, breathing cities. SNK is very good at introducing characters into the KOF universe based on Western pop culture. The trade off is that these characters sometimes appear to only have a surface appreciation of the culture, and not a deeper foundation. Duck King for example appeared in 1991. He was the first b-boy-turned-fighting game character. His appearance was memorable, but as far as pop culture went it demonstrated that Japanese developers were behind the curve. 

MC Hammer was a famous US rapper, and also an exceptional dancer. He popularized the oversized “genie pants” in the late ‘80s. However by the early ‘90s he was already waning in popularity in the west. Trends traveled much slower before the internet became commonplace. The Japanese developers at SNK thought they were beating the trend, and compared to other studios they very much were. However in a broader sense they were simply exploiting a trend, and not really invested in the culture. It was apparent as Duck King was a relatively minor character in the Fatal Fury timeline. It wasn’t the first time that a Japanese studio appropriated Hip Hop culture in a game. Kaneko released DJ Boy in the arcades in 1989. The brawling game featured an early attempt at recreating the culture for international audiences. It didn’t make much sense for people from the US, but I’m certain that audiences in Japan assumed that rollerskating gangs were everywhere in New York City.

I had posted earlier on this blog that the genius of SNK’s character design was in hiding martial arts masters in plain sight. When the characters were done right, like Terry Bogard, or Kyo Kusanagi, who wore stylish street clothes they were as memorable as the Capcom school of design which favored fighters in more traditional costumes. However not every character was as well regarded. When you look at the design notes from the art team you can see how much they were trying to pander to western audiences. The concept art for Team USA in the King of Fighters ’94 looked like a Hip Hop dance troupe. The mix of spandex, and oversized coats was a popular trend in the late ’80s, and early ‘90s. By the time the team would be introduced the fashion would be outdated in the USA. Thankfully the studio went with a football player, basketball player, and boxer all wearing street clothes. These designs wouldn’t necessarily lock the team into a specific era. Capcom wasn’t immune to the trends from the west either. The original Street Fighter starts with a brick wall covered in graffiti. The Capcom logo is stylized in the original title screen, as well as the SF6 reveal trailer some 35 years later. 

Western pop culture from the ‘80s was all over early video games. Just on the influences of cult movies there would be no Metal Gear Solid without Escape from New York. There would be no Final Fight without Streets of Fire. The difference between how Capcom approached Kimberly, and how SNK created Isla demonstrate the different schools of design, especially with regards to appreciating Hip Hop culture. Kimberly is an energetic Black girl, as enthusiastic as Sakura was when she debuted in Street Fighter Zero. Both characters wore traditional costumes, Sakura dressed like a schoolgirl version of Ryu, and Kimberly dressed as a Black girl version of Guy. Both in sneakers, both essentially modernized takes on the iconic fighters. Kimberly is layered with additional details. Successful Black athletes have to blaze their own trails. In order to stand out from their peers. They have to be bold. Being Black, and successful in the USA means to live with more than a third of the country hating your existence for no reason other than the color of your skin. If you are going to be hated for everything you do then why not then flaunt your greatness? Audiences can see that Kimberly is a blindingly fast fighter, she is impatient as well. Doing running warmups before each battle. I do not think this was a throw-away detail.

Kimberly is obsessed with the ‘80s. In that era there were many standout Black athletes. One of the most flamboyant was Florence Griffith Joyner aka “Flo-Jo”. The Olympian was a world class track star, that also happened to design her own stylish track suits. She became an icon on, and off the track. Most Black athletes were also subject to a lot of scrutiny. Flo-Jo was such a dominant figure on the track that she was accused of being on performance enhancing drugs. She was rigorously investigated, and subject to far more testing than her white contemporaries. She tested clean every single time, much to the chagrin of racist judges, and spectators. Sadly she passed away in 1998 from an epileptic seizure in her sleep. To this day we see shades of Flo-Jo with young Black track stars. The most recent of which would be Sha’Carri Richardson. The Olympic hopeful was sadly disqualified from the Tokyo Olympics for testing positive for marijuana use. To be fair she was self-medicating following the death of her mother. Of course other athletes, mostly white, did not receive such harsh criticism for recreational drug use. Kimberly has a gift for fighting, and at the same time she is also a young Black athlete. She reflects Hip Hop culture. She is a graffiti artist, she uses a classic cassette player to listen to music. Along with Jamie, the kung-fu b-boy, she is the second Hip Hop influenced character appearing in SF6.

Isla by comparison appears to have cultural elements placed on her, and doesn’t necessarily represent Hip Hop. Not unlike Duck King when he debuted. Isla is focused on being a social media influencer, but SNK didn’t push anything about her art, or upbringing. They instead kept her past ambiguous, focusing less on her art, and more on her strange powers, and rivalry with Shun’ei. SNK could have at the very least associated her with Valparaiso, the street art center of Chile. Or made her an activist painting political street art in South America. I doubt that the current owners of SNK would be willing to put an anti-authoritarian in the game. I am glad that the studio is focusing on adding South American figures to the series, however any character could be placed in street fashion with splashes of paint, a respirator. It doesn’t mean they are a graffiti artist, any more than they represent Hip Hop, or Black culture. If they paid attention to what Marvel, and Sony Animation did with the character of Miles Morales as Spider-Man then they would know how much bigger graffiti art could define a character.

Street Fighter 6 Director Takayuki Nakayama, Producers Kazuhiro Tsuchiya, and Shuhei Matsumoto, and Designer Yusuke Hashimoto have all demonstrated a better understanding, and love of the culture with the footage they’ve released so far, and in their interviews. I doubt that the previous direction under Yoshinori Ono would have gotten it right. Perhaps that was why King Cobra never appeared in the game, despite the strong audience reaction. This is all of course my opinion. I’d like to hear your take on Kimberly, or the other fighters I’ve mentioned in the blog. Do you think Isla, Bandeiras, or Zarina were as well received by the fighting game community as Kimberly? Let me know in the comments section. 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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Wednesday, June 29, 2022

Meet Kimberly, is she the Urban ninja of Street Fighter 6?

Hello friends, today we are going to look at another new character in Street Fighter 6. Kimberly may be the most anticipated of the new members in the lineup. She was first teased at the end of the Street Fighter 6 announce trailer. Her picture came up in the background of the Battle Arena. Leading many to believe she would be the next character to get a full reveal. Her look is actually layered with tons of elements. Let’s dig in to the colors, costume, and origins of Kimberly. First off the team working on SF6 is going full Hip Hop in the music, art, and aesthetic of the game. We saw that with the graffiti version of the Capcom logo in the first trailer, but it went much deeper. SF6 Producer Shuhei Matsumoto explained the Hip Hop connection to the series to Rolling Stone magazine. I had also called out the multiple Hip Hop elements applied to Jamie. Kimberly is no exception to the rule.

As a Black character Kimberly had a number of “urban” elements put on her. It wasn't the first time. In 1989 Guy broke the mold by being a modern ninja, with just the use of Nike Air Force 1's on his costume. With Kimberly there were a lot more modern details. She was sporting long braids with turquoise colored tips. She was wearing sneakers, a smart watch, listening to her Walkman, and holding a spray can. She had ribbon on her forearms, leggings, and wrapped around her ankles. I believe it is inferred that she is also a trained dancer. Capcom seemed to go all-in on her Black roots. Her color scheme seemed busy, but was very pro-Black, especially if she had been planned in the ‘90s. The colors of her outfit were very intentional. The Pan-African movement started over a century ago as a way to create a brotherhood among Black peoples in every nation. The colors of their flag were black, red, yellow, and green. Black represents the peoples of Africa, Red represents African bloodshed during the years of European occupation, Yellow represents the African riches plundered under occupation, and Green represents the fertility of the land. We get these details all over Kimberly’s costume. If I didn’t know better I’d say the studio was intentionally creating a femme version of Miles Morales.

Prior to Kimberly there were two characters created in Japan that were Black, and very Hip Hop in gaming. Piranha from Jet Set Radio (2000), and Boogie from Jet Set Radio Future (2002). Technically I think both were meant to be the same character, but I digress. Smilebit was a Sega developer that created what I would argue to be the greatest Hip Hop games ever published. Both Jet Set games featured all four elements of Hip Hop. The characters could breakdance, and spray painting graffiti was part of the game play. Lastly the music, and plot was pushed forward by the emcee, and DJ Professor K. The kids of Tokyo-To were fighting for freedom of expression under an oppressive police state, and their corporate overlords. Every group of inline skating “Rudies” reflected different gangs in the series. The heroic GG’s were made up of positive figures of all colors, and Nationalities. The Jet Set series had a profound influence on art, gaming, music, and design for several generations. I wouldn’t put it above the Capcom developers to have grown up on this game. I’m not the only one that had this opinion. Kotaku said Ryu’s new theme belonged in Jet Set Radio.

The color, and cut of Kimberly’s top was a familiar red, and white. We had seen the sneakers, and martial arts outfit combination originally placed on Guy from 1989’s Final Fight. I had Guy as #11 on my 30 most important Street Fighter characters. As you may know Guy was a Bushinryu Ninja, that was originally created to replace Ryu as the star of the franchise. With Cody replacing Ken. Street Fighter 6 was set to take place mostly in Metro City, where Final Fight took place. Anyhow the early take was that Kimberly was the first Black female ninja in the series. There were many ninjas in the Street Fighter universe. Geki was a NPC from the original SF. Then there was Maki, another sneaker-wearing member of Guy’s ninja clan in Final Fight 2. Final Fight 2 was a Super Nintendo exclusive. The first playable ninja in a numbered SF game was Ibuki, she debuted in SFIII. If Kimberly is a ninja as well then Capcom has done a good job of masking her costume in what appears to be plain clothing. The oversized shoulder pads was a classic ninja costume choice that had appeared in manga, anime, and other games. For example I talked about Kazuma, and Ginzu on my Galaxy Fight blog. Ninjas in pop culture also often wore face coverings, or sashes. Kimberly had a headwrap, and scarf with the Pan-African colors. I’m curious to see what moves, attacks, and specials she will be given. There is still a long way to go until the game was released, but I was eagerly watching each development. What about you? What do you think of Kimberly, or are you waiting to see how the other characters turn out? Please let me know in the comments section. 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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Friday, July 10, 2015

How fight culture became fighting game history, part 5

The greatest warriors in history were still talked about centuries if not a millennium after their death. These fighters were admirable, they fought for all the right reasons. Whether it was to protect the innocent or to defend a nation, there were always fighters willing to lay their life on the line. Some myths were created around historical figures, their exploits could be used to help bring a nation together. In Western tradition characters as old as Beowulf and King Arthur served many purposes. Chief among them was to unify Christian themes and Pagan beliefs. Different tribes were unified under the banner of a fearless warrior-king. If the stories were to be believed then it was up to humanity to set aside their differences and unite towards a greater good. Whether that greater good was to have a stronger nation or a firmer belief in Christ could be debated by scholars. What was undeniable was as the legend of these figures spread so too did their importance to the culture that they reflected. The legends of these brave warriors would be told again and again. Whether by book, movie or even cartoon show. The Knights of the Round Table were still well known the world over. Capcom had even made a brawling game based on the legendary characters in 1991. Similar historical adaptations had happened in Asia as well. Historical figures became the basis for heroes written about in the Romance of the Three Kingdoms. The story took place almost 2000 years ago but was not popularized until the 14th century. The main characters in the series, Lie Bei, Guan Yu and Zhue Liang were as important to Chinese culture as King Arthur, Lancelot and Perceval were to the English and French. The thing that all of these men had in common were wisdom, extreme martial prowess and a strong sense of unification.

 

In Asia, specifically in Japan, there were stories of swordsmen and wanderers whose martial skill was legendary. They traveled the countryside, helping where they could, fighting bandits or squashing rebellions singlehandedly. These men went undefeated in battle and when they dueled they dueled to the death. Miyamoto Musashi was a late 16th century hero. He traveled all over Japan and chronicled his adventures. He became a hero of sorts. His published A Book of Five Rings is studied to this day for its insight into battle strategies. Musashi was a Buddhist, sometimes presented as a reckless long-haired character, that reflected on the meaning of his life and combat while he was alive. A contemporary that was born just after Musashi was Yagyū Jūbei Mitsuyoshi. The samurai had become romanticized in manga and animé centuries after his death. He was a dangerous swordsman that spoke frankly even if it meant upsetting his superiors. He was often represented as a dead-serious samurai wearing an eye-patch. Whether the man actually wore an eye patch was argued by historians. The legend of sword fighters like Musashi and Jubei were adapted into the canon of Samurai Spirits / Samurai Showdown, a sword fighting game series by SNK. Haohmaru represented Musashi and Jubei represented, well, Jubei. The legend of Musashi even inspired the character of Heishiro Mitsurugi from the 3D fighting game Soul Calibur.

 

The feudal era extended for centuries. Whether it was China, Japan or even in a western nation, the period between the 15th and 19th centuries became romanticized. Knights, swordsmen, bandits and pirates all inspired tales of bravery and hereoism in pop culture. For the martial artists it seemed that as one legend had passed a new one was born. In some instances two or more legends existed at the same time, although they may have never crossed paths. That was where a well written story or a cleverly framed video game might come in handy. If something were to bring all of the feudal-era sword masters together, like a demon bent on global domination, then perhaps fans might get to see what would happen. Or what about if the best sword fighter in China crossed paths with the best fencer from France? Or what would happen if a Native American Shaman fought a Cowboy Ninja? These scenarios and more were explored in the Samurai Spirits series. The liberties that SNK took with regards to timelines and technology were overlooked because the games were highly addicting. Although some of the specific cultures might have been separated by a century or two the exact era was sort of blended together in one "it could have happened" moment in the past.

 

What could be seen as one of the most important features of the series was the use of supernatural characters. Ancient Japanese demons, ghosts and monsters were disguised as human opponents in the series. Many were able to use their dark forces against the sword masters. It was a unique balance of plausible and impossible character design that worked in the favor of the series. Other fighting games tended to keep the characters either very realistic or very absurd but never in the middle. Many of the designers of the Samurai Spirits series had left Capcom and had taken many of the design elements from the creation of the Street Fighter series with them. As such they were able to create a cast that was as memorable as the best fighters from Capcom. Where SNK's team differed were in what elements they incorporated into the design and special attacks of the main characters. For Street Fighter the characters were rooted in a particular fighting style and nationality. Some characters, like Ryu, Ken and Chun-Li were inspired by real-world heroes. For Samurai Spirits the characters were also rooted in a particular sword fighting style and nationality as well. Some were even based on legendary sword fighters yet the Samurai Spirt characters had an additional design element applied to them. Some were themed after the seasons; spring, summer, fall and winter and some were themed after the elements. Take the Kazama brothers for example The ninja Kazuki was fire and Sogetsu was water, the two were at odds with each other despite their blood bond. It made for a very interesting dynamic in the canon of the series.

 

For every mythological character there was however some basis of reality. This was what made each fighter unique in the SNK series. The Prussian character Neinhalt Seiger did not fight with a sword but instead with a modified gauntlet. He could block sword strikes with his metal arm and counter attack with a powerful punch. Audiences may not have realized it but there was a legendary warrior that also fought with a metal arm. Gottfried von Berlichingen better known as the "Iron Hand" predated Musashi and Jubei by almost a century. The German Knight was more of a rogue that reveled in his many battles. He fashioned himself a mechanical arm after he lost his real one in battle. It was extremely advanced for its time, with individual locking fingers capable of gripping a sword or even writing pen. He stated that he wished he had lost his arm sooner because his mechanical arm was much more useful to him. His exploits were well known through the late 15th and 16th centuries. In the 17th century Mozart was inspired to write an homage to Gottfried titled Leck mich im Arsch, literally translated to "Lick my ass" because that was the insult that he would yell at his rivals. Thankfully Seiger was a much more well-mannered character and SNK was not forced to censor any of his dialogue.


Mythology and the fighting arts seemed to go hand-in-hand. The stories of the brave knights of England and honorable samurai from Japan inspired countless generations. In many instances the ancient gods were the original heroes of storytelling. They split the Earth apart with their martial prowess and saved humanity again and again from the demonic hordes. The influence of these religious characters could not be escaped. Even in the era of the mixed martial arts superstar there was still plenty of room for supernatural heroes and villains as well. The next blog will look at how Indian, Chinese and Japanese mythology shaped fighting game characters. 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!