Showing posts with label wraith. Show all posts
Showing posts with label wraith. Show all posts

Monday, October 30, 2023

Muscle Bomber - the Capcom wrestling series, part 3

Muscle Bomber / Saturday Night Slam Masters had moderate success in the arcade. It certainly had a following among wrestling game fans. Capcom learned a lot from the reception of the first title. They made a few tweaks, added more multiplayer options, and released the Muscle Bomber Duo upgrade. As fun as it was, and as well as the Super Famicom / Super Nintendo version sold they knew that they had to change their approach for a proper sequel. Muscle Bomber had the control, and gameplay of a brawler-meets-wrestling game. If you had played any of the classic Capcom brawlers; Final Fight, Captain Commando, the King of Dragons, Warriors of Fate, Alien vs Predator, etc. then you could instantly pick up and play Muscle Bomber. The downside was that brawler fans were used to fighting waves of opponents, rather than one person for minutes on end. It felt kind of stale in that regard. Of course in the early ‘90s the brawler had also taken a back seat to the fighting game. Capcom needed to approach their wrestling sequel from a completely new angle.

The first thing the studio did was decide that Super Muscle Bomber - The International Blowout needed to be a fighting game. The sprites, control, and animation from the first game were easily adapted for 2D combat. The levels themselves also had to change drastically. In the original MB the matches were supposed to take place all around the world. The problem was that the stages all looked the same with the exception of the colors of the ropes, and ring. In Final Fight, and the other brawlers actually made players feel like they were traveling to new locations. Super Muscle Bomber would have a few traditional-looking rings, however every background was original. For example the British giant Titan the Great fought inside a palace, with the Queen of England in attendance. The Russian Aleksey Zalazof fought in the snow, and the mat was made of ice. The wild Missing “IQ” Gomez fought in the jungle, with ropes made of vines. As with other great fighting games every stage told a story through its details. Unlike the first game Capcom made sure that the audiences were unique in each stage. Some mats were made of metal, wood, or stone, and some of the ropes were replaced with chains.

The other, and more important visual edit that Capcom did was return to Tetsuo Hara’s original designs. They were featured in all of the win, and loss character profiles. Unfortunately there were no makeovers for the original sprites. All of the sprites from the first game were brought over. They were created by the Capcom art team, and had the softer edge of all the classic Capcom brawlers. The new characters introduced for Super Muscle Bomber were much bolder. They had the proportions, muscularity, and shading that we had come to expect from Mr. Hara’s renders. For example the former CWA champion Victor Ortega returned, this time as a playable character. Capcom stuck closely to Mr. Hara’s original design which was previously only seen in the opening animation of the Super Famicom version of MB. For Super Muscle Bomber Capcom created what was arguably the most muscular sprite ever. His proportions were nowhere near the way that they presented him in the ending scene of the original Muscle Bomber. To show that he was competing fairly in the tournament he was designed wearing armored trunks, and not the CWA belt.

Two of the new characters; Rip Saber, and The Wraith were members of the Blood Wrestling Association. They would be joining Astro, and Kimala the Bouncer in trying to takeover the CWA. The BWA characters were reflective of the “hardcore” wrestling movement. This really took off in Japan first in the early ‘90s with promotions like Frontier Martial Arts Wrestling (FMW), and then later in the US with Extreme Championship Wrestling (ECW). Many wrestling purists in Japan considered this garbage wrestling. Mr. Hara saw a lot of potential to make over-the-top, almost Hokuto no Ken-type villains, for Capcom with these new BWA opponents.

Hardcore wrestlers were notorious for bleeding in matches. They would use foreign objects at every opportunity to cut each other open. Light tubes, panes of glass, razor wire, and cinder blocks were often used to beat each other half to death. The former soldier Rip Saber was one such dirty character. He would hack at opponents with his combat shovel. He would also toss grenades at opponents, similar to Rolento, one of the bosses in Final Fight. The Wraith was a different kind of hardcore wrestler. He was akin to the original Sheik, or his nephew Sabu. He was a callback to the reckless foreign wrestlers. The Wraith used his height, and ghoul-like powers to absolutely shred opponents. We would see lots of pro wrestling characters over the decades, but Mr. Hara was ahead of the curve when he included hardcore archetypes into a fighting game way back in 1993. We wouldn’t see these types of villains again until Exodus from ARIKA’s Fighting Layer in 1998.

The other thing Mr. Hara was known for was creating eccentric fighters. Hokuto no Ken was known for its hyper masculine designs, and story. There were however many characters that were effeminate, had long hair, and wore makeup in the series as well. They were supposed to conjure images of the glam metal bands like Poison, and Mötley Crüe. In other cases the homoerotic overtones were very obvious, especially with characters like Yuda. That didn’t always translate to anime, but it did let audiences know that sometimes the most beautiful fighters were also the most dangerous. Mr. Hara wanted to throw a curveball into the new lineup with this logic. Missing “IQ” Gomez was the strange character in the first game. Super Muscle Bomber needed another odd character. Thus he gave us a lanky, androgynous wrestler named Black Widow.

B. Widow had a strange latex-like costume, and mask. She was tall too, 6’ 7” to be precise. This made her taller than most of the lineup including Sheep the Royal. She was a hair taller than Mike Haggar, Kimala the Bouncer, and even Victor Ortega. Of course the game had actual giants. The Wraith was 7’ 2”, and Titan the Great was 7’ 9.” B. Widow was muscular, but lean. She moved awkwardly, and had strange poses. She also had an odd digitized voice that we could hear before, and after matches. These things made her sex, and gender hard to figure out. Every other character had a deep masculine voice in the game. We wouldn’t see B. Widow’s true identity until the end of the game. She took off her mask and revealed that she was the only female in the tournament. As Mr. Hara was well versed in wrestling history I would argue that he based her on Mariko Yoshida. Audiences wouldn’t see another massive female in the Street Fighter universe until 2023 when we got Marisa in Street Fighter 6. She by the way was 6’ 8”.

The new character designs, and stages were welcome, but that there was much more to making a good fighting game. The animation, and balance were decent in MB, but it needed a lot of refinement for Super MB. This was especially true if it were to appeal to fans of Street Fighter. The other thing that the game needed were special attacks. Muscle Bomber wasn’t just a wrestling game, it had to have characters, and moves that were every bit as amazing as the ones in Street Fighter. If Ken, and Ryu were head-and-shoulders above the greatest karate masters ever, then how much better did the Mysterious Budo have to be over other Japanese wrestlers? Or how much more of a high flyer did El Stinger have to be when compared to the greatest lucha libre enmascarados? Thankfully Capcom had answered this right away. Every character in the original Muscle Bomber had a special attack that were plausibly impossible. These attacks were expanded in Super MB. Some characters had sweeps, and tackles. Many had spinning grapples that would have made Zangief proud. Some even had ranged attacks. Black Widow for example had a fireball-like ranged web attack that allowed her to stun, and even draw opponents closer. This move predated Ed’s “Psycho Snatcher” special attack in Street Fighter V.

Capcom, and their fans certainly believed in their game. They made sure to promote it on the convention circuit, and all of the media outlets. The publisher made a few rare collectables, including some posters, and small plastic figures. They even made plush figures that could be found in crane games. These items were mainly Japanese exclusives. Sadly the following that Capcom hoped for never materialized. The bar that Street Fighter II set was impossibly high to beat. Well to be honest, the bar that Super SFII set was high. It addressed the control, combo, balance issues from earlier SFII releases (Champion, Turbo). It was obvious how much better Super MB was when compared to the first edition of SFII. The Muscle Bomber series would build a cult following, but it was not the massive hit that the company wanted it to be. It would remain a fondly remembered title to audiences from the arcade generation. Like Rival Schools, Star Gladiator, Power Stone, and other gems from the studio, the hope for a reboot was the only thing that remained.

I was a big fan of the series. It married my love of the Street Fighter universe, pro wrestling, and the art of Tetsuo Hara. I never collected too may Muscle Bomber items, aside from the guides. I hoped to get all the plush figures someday. The MB item from my collection that I’m most proud of was a poster of the original release. Capcom didn’t design too many posters for it, especially when compared to the number that they released for SFII. Sadly there was never a Super Muscle Bomber poster to the best of my knowledge. I spent years hunting down the Ortega poster because it featured the original Tetsuo Hara art. More important it featured his original design for the CWA championship belt. As an obsessive fan of Street Fighter I made myself a promise. One day I would own a replica of that belt. Going back to 2008 I started work on an illustration of it. Little by little I spent more than a decade on that piece. I recreated as many tiny details as I could pull from screen grabs. This was in the hopes that I could get my vector file to a belt maker someday. I didn’t touch that illustration again until a few years ago. It was because my working conditions had changed dramatically.

The office that I used to travel to had closed down due to COVID-19. Half the staff was moved to Canada. Many friends, and coworkers were let go. Those that remained were put on remote access. After years of working from home I could feel myself going stir crazy. No matter how many games I played, or how much I wrote, or drew it just didn’t feel rewarding. I knew that I needed an extra special treat to break out of the depression cycle. I bit the bullet, and got the blessing of my wife to commission a belt maker. Not long after I was holding the CWA title. It was perfect down to the tiniest detail. I wish I could share with you the feeling that it gave me. One day I hope to go to a fighting game tournament in either Zangief, or Mike Haggar cosplay with it. It would be great to see you there.

I also have a long-term goal. Many years from now I’d like to visit Japan with my family. If there was a chance that Mr. Hara would autograph the belt then I would bring it with me in a heartbeat. I think it’s good to set goals, but it’s also fun to have dreams. If I can get enough people talking about Muscle Bomber then maybe we’ll see some wrestlers turn up in the Street Fighter series again. What do you think? Should Capcom take another crack at this game, or perhaps other fighters like Vampire / Darkstalkers, and Rival Schools? I’d like to hear 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, July 23, 2015

Representation Matters! Or, what happened to Birdie, final part...

 

This whole series was sparked after seeing what the Street Fighter V team had done to Birdie. Obviously I did not like it. Nowhere in the legacy of Birdie's previous appearances was he ever presented as a fat slob. Why would the studio start doing this to him now? In an interview with EventHubs Matt Dahlgren the Director of Brand Marketing & eSports at Capcom said of the updated designs "A good example for our tone is Birdie… I don't think anyone really saw him coming, but we had this really cool character design — he's practically a new character in himself — but he doesn't take up one of the slots we have for brand new fighters." If Birdie is "practically a new character", with mostly new moves then why not introduce a new character in that spot? Why would they force Birdie into a template that was not his original? My friend challenged me to redesign Birdie so that he would make sense in Street Fighter V. I said that was not why I was upset with the design. Capcom did not redesign Ken, Ryu, Chun-Li, Cammy or the Dictator for the game. Granted they discolored the skin of Charlie Nash and left him with scars and staples but that was part of his return. If the studio did not need to change any of the other returning characters why would it be acceptable to do that to Birdie? I saw two reasons why, because he was black or because he was a punk. If there was a third reason I'd like to hear it, especially from the producer.


Representation was one of the most important things that defined society yet was also something rarely spoken of. We lived in a post-racial world where every member of society had an equal opportunity to advance. Or so that was what we were taught. It was something that the majority, the people at the top of the social ladder, did not necessarily see or understand. Minorities by comparison could feel the effects of representation on a daily basis. They did not always see themselves in television, movies or games. If they did the people were often portrayed with negative stereotypes. These images added up. They effected the psyche of consumers, they became subconscious biases. Years of seeing minorities in only one light, of hearing about minorities spoken about in only one way, especially in the news, had a detrimental effect on society. Just see how divided the USA was when the words "illegal immigrants" or "thugs" were spoken on television. They were trigger words. Those words caused a reaction far greater than their original meaning. This post-racial society was not as inclusive and welcoming as we would like it to be. The images that audiences were bombarded with on a daily basis could be toxic. Pictures and videos could be laced with layers and layers of subversive messages. The way minorities were visualized was more powerful than any derogatory term.

 

Fans had supported Street Fighter for almost 30 years because it introduced us to a library of fighters of every color and from every nation. These characters were not all heavy-handed stereotypes and that was part of the reason why they were so popular. During the early days of Street Fighter II's development Anabebe, Great Tiger, Zhi Li and Vodka Gobalsy were a sampling of stereotypes that the studio designers had identify and break. In doing so they were freed from preconceptions, they were able to create a title with more diversity and inclusiveness than any other fighting game ever made. Only in later revisions was it decided that the fighters should come from different walks of life. The musician from Jamaica and the chef from Mexico were two of the weakest reasons to introduce a new character. The fighter became secondary to the profession. Which was an odd choice considering what the name of the game was.

If you were not a member of a minority group it could be hard to explain what the images in media meant to us. For example it was hard for me to find positive Mexican-American role models on US television when I was growing up. I think officer Poncherello from the show CHIPs was the only person I could remember. Everyone else that remotely looked like a member of my family was usually a bad guy that spoke broken English and had no redeeming qualities. There weren't any Latino game characters that I could think of while growing up, let alone in a popular game. Many years ago when I heard that a Mexican would be added to the roster of Super Street Fighter II I was elated. It was as if the people at the top of the ladder were validating our culture. T. Hawk had some unique moves and a distinct style that worked well compared to the other fighters. More than 15 years later when a masked Mexican wrestler was announced for Street Fighter IV I was over the moon with excitement. Pro wrestling was something that Mexico was known for, now would be our chance to shine. Or so I thought. Then I saw El Fuerte, then I listened to him, then I played as him. This was not what Mexican wrestling was about. This was not the best masked wrestler that Capcom could have come up with. At least he was not the best masked wrestler that the previous designs teams could have come up with. El Fuerte was a joke and when T. Hawk returned he was a joke too. Then a Turk was introduced and he was a joke. Then a fat character was introduced and he was a joke. I wondered what had happened in Street Fighter IV. The diversity in the cast was an excuse to point and laugh at those that did not have traditional Asian fighting roots.


The best example on the importance of positive representation came from actress Whoopi Goldberg. “Well, when I was nine years old, Star Trek came on, I looked at it and I went screaming through the house, ‘Come here, mum, everybody, come quick, come quick, there’s a black lady on television and she ain’t no maid!’ I knew right then and there I could be anything I wanted to be.” The television show Star Trek was a very progressive show, especially for 1963 sensibilities. There was more diversity in that series than in just about any other show on television. Nichelle Nichols played Lt. Uhura, the communications officer that Whoopi spoke of. She carried herself with great dignity and was never written as a second-class citizen. It was a very promising look at the future, one in which all minorities were represented and they all had equally important jobs. Whoopi would find herself playing a character called Guinan in Star Trek: The Next Generation. It was role that influenced a whole new generation of fans. The thing was that Whoopi's performance did not only effect black audiences but also white ones as well. Whoopi was joined by black actors Michael Dorn as Lt. Worf and Levar Burton as Lt. Commander Geordi La Forge (who was also playing a blind character) in one of the most inclusive casts on television. But that level of representation had fallen by the wayside in recent years.

Today young minorities were not watching television, they were playing video games. They were learning what society thought of them based on the games they played. Since the majority of game heroes were white males then it was pretty obvious who they should look up to. When they saw a minority in a game then they were usually bad guys. However on that rare occasion when they saw a powerful minority in a game it went a long way towards how the audiences saw themselves. Now imagine if each time a minority turned on a fighting game the black character only knew how to box or that the Mexican character only knew professional wrestling. What did they think of when White and Japanese characters could do everything? There were some truths and some untruths to the character designs in all fighting games, not just Street Fighter. The most idolized karate champions in history were Japanese and the pro wrestlers that wanted to learn the art of high flying were trained in Mexico. That was basic understanding of fight culture but the thing was that the culture was not set in stone. Like all cultures it was constantly changing. It turned out that there were many black kung-fu and karate champions. Some of the greatest masked wrestlers were Japanese and Brazilians shaped the history of ju-jitsu. But that was rarely, if ever, shown in games.


 


Blacks had been a major force in professional boxing for more than a century, this was true. But there had also been boxing champs from Latin American countries, from Eastern European countries, from Asia and Oceana. Those fighters were not often represented in games. Instead audiences were shown the extremes of one color. This decision was often made at the design stage because it was just easier to present one ethnicity with one fighting art. This pattern was repeated by every other studio. The rude and aggressive black fighter as well as the calm and gentlemanly black fighter had both been seen in Street Fighter. The comparisons between Evander Holyfield and Mike Tyson to Dudley and M. Bison were valid. But then there were the details that the developers and even audiences didn't completely catch. Dudley was patterned on people like Holyfield but also Joe Lewis, Jack Dempsy and UK boxing champ Lennox Lewis. Like many fighters in the series Dudley was painted as a heavy-handed stereotype of a nation. Lewis was always polite and cordial in his interviews but Dudley was on a completely different level. His butler would bring him tea in between rounds, he tended to a rose garden on his country estate and he drove vintage Jaguars in the game. Of course he did all of this while wearing boxing gloves which was absurd but made sense in the Street Fighter universe. After all, Ryu wore the same uniform everywhere he went, even when he was not fighting. This could certainly be argued as being a stereotype and it was. But like a cancer a stereotype could be benign or malignant. Dudley was benign.


When Capcom gave Dudley an alternate costume in Street Fighter IV it was modeled after the jacket, shirt and striped pants worn by Freddie Mercury during his famous Wembly Stadium concert. The legendary singer / songwriter from Queen was considered to be one of the greatest pop music voices ever. Freddie was synonymous with British culture. His fair skin and broad mustache made him appear like a true Cockney. The thing was that Freddie wasn't from England. Freddie was born Faroukh Bulsara in Zanzibar (Tanzania) and followed the ancient Iranian religion of Zoroastrianism. His heritage was a world away from Queen Elizabeth and the Church of England, yet his talents were embraced by an entire nation.

The Japanese admired the aristocracy, they admired refined culture and idealized the Victorian era. This was part of the reason why characters like Elena from Street Fighter III had to be educated in Paris and why the not-too-delicate Emilie "Lili" De Rochefort from Tekken was from France as well. Being a member of the rich elite were some of the reasons why Dudley was painted in such a positive light. The idealized images of England and Europe were sometimes met with heartbreak when Japanese visitors traveled abroad. For example when they discovered that France was nowhere near as soft and pastel as the Studio Ghibli films had them believe it caused a nervous breakdown for some known as Paris Syndrome. Japanese audiences had been fed a fable about Paris and England being the peak of refined society, it was too much to bear that they were as dirty and unkempt as any other major metropolis. If the Japanese could be wrong about European nobility then they could be wrong about punk culture.

 

Punks were not supposed to be upper class like Dudley and therefore punks were not supposed to be admired, this message was loud and clear from the designers at Capcom. But it also showed how little they knew about the culture. Punks were not fat and lazy slobs, those would be politicians. The reason punks looked and dressed a certain way was because they were counter-culture, they were trying to be seen and heard. They represented the masses that were disenfranchised with society, especially with politics and classicism. They were keenly aware of what was going on in society and despite the shocking haircuts and attire they could be well spoken and intelligent. Dudley was a member of the elite and while he did fight for and earn his championship he had the luxury of never having to fight in the first place. He was born into money and power and could have done anything he wanted. A punk did not have that freedom, they were often born into poverty and had to fight for everything they had. There was an interesting dynamic at work between British punk culture and the aristocracy. The majority identified with the Royal Family in England however kids, especially minorities, could identify more with the punks because nothing came easy for them. Everywhere a punk went they were stared at and judged. In media they were vilified and demonized. It was something that minorities had become used to.

Imagine a young minority playing Street Fighter and seeing Dudley presented in such a positive light. Someone that not only outfought but also outclassed the bully boxer. Imagine how important it was for a young Iranian to learn what a profound influence Freddie had on the world. They too could become anything that they wanted if they worked hard enough at it. It would help make them fans on a completely different level. Now imagine that a minority punk was turned into a fat slob. The message was clear, the aristocrat should be emulated, not the guy from the streets. Punks had no redeeming qualities, they were not cool at all according to Street Fighter V. Kids that identified with Birdie were pretty much fat shamed at that point. Sure Freddie Mercury could represent British culture but he was not the only musician to do so. Punks and "shock rockers" like Johnny Rotten and Sid Vicious from the Sex Pistols and the enigmatic David Bowie could have also fit the bill. Also unlike Mercury, the three aforementioned musicians were actually from England. Just imagine how different the series could be if the team treated Birdie with the same level of respect they had for Dudley.


Representation had been a part of the greatness of the designs in Street Fighter. Any fighting game could have men, women and minority characters. In fact many fighting games did have a tremendous amount of diversity. It was how that diversity was represented that was more important than the inclusion. The Tekken series for example had dozens of female characters from around the world. Yet these women were either young or played up sexually. They were poured from the same mold with only the costume and color of their skin making them different. It was a superficial change that was seen in many 2D and 3D fighting games. Juri and C. Viper from Street Fighter IV were very sexualized as well but they were also the two newest faces. They didn't necessarily represent the legacy designs. Look at how women had been portrayed in Street Fighter prior to 2008. Women could represent the major fighting arts. A karate master could be a man but could also be a girl. A kung-fu master could be a man but also a young woman.

 

The developers working on the newer Street Fighter games needed to re-evaluate the role of their characters before the first 3D model was even built. They needed to work harder on their designs and consider the ways that they were representing different cultures and different arts. I do not think that making a minority character the star of the next game would automatically make the series better. The game had always revolved around Ken and Ryu and that should never change. The way that the game presented minorities could be done with more consideration though. Consideration was something that stopped the team from putting Anabebe, the Great Tiger and Vodka Gobalsky in SF II. In their place were three iconic fighters that were not necessarily a slap in the face to the nationalities represented. When Turkish oil wrestling or yagli gures was put in Street Fighter IV the Turk was presented beet red with a blue dome haircut. Players had to constantly oil themselves up so they could slide across the floor and perform silly attacks. How was this representation of the culture and fighting art different than the Great Tiger? The designers were not able to make a Dhalsim-like change to Hakan before he debuted. When I saw T. Hawk sitting on opponents and going "How" when I saw El Fuerte making Quesadilla Bombs, when I saw Birdie stuffing his face with donuts and bananas I got a distinct feeling of disrespect. I saw the ugliness of stereotypes become malignant with those representations.

Did the developers in Japan simply have no confidence in creating a serious minority character? We saw how a powerful black fighter was turned into a fat white guy during the development of SF IV. It was as if the team could not wrap their collective heads around a black not being a boxer or a silly karateka. So they erased him from the lineup, took his costume away and gave it to Ken as an alternate uniform. Instead of creating Blanka out of Anabebe they went backwards. As a life-long fan of the series that decision would never settle with me. When I thought about what the team did to Birdie in SF V I could see shades of that same misrepresentation. The consideration that the team missed was seen on how different body types could be represented. The cancer had returned.

 

I had mentioned where fat body types had been done well as fighters and adventurers in other games. Fat characters used to represent strength, power and success in ancient stories. In modern fighting tournaments there were boxers, mixed martial artists and wrestlers that were both fat and successful. It was up to Capcom to think about their own legacy and where they wanted to go with it. At one point many years ago they were able to create fat characters that were powerful instead of goofy. At one point long ago they were able to present wrestlers and punks that were unique instead of jokes as well. Why did the team move away from those designs? Were they unaware of what they had done previously or did they choose to ignore it? When did sticking with classic designs become taboo at Capcom? Or did ignoring the rules only apply to minority characters? When popular fighting game YouTube commentator Maximillian Dood made a personal list of five people that should not return in Street Fighter V it consisted of Street Fighter IV characters Rufus (in the number 1 spot), Hakan, Seth, El Fuerte and Abel. Maximilian had his finger on the pulse of gamers and said what they were thinking. He knew that the designs, their control and place in the series were not as well done as the earlier fighters. Hopefully Capcom would listen to him if they wouldn't to me.

 

I "get" that Street Fighter was a series filled with fantastic characters that had impossible abilities. There were martial arts masters could kick with the force of a tornado or split boulders in half with a punch. They lived in a world where science fiction and fantasy were real. Yoga masters could float in the air, mad scientists could bring the dead back to life and beast men were real. This mix of different genres was refreshing. It was another reason why audiences kept coming back. On one side of the spectrum there were fighters that had realistic punches and kicks, they could have existed in this world. But on the extreme end there were fighters that could breathe fire and even "teleport" these things were improbable if not outright impossible.

In the extended Capcom universe there were characters every bit as fantastic and as well done as those in Street Fighter. Take the Indian wrestler Wraith from Muscle Bomber / Saturday Night Slam Masters. The game actually took place in Street Fighter continuity. The character from New Dheli was 7' 2", a certifiable giant. He was equally mysterious with pasty green skin and covered in a hood and rags. He moved erratically and seemed to be some sort of ghoul. He had long red nails that he would use to slash the throats of opponents. He also had sharp jagged teeth which he used to maul opponents like a rabid dog. Similar to Dhalsim he could even breath fire and had some sort of connection to the supernatural. One of his special attacks was absolutely bizarre. Snakes would burst from underneath his hood to bite opponents. It was a perfectly impossible attack that also made him memorable.

 

Here was the thing that made the Capcom fighting games unique when compared to every other studio. There was often a hidden truth, some basis in reality in the most memorable fighters and in their arts. It gave the character designs a bit more staying power in the genre. Ryu was inspired by the life and times of Mas Oyama and Yoshiji Soeno. Chun-Li was most likely inspired by Wing Chun and Bruce Lee. Ken Masters was most likely inspired by Joe Lewis and Bill "Superfoot" Wallace. We saw where Zangief came from, where even Dhalsim and Blanka originated from earlier in this blog. The special attacks also known as the "Fireball" moves had been written about in Chinese myth for years. Those attacks were called fa-jin and some kung fu masters claimed to be able to perform such moves to this day (granted they were invisible to the naked eye). Even the ShunGokuSatsu, or "Instant Hell Murder" of Gouki was based on the dim mak or death touch from Chinese legend.

A character as macabre as Wraith could never have existed in real life, or could he? Stop and think about it. A giant of a man, somebody with an undead gimmick that was impervious to harm and both frightened and delighted audiences. Yeah, I wonder where Tetsuo Hara could have based his design on…

 

We knew that Wraith was an absurd character but he did not have to be presented silly in order for us to get that. Part of the charm of professional wrestling is how gimmick performers try not to break character so that the audience can stay entertained. We all know that pro wrestling matches are pre-determined and the stories shown on television are scripted, yet the fans choose to believe that this is real combat and these are real characters. Masked wrestling is an even more absurd concept, I think we all get this, but it is also a great form of entertainment. But to take the masked wrestler out of context and turn him into a silly chef then you dismiss the entire culture. These changes were done because it was the quick fix to make the character "different." By the same token we know that beast men were not real. If they were then they would look like the Amazon or Blanka. As it stood Blanka was a ferocious monster in his original incarnation, he did not have to become dumber as the series progressed. Birdie already had a shocking appearance, the studio did not have to go out of their way to make him fat and gross. When I saw what the studio did to him in Street Fighter V I knew that they took the shortcut, they took the low road. They went for the quick laugh and used a minority to reach the punchline. When it comes to representation these things are important, young audiences can see a powerful minority in their game and be inspired, or they can see a silly character and be disheartened.  If you do not think there is an ethnic bias at play ask yourself this question, would Capcom make the main characters fat, gross or silly?

Capcom would probably not address any of the issues that I had brought up over the course of this series. After all they never responded to my other blogs. But I hope that my readers think about the importance of representation and challenge Capcom when something does not seem right for Street Fighter. I will always challenge the studio to try harder. To be better ambassadors to the world and stop thinking so insular about their designs. It would not hurt to revise, review and represent cultures with a modicum of dignity. If they could not introduce a minority character without giving them silly attacks or of stereotypical appearances then maybe they should not be in the game. My hope is that they get rid of the nonsense and bring back the real Birdie and look at how they are representing minority characters. Thank you for reading and I hope you share your thoughts with Capcom! 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!