Showing posts with label poison. Show all posts
Showing posts with label poison. Show all posts

Wednesday, August 21, 2024

Ryu Final, the real Street Fighter III and IV, part 2 - A 1UP classic from January 31, 2008

Good morning friends, there's not much news to report today. Some family issues that I will see about later in the day, plus lawn mowing of course. Things are holding steady but right now I have to get back to work, one of the projectors blew a bulb so that's going to cost somebody money. Let's get back to the second (and final) book of Ryu Final. WARNING: if you would rather wait for the translated issue next month then skip today and tomorrow's blog. I will be talking about everything that happens in great detail.

This comic begins with a rock pile and a stick. It is a grave marker. The red headband of Ryu is tied onto it.

This story does not begin with Ryu but the lessons learned are just as important as everything we saw in the first book. This is the story of Sagat, rather the lessons of Sagat. As the story starts we see Hugo's diesel truck parked outside of a temple in the heart of Thailand. Hugo is taking swings at Sagat. Although he towers over the mighty Thai, he is unable to land a solid hit on him. Sagat is motionless and allows Hugo to throw punches that don't seem to faze him. In a fit of anger Hugo lifts the stone head of a Buddha and throws it down on Sagat. It shatters into a million pieces and this gets a reaction. Sagat takes down the mighty giant with one kick. He then remembers his life of fighting.

We are taken back to a period in time when Sagat was at his most dangerous. He had survived the dragon punch from Ryu and was recovering in Thailand. Furious with himself he takes his aggression out in the jungle. Knocking down trees and trying to make his techniques stronger. Adon watches from a distance, ashamed that the tiny Ryu could have done this to his master. Although bandaged up Sagat has a would that will not heal. He doesn't stop long enough to think about the consequences of his actions until he accidentally knocks a tree down onto a child. He takes the child to a temple where the monks take him in and try to help. The monks warn Sagat of what he is becoming.

Although he survived a potentially fatal blow he survived. Whether is was his size, his determination or his will that kept him alive is unknown. What worries the monks is the scar has been left in the Shoryuken's wake. It is not the physical scar but the emotional one. They warn Sagat that revenge and hatred is what is fueling him now. That hatred is going to eat him up from the inside, that scar will never heal if Sagat remains possessed with a desire to kill. Sagat lived for a reason, there is tremendous potential for him but he seems to miss his purpose. It extends beyond the fight. The monks say that poachers are killing and trapping tiger nearby. Sagat should be defending his homeland. So he leaves the child behind and goes into the jungle.

We see poachers stalking a tiger who instead kills one of them. Before the tiger can pounce on the other Sagat kicks it in the head and scares it off. The poacher thanks Sagat profusely for which he rejects. Sagat has found a new target for his aggression. He begins slapping the poacher all over the jungle. As he does so the scar on his chest opens up and he starts bleeding. While Sagat pauses to clutch his chest the poacher grabs a young villager from a nearby tent. It is the child that Sagat accidentally hurt. The poacher holds him hostage. Sagat throws his hand in between the gun and the child. The poacher fires a round into his hand. Sagat grabs the poacher with his free hand and lifts him into the air. The poacher fires a few more rounds into the torso of Sagat.

Sagat can easily kill the poacher but he chooses not to. He had just cause and unlike Ryu, this person was a criminal willing to murder Sagat in cold blood. At that point Sagat has chosen his path, he will not let rage consume him, he will not use muay thai as a means to have his revenge. He will not stain the name of his beloved country. The bandages fall away from his chest as he holds the poacher aloft. The massive scar on his chest has stopped bleeding. Sagat has matured as much as Ryu in the universe. He has learned many lessons and he perseveres. He is proof that even a mortal wound can be overcome.

Ryu and Oro know where their path will lead. In Ryu's memory the reader is taken to the past again to witness an important moment in SF continuity. Nakahira shows us the fight between Gouken and Gouki in all its violent glory. Ryu and Ken are young, about the age they were in Zero if not a little younger. One day Gouki just begins shooting fireballs at his brother from high atop a ridge in the woods. Gouken senses these strikes and jumps out of the way. They begin battling all over the woods in a very cinematic fashion. They hurl special moves at each other but Gouken is eventually overtaken by his brother. He is beaten and killed when Gouki punches his hand through his chest. Gouki takes the string of giant beads from the body of his brother and places them around his own neck. Ken and Ryu call out for their master but it is no good. They can barely hold themselves back but they know neither of them is remotely a match for Gouki. He warns them and then walks off. The memory remains with Ryu for a long time and now is the time to do something about it.

It is now the present and Ryu returns to Thailand for a rematch. Ryu and Oro pass a couple of teens farming near the temple. The villagers that Sagat saved many years ago are growing up. Sagat waits for Ryu, the battle between the tiger and dragon has been a long time coming. Sagat is stronger than he's ever been, Ryu has been training harder than ever. Of all the rivalries in Street Fighter this is the oldest. Nakahira tells us what happened between them during the SF III continuity. This is important because the beef was not settled in canonical terms or in the videogame, Sagat was not in III. Both Ryu and Sagat prepare for the fight with Oro and the teens acting as spectators. There is a storm brewing but neither Sagat nor Ryu will let the rain stop them. They square off and begin fighting when the lightning strikes nearby.

The battle is over in a few hits.

Both strike each other quickly, over and over, but Sagat manages to land a devistating knee. He sends Ryu crashing through a sleeping Buddha statue. Oro was the only one that was able to perceive the blows and know when each struck the other. Ryu looks beaten but Sagat takes a knee and concedes defeat. Ryu does not understand. Both men were capable of taking the fight much further. Sagat has taken a knee because his old wound has reopened. He knows now that the path of the warrior is not validated if he must fight to the death. Ryu learns that every battle does not have to end with him crippling or knocking out his opponent. He must take the fight as far as it has to go and no further. Ryu must not becomes that which he despises. Ryu and Sagat come to an understanding after that. Ryu and Oro leave Thailand. Sagat bandaged up again, the teens holding an umbrella over his head and watching an old adversary walking away. This might very well be the last time Sagat is supposed to be seen in continuity, the end of an amazing chapter in the history of fighting games.

Ryu and Oro make it to Japan where they reunite with Ken and Sean. Ken and Ryu prepare to end another chapter in the series. They set fire to their masters temple. It is a majestic castle that has been in the background of every Street Fighter game. Sadly this is the last time we shall see it standing. Ryu and Ken square off to determine who must challenge Gouki as their dojo burns in the distance. Ryu connects with one well placed strike. Suddenly the temple explodes and collapses. Gouki descends on a pile of rubble. The two great warriors pause to study each other.

In a way it is funny that the path Ryu has wandered on for years takes him back home. Gouki finds irony in the little boy he saved has grown into a capable warrior. They both laugh a little. It is the only time you will ever see a smile on Gouki, it is slightly unnerving. Ryu tries to catch Gouki with a dragon punch. Gouki grabs Ryu's hand and crushes it.

The fight is brutal and although Ryu has grown and learned a lot in the past few years he is still no match for Gouki. Gouki beats Ryu and hits him with the legendary Shun Goku Satsu or Instant Hell Murder. The finishing strike is a punch through the chest, just like he gave his brother and master. To make sure that Ryu is done for he drops a fireball from the hand that went through him. This explains the flash of light that you see at the end of the videogame version. Ryu spits up blood in the face of Gouki. He is wiling to return the favor in kind and do something that his master was not willing to. Ryu places his palm on the side of Gouki and shoots a fireball right through him. Gouki pulls his arm out and both men stagger back.

Ryu is bleeding profusely and wonders how Gouki can remain standing. Gouki tears off his gi and we can see the gaping hole in his torso. Gouki is hollow inside, he has been completely consumed by the Dark Hadou. All that remains is a rage-filled shell of his former self. Ryu curses the monster for killing his master and killing himself.

They strike each other once more. Gouki connects first. As soon as Ryu hits the face of Gouki he becomes consumed by fire. Gouki turns away from Ryu and staggers into the flames of the burning temple. The demon is defeated but at the ultimate price. Ryu collapses and Ken runs to his side. He is unresponsive as Ken yells his name. Ryu is dying.

The epilogue. We see Alex sitting in an alley, distraught. Earlier that day he had a match with Ken at Madison Square Garden. Alex was a big up-and-coming fighter in the MMA circuit. In SF canon he even knocked out M. Bison in a MMA fight. He gives Ken a good battle in the final but is ultimately defeated. Alex is disappointed in himself, not for losing to Ken but because he realizes that he is still not strong enough to fight Gill, whom he really wishes to battle and avenge his family. Alex's adopted family finds him sulking in the alley and helps him. A few days later Alex seems to be doing better when he runs into Ken and his family. Ken advises that the only way to get better is to go around the world and learn from the best. Little Mel reaches out and gives Alex the red headband of Ryu, knowing that Alex respects the legendary fighter greatly. Ken and Alex part ways.

We see Alex months later in the hills of Japan. We assume that he has already done extensive traveling. Learning from Birdie, Zangief and Adon as per the canon. He stops at the ruins that was formerly the temple where Ken and Ryu trained. It is a sad scene now, nothing but rubble remains. There is a pile of rocks marking a grave and a post. Alex kneels and ties the red headband to it. He wishes that he could have learned from the best, to have sparred with Ryu once.

We see a silhouette appear on the horizon. We don't know if it's a memory or Alex's imagination. He turns around.

Ryu is standing there, smiling. His hair unkempt. A large circular scar on his chest.

THE END.

Now do you know why I am so critical of the Udon books? Why can they not write or draw anything as epic as Ryu Final? So what can we make from the end of this book? Well aside from the near-impossible surviving from a punch through the chest we can take many things for the future of the series in canonical and videogame terms. His surviving a death blow was foreshadowed by Sagat at the beginning of the book. Ryu returns not as a messiah but as a true martial artist. Ryu has learned to harness the power of a killing strike in his Fist of the Wind and seems to have finally completed his journey. From this point on he should hold a place of great importance in the universe, the transition from fighter to master. From this point on Ryu is no longer the intro into the world, or should not be. I am speaking in manga and videogame terms. From this point on Ryu should be something more... What should we expect if Capcom creates a true Street Fighter IV and not a II.5? 

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Monday, August 19, 2024

Ryu Final, the real Street Fighter III and IV - A 1UP classic from January 30, 2008

Welcome back friends. We're here to talk about Ryu Final, the last book Masahiko Nakahira created for Street Fighter. The book was set in the SF III continuity, to be precise it is set during 2nd Impact: Giant Attack. Nakahira never did a SF II book for Capcom, those were covered by Masaomi Kanzaki and Mami Itoh. So how does Nakahira's story go? How does it progress? If you read it once then go back through you'll notice that everything that went into this story was done so deliberately. Every character, location, fight and moral was done with forethought. Nakahira is a genius when it comes to plotting the events of his book. He doesn't just plot out a linear story but carefully intersects flashbacks which keeping you turning the pages. The weakest part of his story is better than anything I've seen with Udon. Overall it is perfect storytelling and great art combined. Let's touch on the events of the first collected book.

This comic begins with a rock pile and a stick. It is a grave marker, but for whom?

Ken and Ryu are much older, stronger and wiser than when we last saw them. They are possibly at the peak of their abilities. Ryu begins the tale, he is training in the shadow of his old dojo. He remembers the lessons learned from his master Gouken. Nakahira presents Ken and Ryu younger than they appeared in the Zero books, as young as they appear in some Udon flashbacks. The sage advice is not lost on Ryu as he remembers, in Jedi style, that he and Ken are part of the living, breathing world, not apart from it. It is up to Ken and Ryu to catch a falling leaf, the task sounds simple but has profound meanings. In almost all the Nakahira books you see a big oak tree and leaves come up time and again. The leaves and lessons of Gouken also return in the ending credits of SF III: 3rd Strike. The cycle of growth and change, the eternal strength with roots deepening as they grow. The hard training of Ryu and the trees that shake with his blows are inspired by actual accounts of Mas Oyama's tremendous power.

Ryu is fully confident in his abilities and decides it is time for him to return to the circuit and prove himself. His first stop is San Francisco where the understudy of Ken, Sean, taxis Ryu to a yacht. Young Mel, the son of Ken and Eliza is crying because he's afraid that Ryu is going to beat his father. After a few formalities the classic rivalry gets underway. The outcome isn't even close. Ryu is soundly beaten by Ken and can't even manage to get a hit in. Somehow his best friend and rival has surpassed him. Ken has worked harder than Ryu and has become a true martial artist. The reason is told in flashback.

Ken had challenged the man-god Gill and was beaten within an inch of his life. He came to the realization of his purpose as he was lying in a pool of his own blood. He could not allow this defeat to happen, he would never allow himself to be defeated in combat by anyone. His life was not forfeit as he remembered his wife and son. They were his foundation and Gill be damned for trying to sever those ties. The fight became a stepping stone for Ken. From that point on Ken realized he was not only fighting for himself, but for his family and with that conviction he would never fail them. With his remaining strength he leveled Gill with a dragon punch and did the same to Ryu. A clear-cut victory.

The scenes and plot with Gill were covered in the shortest span of time. Nakahira knew the important part of the story was not in trying to explain the plot of SF III but instead allowing the reader to discover how much the cast had grown. Ryu walked away from the encounter a little humbled but grateful. He knew now that he had room to grow. So he said farewell to his friends and set out again. While sleeping in a park he was awoken by Oro, who was trying to walk away with his duffel bag. Ryu tries to teach the old man a lesson but is instead beaten by the aged master. To make things fair Oro even puts one hand behind his back and still manages to beat up Ryu. FYI: remember that Capcom has been trying to use a one-armed boxer in their series because their template for SF II, the Master of the Flying Guillotine sparked the idea. Ryu becomes progressively angry with his aged opponent and finally decides he's had enough. Ryu tries to counter with a fireball but he is instead knocked silly when Oro unleashes a massive Yagyou Dama, or two handed fireball the size of a Volkswagen Beetle. It turns out that Oro was testing him. Hoping to find a student worthy to train. Ryu is the one and from then on he is under the hard tutelage of the 140-year-old master. He begins by making Ryu carry a massive boulder on his back with Oro riding atop.

At this point of the story Ryu has pretty much hit rock bottom. This is important because he must be rebuilt as a person and as a fighter. The battles he has had in the past, against opponents like Sagat and Vega should have made more of him. Instead he is still locked in the rigid system taught to him by his master and unwilling to progress. It is up to Oro to show Ryu his true potential or kill him in the process. Somewhere in Germany Ryu's first battle turns out to be against the giant Hugo. The battle is brutal on Ryu as Hugo dominates him for most of the match. Pounding him into the ground and throwing him like a ragdoll, Hugo is a force of nature against Ryu. Nakahira uses exaggerated perspective to make Hugo appear 20 feet tall rather than the 7'8" he is. This is in the same dramatic technique that Tetsuo Hara would do to make gigantic opponents for his Kenshiro to battle. After losing for most of the match Ryu is able to defeat Hugo with a well placed dragon punch to his stomach.

It is not easy for Ryu to win battles. Unlike the Udon books where fan-favorites can knock out opponents in one hit, nothing comes easy in the Nakahira books. This importance of this fight is to show him, and the reader, that there will always be bigger and stronger opponents waiting for the challenge. Ryu will always bring out the best in his opponents and he can't always out-muscle them. The moral of the Hugo battle is that strength is tempered by technique. Ryu continues his training with Oro from there, having earned the respect of Hugo and Poison. He travels south and eventually encounters Yun and Yang. The brothers are brash and inexperienced fighters. The determination of the young kung-fu masters is a parallel between Ryu and Ken's legacy. Even though Yun and Yang are beaten by Ryu they will not quit. Ryu is reminded of how stubborn he was in his youth as well. Yun and Yang establish the core of the Ryu story.

In flashback we see a young Ryu, much younger than he's ever been presented. His build is skinny, his hair unkempt, but he has a determination that impresses Gouken. He wants to prove that he is worthy to learn under the master so he says he will strike out to chase away a bear terrorizing the local villages. Gouken discovers his bloody duffel bag a few days later. Gouken fears that the bear has killed Ryu. This adventure, like much in the life of Ryu is inspired by the fictional retelling of the life of Mas Oyama, better known as the Karate Baka Ichidai anime. In particular the battle here is between Ryu and a dangerous bear, the same thing that happened to Yoshiji Soeno in the cartoon. We catch up to Ryu in the woods and see that a bear is indeed slashing at him ferociously.

The bear pounces on Ryu and is about to finish him when he is struck from behind. The force of the punch travels through the head of the bear and stops inches from the face of Ryu. It is a wild-haired Gouki that has saved Ryu and killed the bear. Gouken arrives to take Ryu away. Gouki cares not for man or beast, saving Ryu was an afterthought. It was that day where Ryu saw the face of evil. He saw that the techniques he wanted to learn was lethal in the wrong hands. These were techniques that could easily be used to kill if left unchecked. In present time Ryu thanks Yun and Yang for the fight and hopes to see them again someday. Like they Ryu has room to grow and many more battles to come.

The next battle Ryu faces is nowhere near as easy as the battle with Yun and Yang. Dudley the boxer, the undisputed heavyweight world champion, wishes to challenge Ryu. You would think that with Oro as his new master he would have become a better fighter by now. Dudley beats the tar out of Ryu and has a counter for every move. Ryu is simply not fast enough to catch the champ with his guard down. Even his dragon punch is caught and countered. Round 1 goes to Dudley but Ryu will not stay down.

This is the abstract part of the book, the weakest reason for a character to be introduced. Elena is brought in an aside and doesn't fight in any way. She is in Africa, a continent away from where Ryu is. Yet she, like every other fighter in the world is connected. It all goes back to the lessons that Gouken planted into the young Ken and Ryu. They are part of this living world, their roots have grown deep and they have more potential than they realize. It is up to them to wake up to that and release their true potential. With that Ryu comes to his senses and catches his second wind. The leaves in the mighty oak tree in the background shake. Ryu plants his feet and prepares a new fighting stance. Oro and Dudley are intrigued at this newfound intensity in Ryu.

Oro wonders how Ryu will face his opponent now. Dudley is the culmination of the boxing arts, possibly the oldest fighting arts in the world, dating back thousands of years. Boxing is a refined sport, called the sweetest science by practitioners. Embracing the culmination of the art Dudley represents a fighter in the purest sense of the word. He is taller than Ryu and has a longer reach than Ryu, there is no way he can get caught by Ryu's blows. A pure fighter cannot be defeated by traditional strategies and technique. Ryu has learned that he is not fast enough for a special move, he has also learned that he can't always out-muscle his opponents. In order to evolve he must be willing to change his strategy. He decides to use the force of a killing strike but use it in a new way. In one strike they go at each other with everything they have.

Dudley was aiming for the head of Ryu and failed to notice that Ryu's punch was headed for his hand. Ryu has learned to harness the power of a killing strike but not in the way that was used against Sagat. The force of the blow destroys Dudley's boxing glove and breaks the bones in his arm. The force of the blow also travels through Ryu's arm and tears part of his gi off. Ryu remained grounded and the remaining energy returned to the Earth. Dudley concedes defeat. Ryu has learned the fist of the wind, a technique unique to him. He is now ready for an even greater challenge.

End of book 1.

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Monday, September 4, 2023

Street Fighter 6: A master class in game design, part 16

Capcom had set the gold standard of lineups when they released Street Fighter II in 1991. I could argue that the greatest character they ever made was Chun-Li. It stood to reason that when they wanted to introduce a new female that they would use her as the template. Cammy was designed as the young upstart, and British special forces counterpart. In Street Fighter EX the characters Pullum Purna, and Blair Dame were inspired by Chun-Li as well. The most popular character post Street Fighter IV was Juri. She borrowed heavily from the design from Chun-Li as well. Street Fighter 6 Designer Yusuke Hashimoto was tasked to create another Asian female villain. Black was a color traditionally given to bad guys in pop culture. Red was an excellent accent color. Black hadn't really been assigned as one of the primary colors for any of the classic characters. The combination would be obvious go-to colors from the beginning. Mr. Hashimoto had to be aware of what the studio's contemporaries were working on. Whether the game came from Japan, China, or the US, he had to be conscious of how the genre had evolved over the past 30 years. Would it be possible to create A.K.I. in a vacuum? I think it was impossible. There would always be elements of some other character that could be pinned on any new one. Many in the fighting game community noticed that there were parallels with A.K.I. and those that came before. 

For example the Chinese kung-fu master with a unique hairstyle, that was wearing black, purple, and red, who also fought with a quick snake fist had been seen almost 20 years ago! Duo Lon made his debut in the King of Fighters 2003 in sprite form, and been revealed to be a 3D DLC character in KOF XV fall 2023. Just in time for A.K.I. to appear now that I think about it. Then there was an even earlier character who also eerily predated the look of A.K.I. The silver-haired, form-fitting costume, poison-claw-wearing Kurow Kirishima was created by Capcom in 2000. The ninja was the main villain from the game Project Justice. It was the sequel to the cult favorite Rival Schools. He was poisoning, and brainwashing students from different schools, and turning them against each other. If you've never heard of the series I want you to imagine Street Fighter featuring high school kids. It was one of the early 3D fighters the studio made, and has long been cited in fan polls for a reboot. I could imagine Kurow, and Kimberly having a heated rivalry. But I digress!

Fans were definitely onto something. The look, choice to be a villain, and move selection from Capcom seemed to mirror earlier antagonists. A.K.I.'s design could actually be traced back even earlier than Luo, or Kurow. In the previous blog I talked about the concept art from Street Fighter III. One of the designs proposed was a Mysterious Assassin. This was supposed to be an Indian character that had his own unique fighting style. The designs were from 1995-96. Many of the ideas were tossed, but there were a few solid ideas that would be revisited in the future. The Assassin was one such character that seemed to stick in the memories of the Capcom staff. In some cases these early concept figures included possible moves, and special attacks. For the Assassin the studio wanted him to have "mysterious movements". His hands would be obscured by long sleeves. His legs would be hidden under a long cloak, making it look like he could float.
  

While this character didn’t really go anywhere for SFIII I believe that many of these details were revisited in SFV. Specifically for the creation of F.A.N.G. The assassin with strange movements, that appeared to be able to float certainly fit the bill! By Street Fighter 6 the design elements were revised, and refined once more, and the character A.K.I. appeared. In 2022 I wrote that the design was giving off a dragon lady vibe. When the teaser for the character dropped during EVO 2023 my suspicions were confirmed. The longer move reveal trailer from just a couple of days ago showed that she had strange movements as well. She slashed with outstretched fingers, just like the Assassin concept art from many years prior. 

Eagle-eyed viewers noticed that several of A.K.I. moves were based on poisonous animals, she could slither along the ground like a snake, and even employ some kicks from the fantastic scorpion style of kung-fu. Hats off to the animation team, it must have been tremendous fun creating her attack library. The trailer gave us the best example of how to present hidden strikes. I want you to think about your favorite characters, and how they stand with their hands forward, or exposed to the game camera. If you threw a punch for a kick, then it would be easy to track on the screen. A.K.I was turned away from the opponent. This meant that several of her attacks were actually obscured from the game camera. A.K.I. could backhand, or hook kick opponents. Her torso hid which hand she used, and her dress covered which kick was being delivered as well. This mirrored how the Assassin concept fighter hid his attacks under a long cloak. The more difficult part for either F.A.N.G. or A.K.I. were creating lethal strikes that could be described as poisonous.

The turned stance was seen in several forms of actual Chinese wushu, and Shaolin kung-fu. The use of stealth, and sneaky moves was not a new thing in fighting games. One of the best, and rarest fighting games to use classic kung-fu forms was Martial Masters by IGS from 1999. The game featured a sexy fighter named Red Snake, she used the snake form, and a flirtatious ladies man known as the Scorpion.  I had written about the game from a Taiwan studio a few years ago, and how much they were influenced by the Capcom games from the mid-'90s. The characters in the game were inspired by a few classic kung-fu movies, not the least of which were the Once Upon a Time in China films featuring a young Jet Li playing the folk hero Wong Fei Hung. Martial arts cinema from Hong Kong, and Taiwan had a major hand in influencing the development of Street Fighter, and the entire fighting game genre. With regards to F.A.N.G., and A.K.I. there was actually a lot of precedence for having a "poison fist" fighting style. 

In cinema there was an all-star film from 1978 called The Five Deadly Venoms. In it the assassins were all trained in a particular deadly art; Centipede, Snake, Scorpion, Lizard, and Toad. One or several of these poison fists were referenced in many classic manhua, or comic books. The villains often mimicked the attacks of these dangerous creatures. Some of these techniques were so dangerous that even a single touch could kill. This was the case for Elder Guan from the Four Constables. His hands would turn dark when he summoned the Black Death Palms technique. A live action version of this power was seen with the character of Yuan in the 2010 film True Legend. There was no doubt that the people at Capcom were heavily influenced by these stories. The most powerful characters in myth could perform a dim mak, or death touch. The Shun Goku Satsu from Gouki / Akuma was probably the most popular death touch in modern culture. A.K.I. was a sort of nod to these mysterious, and often deadly techniques, but there was much more to her design.

A.K.I. had to be an over-the-top villain in order to stand out from the rest of the Street Fighter lineup. She couldn't just be a kung-fu practitioner that happened to be mean. It wasn't enough that she had some sneaky moves either. Every part of her presentation had to be more outrageous than the traditional kung-fu characters like Chun-Li, or even Jamie. This meant that she had to have stances, and grapples that twisted, and contorted her body. She would fold herself in half before slashing, or drop flat to the ground before kicking. Not knowing where the next strike would come from would throw off opponents. The fighting game community had first seen these types of awkward angles, and strikes through the character of Voldo from Namco's 1995 hit Soul Edge. Voldo was an assassin, and could strike with his razor sharp katars from any position, including while laying on the ground.

In the gameplay reveal trailer we could see A.K.I. slither on her back. It was unnerving seeing the character move like that. This snake crawl allowed her to get under ranged attacks, and close the gap on opponents. Previously the franchise did feature snake-like movement with at least one other character. In the Street Fighter EX series by ARIKA Dhalsim could perform a Yoga Throw. The setup for it was very unique. The Indian yogi would wind around his opponent like a serpent before grabbing their torso and flipping them on their head. It remained one of my favorite fighting game animations to this day. I'm certain that Street Fighter 6 animators were able to pick, and choose the best elements they could find from pop culture, from actual kung-fu, and even earlier games while fleshing out the moves of the new assassin.  

For the developers it also wasn't enough to have a character that fought, or moved like a snake. She had to look dangerous,and untrustworthy. From a visual perspective A.K.I. was figuratively, and literally a toxic person. The pale white skin was unnatural, as if she was drained of her blood. The cut of her hair was reminiscent of the amanita phalloides aka the death cap mushroom. As far as her costume went it could be argued that Street Fighter 6 Designer Yusuke Hashimoto was making a bold fashion statement. The use of modern tulle sleeves, and pants under a traditional cheongsam was only the beginning. His choice of costume, skin color, jewelry, and haircut were very avant-garde. Every detail added reflected the same fashion sense that he tapped into when creating the designs in the first two Bayonetta games. Had Juri, F.A.N.G., or Kurow never existed then I'm certain that A.K.I.'s introduction would have had a greater impact on the franchise. 

Capcom must have known that between Juri, and A.K.I. the toxic female Asian trope was becoming redundant. I'm not sure why they felt like they had to double-down on this route. The question remained. Was Capcom doing right with character representation? Could this simply be chalked up to an artistic choice, and not a jab at the Chinese villain trope? The studio had done much better with Dhalsim, Blanka, and Rashid in this title. However A.K.I seemed to be a step backwards, at least to me. Street Fighter 6 was doing a lot to address the mistakes in the past. To make up for ugly characters, and ugly design choices. To become more inclusive when it came to ideas of sex, and gender roles. There would be a lot of positive new changes, faces, and game design elements introduced into the franchise. One of the major shifts to the cast came with the addition of NPCs to help carry the story. We will look at how in the next blog. I hope to see you back for the next entry. If you are a long time fan of Final Fight, or Street Fighter then I would like to hear your impressions of SF6. If you have never played any game previously then tell me your experiences in the comments section please. 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, August 23, 2023

Street Fighter 6: A master class in game design, part 11

Street Fighter 6 was bringing back classic characters, but not solely as the main roster in the Fighting Ground, better known as the Arcade Mode. Characters that hadn’t been seen in decades were being introduced to a new generation of game players. The first of which, that had me really excited was actually the very first opponent from the original Street Fighter. He was a Japanese monk named Retsu. The angry-looking bald fighter battled Ken, or Ryu in front of a Japanese temple. He looked like the type of villain that might pop up in a kung-fu film. He was notable for being the first to utter the phrase "What strength!! But don't forget there are many guys like you all over the world.” After completing a few sub missions, and sparring against the character he repeated the line. Seeing that dialogue filled me with so much joy.

Retsu was literally the oldest character returning to the franchise, but wasn’t the only rare character to be brought back. Despite the success of Final Fight the game never got a sequel in the arcades. This was undoubtedly due to the success of Street Fighter II. Capcom still saw a lot of potential in the game, and worked on exclusive sequels for the Super Nintendo. Each one extended the adventure of Haggar, with some new faces accompanying him on his war against the Mad Gear gang. Final Fight 2 introduced us to Maki, a female ninja, and Carlos Miyamoto, a South American sword master. Maki was the sister of Guy’s fiancĂ© Rena. She was also an understudy to Genryusai, the Bushin Ninja Grandmaster that had taught Zeku, and Guy. Maki started a long-running feud with Guy after he was made the 39th Grandmaster following the death of Genryusai. She thought she deserved leadership of the clan given her ability.

Carlos on the other hand was training with Haggar. The long-haired Miyamoto was a master of Iaido, essentially the samurai’s uncanny ability to draw his sword, and fight with immediate reaction. This was a skill done without conscious thought. Centuries ago the samurai were already well versed in muscle memory. They drilled situations with small groups over, and over until they could handle any close range situation without hesitation. Carlos was a modern world samurai, and seeing his return was a surprise. I didn’t care much for his design in FF2, his open vest, cowboy boots, and long hair were simply clashing looks. None of those elements really complimented each other. He did however have a considerable “glow up” in SF6. A tailored suit, sunglasses, and slim sword holster all worked well together. Even the tiny detail of putting his cowboy boots under his pants helped tie the look together.

I think that SF6 Designer Yusuke Hashimoto was doing some absolutely inspired work. Retsu was sort of the opposite of what you think a monk should be like. He was hot tempered, enjoyed fighting, and the finer things in life. You would think that Retsu was absolutely identical as he appeared in the original SF, however there were a handful of things that set him apart, and made the design much stronger. Mr. Hashimoto added sandals, a gold necklace, fancy watch, and smart device in the pocket of his robe. Each of these small details told a story about the his personality. Mr. Hashimoto managed to redo the look of Carlos without betraying the roots of the character as well. He even made sure to preserve his long hair, the jean color of his suit, black belt, and cream boots. The updates he did to the other characters could be very subtle. To be completely fair I wasn’t a fan of Cammy’s casual new look. Yet could say in all honesty that Juri’s updated look in SF6 was the best the character had ever been presented. Similar to Retsu the very first boss that you fought in FF had returned, with his trademark whistle intact!

The updated look for Damnd was handled so well that it deserved a closer look. The original character, and design was meant to be loud. The character was brash, and annoying. Having yellow braids, a yellow vest, bright blue sunglasses, and brown leather pants were all clashing choices that reflected his personality. The SF6 version maintained those details, and added more context to his modern design. His top was actually reversed to yellow undershirt, with a black vest over. It was a look that could almost be passable for a real world flamboyant gang leader. The Mad Gear Gang was a motorcycle club patch on his vest. It stood to reason as the name Mad Gear actually came from an arcade game released a year before FF. It was about a futuristic race, where you could jump over opponents, and knock them off the road. On his vest he wore a patch that said President. I could see him leading the Motorcycle Club, but not the whole Mad Gear organization. He also had another patch that read 1%er on his left shoulder. This was a detail easy to overlook. The term 1%er was coined in 1947 by the American Motorcyclist Association. They stated that 99% of motorcycle riders were law abiding citizens, it was actually only 1% that were violent criminals. The various gangs that road bikes would eventually start wearing those patches on their vests starting in the 1960’s.

A good chunk of the design work that went into Final Fight, and brawling games for that matter, were rooted in US gang culture. In particular that representation in cult films. In the late '70s, and early '80s the Japanese designers at Capcom were absorbing this media, synthesizing it, and trying to recreate it in their games in order to appeal to western audiences. It was most apparent when they were coming up with the names for the individual Mad Gear members. Those from Gen-X knew instantly where the majority of those names came from. Previously on this blog I talked about the origins of Mad Gear character names like Axl, Slash, Sodom, and Abigail as well as lesser known characters like Caine. Hair metal, the glamorous offshoot of heavy metal was wildly popular in the ‘80s. Poison was a successful band, and one of the popular clubs they performed at was the Roxy. Those names would be applied to the first female gang members in the game. 

The fashion, colors, music, and visuals seen in movies, and music videos would become the basis for Metro City. It’s quite possible that Beat Square, and Beat Street in SF6 was named after the cult b-boy film Beat Street, which also was shot in part at the Roxy. The female gang members themselves were based very much on the look of a pro wrestler named "Hollywood." Jeanne Basone had the entire look of white crop top, hot pants, handcuffs, and biker hat with a winged skull, and crossbones at least three years before Final Fight came out. None of the artists at Capcom had confessed that she was the basis for either Poison or Roxy, however if you had ever seen the Gorgeous Ladies of Wrestling in the mid-'80s, later to become a Netflix docudrama then it was hard to argue that it was all a coincidence. 

When it came to capturing US street culture it wasn’t always lighting in a bottle. Sometimes you could tell the Japanese designers had no idea what they were doing. We will explore how Capcom evolved in their understanding of Western culture in the next blog. I hope to see you back for that. If you are a long time fan of Final Fight, or Street Fighter then I would like to hear your impressions of SF6. If you have never played any game previously then tell me your experiences in the comments section please. 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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