Showing posts with label strider. Show all posts
Showing posts with label strider. Show all posts

Wednesday, July 3, 2024

Best Videogame Weapons Ever! - A 1UP classic from July 15, 2005

Instead of ranking these in order (as is the cheap way to do a blog) I decided to make a list of the most awesome videogame weapons and why I feel they are the best weapons ever.

First up is the Gunsword from Final Fantasy. Gun swords have been done in fantasy, anime and RPG for a long while. Square brought this weapon to the masses in their recent FF games and interest in gunswords has never been higher. Tell me you wouldn't feel like a badass brandishing a gunsword.

The only thing that might make you feel more badass than gunswords are never-ending monster pistols that steal souls. I'm talking about Grave's "Cerberus" from Gungrave. The guns have plenty of kickback but when you're undead I suppose they don't matter. Throw in Grave's coffin-cannon and you are a walking assault force.

The next item on the list may seem kind of silly but tell me you didn't want a racoon tail when you were a kid! Mario's costumes from Super Mario Bros. 3 were a great addition on top of the Fire Flower and Power Mushroom that had been featured in previous titles. Now Mario could destroy certain levels with ease if he was wearing the right suit. The Tanooki suit even allowed Mario or Luigi to turn into a statue and avoid detection. James Bond's tux only has exploding cufflinks?!

One of the most visually impressive weapons in recent history are the Blades of Chaos from God of War. The downside to Kratos' featured weapons are that they are permanently attached to the arms. These weapons would be a hassle in real life. Can you imagine trying to go to the bathroom with a chain wrapped around your forearm? Aside from that the Blades of Chaos have lots of things going for them. They have reach, can be whipped, spun and charged with fire. They are among the most powerful magic weapons on this list or in any game and above all look badass!

As great as the Blades of Chaos are, they can't do half of the stuff that Diskarmor can. Rygar was the first game to feature the weapon-on-a-chain dynamic in arcade adventures. Capcom's Bionic Commando and Black Tiger come in very close second! What makes Diskarmor so great is it has offensive and defensive ability. It has the reach, spin and hook of the Blades of Chaos but can also be used to protect the hero from attacks. Can you imagine how kick-ass it would be to have a Blade of Chaos in one hand and wield the Diskarmor in the other? That would be beyond badass!

I'm going old-school on this one. I think that the mask of Splatterhouse is one of the best videogame weapons ever. By donning the mask you would gain superhuman strength, toughness and healing factor. Not unlike the Jason character from Friday the 13th for whom the mask was patterened after. The only downside to wearing the mask was becoming swollen with muscles and bald. But I hear that bald is the new black. I'd like to see what can be done while wearing the mask, handling Diskarmor and a Blade of Chaos!

It doesn't matter if I'm talking about Super Star Wars on the Super Nintendo or Knights of the Old Republic on the Xbox. The Lightsaber is and always will be one of the best videogame weapons ever. It slices armor and metal like butter and can deflect laser blasts. I wonder if it can deflect bullets though? The downside is that the lightsaber is only as good as the person wielding it. You'd have to be a Jedi master to avoid cutting yourself in two if you decided to handle a lightsaber in real life. Mace Windu is one such master!

Since I am more likely to hurt myself while wielding a lightsaber is is a fair bet to say that I'd settle for the BFG (iD's not-so-little-secret) or the Bolt Gun from Warhammer 40,000 Dawn of War. Both guns pack a whallop and are among the best weapons ever put in any videogame. The green radioactive glow of the BFG discharges can't be very healthy but if you ever have to clear out a room quick that is the weapon of choice. The Bolt Gun is a bruiser of a weapon, instead of shooting bullets or nails it shoots bolts, the thick bolts that are used to put down livestock. What it does to people just ain't right.

Some of the best videogame weapons have appeared in the Zelda series. Swords and shields have been done before, as have bows, arrows and magic potions. The weapons that Link sought out were unique and powerful, the player learned how to handle a little wooden sword in a game like the Wind Waker before he ever got a chance to use a real one. Details like this are great in a game. As far as great weapons go, an Ocarina of Time can be just as useful as any sword and shield. Not to mention that the Triforce is possibly the most powerful item (is it a weapon?) on this list.

I am a sucker for the ranged weapons in God of War and Rygar but my favorite was always the Bionic Claw from Bionic Commando. Spider-Man relies on web cartidges to swing from building to building. If Spidey runs out of fluid then he has to take a taxi. Both Rygar and Kratos have to use their respective weapon to do the same thing, the Bionic Commando was the weapon. He could use a gun, fight and advance through levels with his Bionic Claw. I'd like to see what Hideo Kojima could do with a character like that... since Capcom never brought him back. Character art by Joachim Barrum.

The electric guitar of Johnny Whatever seems to have the same effect on solid creatures that the Proton Pack of the Ghostbusters had on ghosts. Both weapons were great in their respective games and would be awesome to have in real life.

If you thought the Proton Pack was an odd weapon how about the Katamari or the Disk of Tron? The disk may be a frisbee in real life, but in the virtual world it was made of energy and could deflect attacks, fly and return with the flip of the wrist. The Karamari may not seem like a weapon but I figure it is. If someone gives you the hassle wouldn't it be great to just roll them up into a ball and launch them into space? I'm just saying... odd as both items are, they can still be used as weapons.

Of all the weapons on this list and of all the weapons masters there may be one that stands head and shoulders above them all (even Mace Windu). That would be Strider Hiryu from the Strider games. Strider's weapon of choice was the Cypher, a plasma-powered sword that could be swung like a nightstick and chopped through armor as fast as a lightsaber. Strider also had access to some other great weapons including servo robots, robotic Hawks and Panthers, even his glider was a stealthy weapon. What I wouldn't give for my very own Cypher and stealth gilder.

The last item on my list may just be the greatest videogame weapon ever devised. The purists among you may call my selection B/S, but I don't care. The Sixmachine from Viewtiful Joe is not only a mode of transportation, but a transformer as well. The Sixmachine is a race car, jet, drilling machine, submarine, cannon and robot rolled into one! Tell me Mario wouldn't rather have a Sixmachine than a Tanooki suit! Sixmachine just kicks ass!

So there's my list of Best Videogame Weapons Ever. Like it or lump it let's here what you have to say.

HONORABLE MENTION:
Sweet Tooth and Dark Tooth's ride from Twisted Metal are very gangster weapons, but I see them more as sweet rides than videogame weapons. Perhaps I will make a list of the best videogame vehicles ever in the future?! Hmm...

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!
follow the Street Writer on Patreon!

Friday, June 3, 2022

Capcom Fighting All Stars, the fighting game that never was. A reprint from 1UP / Capcom-Unity.

Since I've been on a fighting game kick I've decided to keep things rolling along by looking at a game that never got published. The title was Capcom Fighting All Stars: Code Holder (CFAS).

The 2003 title was an early exercise by Capcom in trying the crossover experience with the 3D fighting game featuring their own cast. The game tested poorly while it was being developed and the producer left Capcom to pursue other projects. The game served as an example of the errors with early 3D fighting game attempts from Capcom. As I had mentioned on previous blogs, the 3D figures could appear stiff and robotic, especially when they were programmed by studios that had more experience in 2D. Characters from early SNK and Capcom 3D fighters appeared boxy and lacked the fluidity of characters from Sega or Namco 3D titles. Despite not being well know there was actually a lot of information and material regarding CFAS. First off the cast was made up of Capcom veteran fighting game characters.

There were representatives of the major fighting games including Alex from Street Fighter III, Ryu from every numbered SF game and Chun-Li from SF II.

Charlie Nash from SF Alpha / Zero was in as were Rival School heroes Batsu and Akira.

Mike Haggar and Poison from the Final Fight series appeared because the game was set in Metro City. Strider was added to fill the cool character quota.

The title was interesting for a number of reasons. This was the first 3D fighting game featuring Street Fighter characters that was not produced by ARIKA. It would be five years after this title was cancelled before SF IV would be published.

The game was also interesting because the game was heavily integrated into a dramatic story, featuring three new characters that Capcom had meant to be the next generation of fighting game archetypes.

The three new characters were stylistically more like the designs that would have been used in a King of Fighters game rather than a SF title. There was D.D. whose code was Ogre, Rook (Luke) whose code was Fallen Angel and the blonde girl Ingrid whose code was Isis. Each of the three new characters was assigned a code that worked itself into the plot.

There was a villain nicknamed Death. The only known art of the figure is actually a silhouette of a man with long hair and a long coat on the information pamphlet sent out to arcade owners. 2022 EDIT: In 2017 Capcom dug up some rare art, and actually gave us a look at the boss.

This Death character had planted an explosive device somewhere in Metro City dubbed the Laughter Bomb. Players had less than a day to find and defuse the bomb with the help of the code holders. The plot was very esoteric, again, not unlike something that would have been used in a KOF game.

The designers went overboard with the details. Every code holder had their own iconography and logos including Death. Why these were important was beyond me. None of the classic Capcom characters were given icons as well.

The designers even made the Player-2 costumes very distinct. They did this for all of the characters in the game, not solely the code holders.

Some of the costume choices and colors made sense, but Strider without his trademark red mask? That was sacrilegious! I was surprised that the owners of the design signed off on this.

The game did seem to have a faster pace than earlier 3D titles.

Capcom did develop a new control element for the game. Dubbed the "Dramatic Counter" it was a way for players to engage in a sort of live parry.

The parry system allowed players to block strikes once they had been initiated in SF III. The dramatic counter was different in that players could use the joystick to dodge and attack and then respond with a strike without losing health. Dodging attacks was nothing new in a fighting game however the dramatic counter allowed players that were fast enough to counter, dodge and counter a long string of attacks. In the preview footage a fight between Ryu and D.D. was shown to have seven consecutive Dramatic Counters, then dubbed "Dramatic Combo" because neither player could easily get an attack in.

Whether the mechanic was intuitive, worked with the control scheme improved or ruined the feel of the game was unknown. In the heat of a battle only top-level players could hope to make use of the mechanic, not unlike those that became adept at parrying in SF III.

The next item that the game exploited were new supers and unblockable attacks, something that was carried over into SF IV. Ryu's "Fist of the Wind" for example appeared in CFAS first.

This move was inspired originally in the Ryu Final manga.

The game was eventually scrapped by Capcom. From its ashes Yoshinori Ono was tagged to put together Capcom Fighting Jam. A sprite-based title featuring more cameos than Fighting All-Stars.

As you may know Yoshinori was coming off of a cancelled War of the Grail when this project was assigned to him. After which he went on to push for the creation of Street Fighter IV. So if you ever wonder why SF IV looks or plays a certain way, just remember that the road leading up to it was paved with two cancelled arcade fighters and one sub-par fighter.

What was more interesting than a cancelled 3D fighting game by Capcom would be one developed by Sammy which was cancelled about a year later, it paralleled CFAS in a few ways. The next blog will explore this game. 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!

follow the Street Writer on Patreon!


Wednesday, January 10, 2018

From Strider to Zeku, where did the lighting-quick ninja come from?

Think of this as a follow-up to Zeku, the new (old?) face in Street Fighter V. By all accounts Zeku is a ninja, a master spy, martial artist and assassin. Yet Zeku doesn't look like what the west considers a "traditional" ninja. He doesn't wear a black costume or throw ninja stars. He doesn't carry around a straight sword or cover his head. There have been other ninja characters in Street Fighter, going back to the original game from 1987. Geki (a non-playable character) was what we think of when we hear the word ninja. He wore a blue costume, fought with a claw hand weapon, threw shiruken or ninja stars at the opponent and could even disappear in a puff of smoke. Ten years later Capcom released Street Fighter III: New Generation and it introduced the world to Ibuki, a fledgling but insanely talented kunoichi or female ninja. Again, she more or less wore something that could pass as traditional garb.



Zeku on the other hand was visually very unique, he had one foot in classical ninjitsu and one foot in the modern world. He wore designer suits yet could change into his fighting uniform in a flash. Zeku was created as the mentor to Guy, the ninja featured in Final Fight, a 1989 arcade hit. I had mentioned previously on this blog how the design of Zeku, credited to senior Capcom artist Bengus, was a nod to the anime heroes from the 1970's. His appearance, his style and even his aesthetic were rooted in the heroes that the Capcom creators had grown up with. But there was another layer of design and meaning with Zeku and with Guy. These were the templates that created the character Strider, a hero from a 1989 arcade hit of the same name. Strider was a revolutionary title. I can say with fair certainty that there was no game that looked even remotely close to it. Part of the reason for its unique look was because people outside of Capcom, a manga collective known as Moto Kikau established the world of Strider Hiryu. They set him and his organization up against a terrorist organization made up of martial artists, robots and cyborgs, lead by a shadowy villain known only as the Grandmaster.



Strider was a cult-hit in the arcade and a smash on the consoles. It was one of the first arcade-perfect games to appear on the 16-bit Sega Genesis in 1990. The 8-bit Nintendo Entertainment System (NES) also had its own version of Strider. It came out a few months after the arcade game but was graphically inferior. The main character was the same, he still used a sword called the Cypher, fought bosses and traveled the globe. But because of the limited resources on the NES they had to focus less on graphics and expand on the game play. The stages were laid out more like you would expect on an 8-bit platform game, something like Contra or Rygar. Despite the small sprites and limited animations it was still a fun game to play. A big plus was that the story was expanded. It was much closer in details to the manga. Capcom had a lot of buzz from the community but didn't really capitalize on the game right away. A third-party developer, Tiertex Design Studios, made a sequel called Strider II aka Journey from Darkness: Strider Returns. The game was released on the PC and a few console systems but was lackluster in every regard. It rehashed the sprites from the Genesis game and did little to expand on the game play. An actual Strider 2 by Capcom would not debut until 2000. The new game was designed for the Sony Playstation. It was a mix of sprite and 3D backgrounds, making it one of the earliest 2.5D games ever created.

 

Strider had an iconic design. His costume was a blend of cyber-futuristic with classic touches. His costume down to his split-toe boots were something that you might have seen in a traditional manga or anime. Inspired by actual fighting uniforms it was blue rather than black. It turns out that for an assassin a dark color was easier to camouflage at night than absolute black. The costume was also functional, in that it allowed him a full range of motion. His character was about speed and stealth, these are things that would have been sacrificed with heavy armor, like that of a samurai. The biggest update to his design was the sword. It was replaced with a Cypher, a stealthy weapon he could strap to his back that functioned somewhere in between a lightsaber and a tonfa. Strider Hiryu was dangerous because of his fighting ability and his blinding speed. The high tech gadgets at his disposal were the frosting on the cake.

 

When we look at Zeku we are meant to think about Strider Hiryu. Obviously because his alternate costume is in-line with the other Strider uniforms. But we are also supposed to think of Strider because of the array of quick strikes and amazing acrobatics. Lightning speed is something that works extremely well for Ibuki in Street Fighter III (SF III) and Guy in Street Fighter Zero / Alpha (SFZ). The diversity of physical attributes and fighting styles is something that Street Fighter became known for. No matter how broad the size differences were the studio made an effort to keep the game balanced. The massive Hugo and tiny Ibuki were evenly matched in SF III because it was a contest of power versus speed. If a player had great technique then they could use either character well in the game. Yet where did this style of character come from? How did the Strider-like fighter evolve?



One of the early and popular ninja series in the arcade and consoles came from Sega. The Sega arcade game Shinobi from 1987 placed the ninja Joe Musashi in a modern setting, fighting a present-day cartel with his traditional weapons, the shiruken and a kodachi or short sword. However he could also use a handgun if he picked up a power-up. It was an interesting play mechanic, and influential to the development of the action platformer. Musashi was made all the more interesting with his ability to use ninja "magic." These were special attacks that allowed him to clear all of the enemies off of the screen or do tremendous damage to boss characters. Shinobi predated the other arcade hit Ninja Gaiden by a year. The aptly named Team Ninja, a group of developers from Techmo, introduced the world to a new hero. Ryu Hayabusa was their ninja-versus-modern crime lord archetype, the game was closer in game play to Double Dragon than Shinobi. Musashi and Hayabusa were names pulled from Japanese history but their video game personas became the new types of action stars. Each character appeared in a series of games for the consoles and handhelds over the next 20+ years, further expanding on the role of the ninja in pop culture. Shinobi and Ninja Gaiden predated Strider but I would argue that neither really were that influential to Capcom.

 

In 1985 (1986 in the US) Taito released Kage no densetsu, better known as the Legend of Kage. It was an action platformer the likes of which had never been seen before. The premise was straightforward, bad guys kidnap a princess and it's up to Kage (Shadow) to kill the bad guys and rescue the girl. The entire game was set centuries ago in Feudal Japan and it featured Kage, a young apprentice from the Iga school. He didn't resemble what we would consider to be a ninja but his clothing was accurate for the era. He fought costumed ninjas as well as other assassins and magic users on his quest. The game was notable because players would fight waves of opponents on a background that allowed players to scroll left, right up and down. Most games back then only advanced in one direction. Moreover the way the player moved and how he fought had never really been done before. Kage was insanely fast and when he jumped he leaped three or more times his height. This allowed him to jump onto tree branches and jump even higher into the canopy until he could fight his opponents above the treeline. These were the types of fights that had been romanticized in manga and cinema.



The game was also very violent for the time. Although there was no blood players could kill opponents with either a shiryuken or with a quick slash from the kodachi. There was none of this knocked out nonsense. Players would leap into the air, throw his stars in any direction while slashing in the opposite direction and any ninja that was in the line of fire would come crashing down head-first. This nonstop killing barrage was the core of every Strider encounter. Players would also block other shiryuken by spinning their blade around. An action video game with both offensive and defensive controls was very rare. The game also changed locations. Players tracked down the clan of the bad guys, through the forest, up a retaining wall and inside a labyrinthine castle where they would find the princess and make a harrowing rooftop getaway. When the intuitive fight and defensive controls were combined with the evolving stage design and non-stop fights it made for a cult hit.



The Legend of Kage was arguably the most influential of the early ninja titles and colored the work of other game and animation studios. Yet even Kage came from somewhere. Ninjas had been a part of Japanese cinema for more than a century. Motion pictures started filming in Japan at the end of the 19th century and started playing at the start of the 20th. The early films were recordings of kabuki theater. Films with a plot came right after, bringing folklore heroes to life. One of the oldest ninja heroes in cinema was Jiraiya (Young Thunder) Gōketsu Monogatari. He appeared as he would have in story traditions, that was he didn't have the typical ninja mask or costume but something closer to everyday wear. He was a master of disguise, wily and charming, with the ability to shape-shift and cast all sorts of magic. He was like WuKong the Monkey King meets Robin Hood with the same amount of cultural significance in each nation. Films on Jiraiya went back to 1914 and turned up again and again over the next century. The way the character moved, his spell casting, his fighting became the standard for over-the-top ninja characters in film, anime and games including Strider and Naruto. In fact Capcom actually tried to make a game on the character post 2000.

 

Capcom had just released Maximo: Ghosts to Glory, a sort of 3D successor to the classic Ghosts 'n Goblins arcade game. In the original 1985 game a knight in shining armor named Arthur had to save princess Prin-Prin aka Guinevere from a horde of demons. In the updated 2001 game the story was reset to feature Maximo who wore a costume that was more Roman or barbarian in origins. The game was developed by a Western team led by David Siller (Crash Bandicoot / Aero the Acrobat). It was a hit and Capcom wanted to do something similar from a Japanese point of view. Jiraiya Kenzan was an unreleased PS2 game that would have been released in 2002/2003. It featured the art and design of Susumu Matsushita, a Japanese artist who had created thousands of covers for Famitsu magazine and was known for his western-cartoon-style designs. It didn't hurt that he also happened to be the lead artist on Maximo. Sadly there was no Jiraiya game and no telling how it would have compared to Maximo. Would it have been a 3D version of Legend of Kage? Or would it have been more like Ninja Gaiden, Shinobi or Strider in 3D? We'll never know.



There was one person that I felt was overlooked for the evolution of the high-speed ninja gaming archetype. Kouichi Yotsui was the director on Capcom's Strider. He had difficulties working with the company, whether it was management or another senior person was unknown. He was one of the first directors to leave Capcom while it was in its prime. Mr. Yotsui had nothing to do with Strider 2 (2000) or Strider by Double Helix Games in 2014 but you don't appreciate how much his fingerprints were on the original game until you look at the other titles he released. He directed Run Saber for the Super Nintendo. It was developed by Horisoft and published by Atlus in 1993. That game looked and played very much like Strider for the SNES. This was important because Sega had the exclusive rights to a 16-bit console version of Strider. Run Saber expanded on the list of game play mechanics set up by Strider Hiryu. The new characters Allen or Sheena could perform all of the same basic attacks of Hiryu, they could also climb and run just the same. The duo now had a diving kick which allowed them to smash through opponents as they descended. Run Saber was also a multiplayer game, whereas Strider was a single player experience. Years later Mr. Yotsui directed Moon Diver. Developed by freeplus, and published by Square Enix in 2011, the game was another return to the classic Strider feel. It made me realize how little credit the man got when it came to the genre and the type of cinematic action he helped create.



Mr. Yotsui's spiritual successor to Strider was another arcade game named Osman (Cannon-Dancer in Japan), published my Mitchell Corp in 1996. The game was beat-for-beat just like Strider. It was so similar in fact that the stage progression was almost identical. In Strider the setting was a futuristic Soviet Union, in Osman it was a futuristic Persian Gulf. The moves of the main character, Kirin, were identical to Strider Hiryu. He could fight, flip in the air, and climb. The lone assassin was a master of the "Secret Style" which allowed his punches and kicks to be as deadly as Strider's trademark Cypher sword. Kirin also had a new special "Fatal Attack" which was his screen-clearing move. He was on the hunt for Abdulla the Slaver, a female goddess-type character. She was the surrogate to the Grandmaster, the shadowy figure from Strider.

 

You begin to appreciate Mr. Yotsui's contribution to the genre and specifically the game play from Strider to Zeku when you look at the details in every game he's directed. In both Strider and Osman there was an emphasis on violence. Yes, graphic violence was in the manga, and had been a popular thing to do in post Hokuto No Ken / Fist of the North Star titles. But this was one of the first times graphic violence had been depicted in an arcade game. Strider killed opponents faster than any arcade hero previously. Bodies were getting sliced to pieces, or exploding in grotesque detail, but the sprites flickered so quickly that you couldn't really tell what was happening. Only when you go back and take a close look at the sprites and animations do you appreciate the frenetic deaths that Mr. Yotsui put into the game. In Osman the villains disintegrate in a flash of color and guts as Kirin strikes them down. If Zeku were based closer on the work of Mr. Yotsui then he would have had more lethal strikes. That or he would have been perfect for Mortal Kombat.



Kouchi Yotsui was a pioneer of cinematic action sequences in his games. I don't mean that he wanted to show the action in a CGI cut scene, or with a quick time sequence. Mr. Yotsui wanted players to experience what it would be like to do something incredible in game that would have been a highlight in an action movie. For example Strider ran down the side of a mountain while landmines exploded behind him. He ran faster and faster, gaining momentum then players made a blind leap before the cliff collapsed under them. This would have been an amazing shot in a Jackie Chan or Mission Impossible movie. In Osman a truck was chasing after Kirin down the side of a building. Again the character was running faster and faster until he could leap out of the way and let the truck smash into the roof of another building. These and many more amazing sequences (the gravity room, the airship, the satellite base) were what made the games unique. Nobody before or after Mr. Yotsui had produced games with the same over-the-top feel. He took the movie-style action of Legend of Kage and put it in a science fiction setting. If you play Zeku or are a big fan of the lighting-quick ninja fighters like Strider I want you to remember the work of Mr. Yotsui. He isn't credited as much as he should be and we should change that. 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!

follow the Street Writer on Patreon!