Friday, December 11, 2015

What is going on with the Street Fighter V character designs? Part 2, where did F.A.N.G come from?

I'm not going to backpedal, F.A.N.G. is a character that has no redeeming factors. He is an ugly character, a mockery of Chinese martial arts systems. He doesn't really belong in the Street Fighter series but the powers that be have decided to give him a go anyway. It doesn't really matter what I say or what I think about the character. It doesn't matter how offensive or nonsensical I think his design is. The reality is that Western writers, artists, actors, directors and producers have been doing a greater disservice to Asian characters than any Japanese developer ever could. It is the ugly truth. Audiences from the west fail to acknowledge what we have done culturally to Asians over the past century.

Think about how Asians, especially the Chinese, were parodied, if not outright vilified in Western pop culture. Sometimes it was subtle, the way the Chinese or Japanese pronounced English was often exaggerated in comics and films. Sometimes it was very overt, with characters presented with bright yellow skin and narrow eyes. This trend goes back to 1929 when the British writer Sax Rohmer created a villain named Dr. Fu Manchu. At the end of the 19th century and the start of the 20th the "Orient" was seen as a place of mysticism, where ancient magics were real and closely guarded. The British colonists and Western Culture by contrast were always the shining example of civility and modern science. Minorities were very often subservient if not outright villains in many pulp stories. Dr. Manchu was bent on global domination using a combination of science and magic. The terms used to describe the character were more demonic than human. It was something to consider that Fu Manchu was almost as old as Mickey Mouse, and almost as well recognized in that era. He had been used to perpetuate some ugly stereotypes or decades, not solely in book form but in film as well. This character would become a template for evil Asians that would be used again and again. Although he was an alien Ming the Merciless, ruler of the Planet Mongo (yep they went there!) was very much an Asian stereotype. The character first appeared in the 1934 Flash Gordon comic strips by Alex Raymond. Ming could be considered the tyrant that Fu Manchu would become if he had conquered the Earth.

 

A few decades later, in 1964 to be precise, Marvel comics introduced the world to the Mandarin. The villain featured in Tales of Suspense would become the greatest rival to Iron Man. The Mandarin had acquired magical rings, which were actually alien artifacts. They allowed him to do various things, from shooting bolts of electricity to controlling minds. His design and purpose was not very far removed from Fu Manchu. This was odd considering that Marvel was a very progressive company, they featured minorities in several comics and presented some main character with different religious beliefs as well. Unfortunately the design of the Mandarin relied on trope, he was so obsessed with domination that it diminished his presence. It was unique however that the hero that used the most advanced robotics would have to do battle with mystical elements. It helped make Iron Man stand out from his contemporaries in the end.

 The USA did a lot of changing following the civil rights era. Minorities began turning up as recurring characters in television shows and were presented in a favorable light in film. Eventually writers and comic artists grew tired of the stereotypes that had been placed on Asian characters. Director John Carpenter created an immortal wizard named Lo Pan in his 1986 cult-hit Big Trouble in Little China. The character was every absurd element from Fu Manchu, Ming and the Mandarin all rolled into one. The film placed the classic martial artists in the modern world. It was a send up some kung-fu tropes, the fantastic details remained with evil fighters who could shoot lightning from their fingertips and even fly. Many Asian actors were used as both the heroes and villains in the movie. This film was such a refreshing change of pace that it went on to influence the creation of Mortal Kombat. Yet the progressive view that John Carpenter had was the exception rather than the rule.



Producers and network executives had little to no faith that a minority actor could carry a role. This went back to the days of black and white film. The producers were afraid that the western audiences would never watch a film or TV show that didn't feature a white actor. Because of this many characters were recast, rewritten or completely ignored. In the ugliest instances a white actor wore blackface, or in the case of Fu Manchu or the detective Charlie Chan they wore "yellow face." Warner Oland was a Swedish actor who played Charlie Chan in several movies. The makeup department would tape down his eyelid to make him look "Asiatic." The features that revolved around the heroic minority would often cast actual Asian actors to play supporting roles. For example Keye Luke, a Chinese born American actor, played "number one son" Henry Oswald Lee Chan in the Charlie Chan films. By casting minorities the producers hoped to lend some sort of credibility to the lead actors as well as the stories they were telling. The downside was that the actual minority was never trusted to carry a leading role. It was a pattern that followed Hispanic and native characters as well. Canadian actor Jay Silverheels played Tonto, opposite Clayton Moore's Lone Ranger. He was a great character, a positive minority and one of the pioneering actors on network television. Yet neither he nor Keye Luke would ever be called to be the star of their own series. I wish I could say that things changed over the years but entering 2016 there was still very little minority representation on television. The shows featuring minority actors were almost all segregated into their own sitcoms. Things had not progressed very far in the century following the invention of film and television.

In fact things have not changed very much on the video game front either. The youngest of the major entertainment mediums has a lot of catching up to do. I could get upset all I want about F.A.N.G., Rufus, Birdie or any of the other Street Fighter characters and it wouldn't make a bit of difference. Why should I take Capcom to task when the western-produced games had very little representation, or diversity? How many games could you name that had a minority lead? How many could you name with a white character? How many franchises have been built around minority characters? How many around white characters? Stop and think about that for a moment. Go back through your mental index of game characters, of franchise characters and see how many you can name. Of those how many are male and how many are female? Of those how many are Asian, Hispanic, Black or Native?



I would argue that the fighting game has the most diversity of all the genres. Minority characters do have a leading role in many fighting games, and are usually presented in classical martial arts uniforms. Granted most leads are Japanese but those games are often produced in Japan. Just as most white leads in games are from western-produced titles. The diversity of characters and fighting styles is one of the things that keeps audiences coming back to the genre. Street Fighter has, or at the very least had, some of the most positive and influential minority casts ever created. These characters weren't perfect in their first incarnation but they did get better with revisions. If I have one complaint about the most recent additions to the Street Fighter lineup it would be how little they seem to be revised before they are added to the lineup. Many of the new characters in the game are forgettable, I would go so far as to say they are throw away designs. They are added to give the lineup a feeling of diversity but end up being nothing more than a gimmick character from a particular country. F.A.N.G. is no exception, he is just one more character that will have his 15 minutes and then fade away while Ryu, Chun-Li and the rest of the original World Warriors remain. So what is it that F.A.N.G. lacks when compared to the earlier designs?



The new characters lack roots. In fact most of the new characters added in SF IV and SF V lack an understanding of the fighting arts that they represent, and in many instances, the actual martial artists that shaped history. The first Street Fighter was based very much on the life and times of Mas Oyama and Yoshiji Soeno. The rivals in the game were inspired in part by actual martial artists and martial arts movie characters. Even the gigantic Sagat was based on actual muay thai fighters, Sagat Petchyindee and Dieselnoi Chor Thanasukarn. The fighting arts Sagat and Ryu used were exaggerated versions of real forms. These amazing abilities looked great in comics and cartoons and turned out to be perfect for a video game. The second generation of Street Fighter characters expanded on the same principal. A burly sailor would become Zangief, his previous name of Vodka Gobalsky was deemed inappropriate. A new name was pulled from an actual wrestler that the Capcom designers would watch on television. The most racially insensitive characters, Dhalsim and Blanka, were greatly toned down and ended up including details from actual history as well as cinema. What F.A.N.G. is missing, and for the most part many of his contemporaries is that connection to the martial arts and actual fighters.

 

F.A.N.G. is the latest kung-fu master inserted into the canon of Street Fighter. He comes on the heels of some of the greatest Chinese characters in the genre. People like Gen and Chun-Li were pulled form legend. They were given moves and back stories that were worthy of cinema. Yet F.A.N.G. is in a completely different category. He doesn't have a pin that you can attach the design to. Just as you cannot point to the reference used for Rufus or Hakan, two of the saddest character designs ever featured in a Street Fighter game. F.A.N.G. gets to replace Sagat in the story. You would think he would be an intimidating character as one of the new Shadowlaw / Shadaloo Generals. Except that he isn't. You would think that his moves would be based on some ancient brutal Chinese system, but they aren't. F.A.N.G. exists for the same reason that Rufus exists. This is a character that the Producer finds value in. Like George Lucas saying that Jar Jar Binks was his favorite character, I'm sure Yoshinori Ono thinks F.A.N.G. fits right in as well despite what the audience reaction has been. But there is a catch to his design, a different way of looking at him just like any design. Some retouching, some refinement can save any character. Look at the roots of the franchise designs and see what you can learn.

 

The way F.A.N.G. behaves before or after matches means little, and does not necessarily make or break the character. It is absolutely okay to have a flamboyant, or even effeminate character in a fighting game. While the look of F.A.N.G. may be closer to the harpist assassins from the film Kung-Fu Hustle, the character should have had the presence of Fairy, the tailor. In the film veteran actor Chiu Chi Ling played the character. Mr. Ling was an actual master of Hung Gar, one of the hardest striking forms of kung-fu. Yet Fairy was presented in a very soft and almost dainty manner, which made his role all the more interesting. The character he played was living a normal life in a small town. People did not know that the unassuming tailor was actually a powerful martial artist. This was masterful storytelling. The character was really brought to life in the action scenes. Fairy would become a one-man wrecking crew and any semblance to his effeminate personality disappeared as he destroyed mobsters with his bare hands. Yet Mr. Ling was not the first Chinese martial artist who played a dual role well.

 

The unassuming Chinese character was portrayed well by Bruce Lee in the Chinese Connection aka Fists of Fury. To infiltrate the bad guy's hideout he played a mousey telephone repairman. It was his fighting ability and not his appearance that did all of the talking. Some of the most unassuming fighters have been villains. The character actors that play them do such a good job that you can't wait for the good guy to beat them up. This could be seen in the character Boss Wah, played by another martial arts veteran Yuen Wah, in the film Dragons Forever. Boss Wah looked and acted like an absolute weasel, choosing to strike Jackie Chan and his friends when their backs were turned. He was a cigar smoking crime lord, skinny and unassuming. He surrounded himself with some dangerous bodyguards, including former kickboxing world champ Benny "the Jet" Urquidez. At first glance you would think the character in the suit was a wimp. However despite his appearance and mannerisms he was an amazing fighter and capable of holding his own against the rest of the cast. Yuen had actually appeared in several Bruce Lee films and even served as Lee's double on some of the stunts. F.A.N.G. by comparison did not quite sell himself as a fighter. Or rather the designers at Capcom did not really sell the character as a fighter. He was lanky and overconfident in himself, saying that he would beat his opponent in two minutes and then striking an absurd victory pose if he did win. The character was flamboyant but not endearing like Fairy, he was a weasel without the vicious attacks of Boss Wah. F.A.N.G. threw poison balls from his sleeves and flew by flapping his arms. These weren't really moves or abilities that could be attached to any real system or any fighter living or dead. Capcom simply did not convince me that this character was right for the game and the series.

 

The entertainment industry has been whitewashing history for some time. The real world is much more diverse and interesting than any video game, movie or book could ever be. Think back about the ugly caricature that was Fu. Manchu, or how Charlie Chan stereotyped a population. How was F.A.N.G. any different from these representations? Think back about what a great hero the Lone Ranger was, according to history modeled after Texas Ranger Captain John R. Hughes. What a fantastic role model he turned out to be to several generations of mostly white children. Now imagine that if minority children had been exposed to something different, something that was closer to reality. What if they learned that the author Earl Derr Biggers based Charlie Chan on an Chinese-Hawaiian Detective named Chang Apana. He would have been a great minority and mixed-ethnicity role model. Or consider that the Lone Ranger may have been based on an escaped-slave-turned Deputy US Marshall Bass Reeves. Bass actually wore disguises and had Native American friends that helped him capture criminals in the old west. How amazing the films and television shows would have been to the minorities growing up here as well. They deserved to have heroes and villains modeled on reality rather than fantasy. This is what Capcom sometimes forgets. Mas Oyama may have been the basis for Ryu but let us not forget that he was Korean and not Japanese. He was such an amazing karate fighter that he influenced a nation that was and continues to be very biased against Koreans.

This is why I will always push back on Capcom when I think they are doing a disservice to the series. They have a chance to review and revise each and every character before introducing them. Trying to make changes after the fact is impossible. Capcom needs to think about how they are representing minority characters. Just because Street Fighter V is introducing a new Chinese, adding a Brazilian female (Laura) or Arab male (Rashid) into the lineup doesn't mean the studio is being more inclusive. If the woman is there primarily because she is sexy, or if the Arab is there just to fill a Middle-Eastern quota then why should we care? A lot of people in Mexico were happy that a masked wrestler was included in SF IV. They overlooked his silly moves and mannerisms because there was finally some representation in the game. It didn't matter if the representation was positive or negative as long as it existed. These fans, just like fans from around the world, are desperate to be represented in the series. They will accept stereotype, trope or sexism as long as they get a character in the game. Capcom needs to look internally and see what they can do to make better characters and a better game in the process. If they worked a little bit harder and tried to present positive representation they might create something profound. What do you think about F.A.N.G. and the other new characters? I would like to read about it. 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!

Wednesday, December 9, 2015

What is going on with the Street Fighter V character designs? Part 1, who is F.A.N.G?

I've been pretty quiet these past few months on the characters unveiled for Street Fighter V. However seeing as the majority have been announced I think we can start talking about them. Let's start with the newest character F.A.N.G. Let's put down the initial impressions of him. The character is dumb, he is ugly, he is insincere and has no redeeming factors.

 

I think it would be safe for me to say that F.A.N.G. is the new Rufus. He is a character that is so over-the-top, that is so beyond the conventions of the other Street Fighter characters that he simply doesn't belong in the game. This is really saying something considering that a rubber-limbed Indian and a green-skinned Brazilian wild man are considered some of the great all-time characters. So what is it about F.A.N.G. that doesn't work? Well his design is a sort of polar opposite of Rufus. Instead of a big, fat and dumb US character we have a tall, skinny and sneaky Chinese character. In either case we have extremes in stereotype, extremes in caricature that say a lot more about the producer and director of the game than of what Street Fighter has become.

Yoshinori Ono should be taken to task for every character, every design that makes in into the game. He was the one that pulled the Black Cobra and made a strong black character into a fat white character. The excuse was that he thought it would be funny to put a fatty into the game. He was the one that made sure that the Turkish character was beet red and obsessed with oil, he was the one that made sure that the masked Mexican wrestler named every move after a Mexican dish. He made sure that the returning black character in Street Fighter V was turned into a fat slob. And now the joke is that a tall skinny Chinese character is flying around the screen like a pelican. Stop and think about how he has presented the British, Japanese, white and female characters that are returning to the series. Is there any bias, whether intended or not, in his decisions?

 

As the producer Mr. Ono has the final say as to how the game is going to present itself. He has a reputation for being a funny guy, always kind to his fans, but very silly at the same time. This silly humor has found its way into the game in how the characters act, how their special moves appear and even with the constant use of breaking the fourth wall. The Street Fighter games that came before Mr. Ono were considered templates for great design. The ones that came after certainly looked nice and were well balanced but they did not contribute as much to the genre as the earlier titles. This is especially true with the appearance of F.A.N.G. I know some people read my blogs because I try and understand the roots of a character's design. The long sleeves given to his costume are more akin to Chinese opera than a traditional kung-fu uniform or even classic Mandarin robe.


The combination of sunglasses and robes has been seen many times before in film and television. Sometimes detectives set in pre-cultural revolution China wear fedoras and sunglasses while tracking down criminals. However in film the majority of those wearing the sunglasses and robes are villains. They are often mob bosses if not mob enforcers. A good example of these dangerous characters can be seen in the film Kung-Fu Hustle. The harpist assassins as played by Gar Hong-hay and Fung Hak were mysterious agents sent to kill some kung-fu masters. Their traditional costumes were nondescript. They seemed harmless until they unveiled their secret techniques. Of course there was nothing subdued about F.A.N.G.'s costume. The colors and cut on his robe were as flamboyant as his personality. Instead of a modest hat he wore the widest brim possible.


There was a reason why F.A.N.G.'s design had to be super exaggerated. Every character in the Street Fighter universe had been presented in a costume that looked traditional on a superficial level. Karate masters after all did not walk around with torn sleeves, and female masters of wushu did not really wear wrestling boots and spiked bracelets. F.A.N.G. had a costume that at first glance looked like a traditional robe and hat. But the more you looked at his costume the more you realized that they were as exaggerated as his proportions. F.A.N.G. wasn't just skinny, his head appeared as if it had been squeezed by a vice grip. His costume shared the same qualities, he didn't just have long sleeves, they could double as wings if he flapped his arms fast enough. It was absurd of course but also par the course for Street Fighter character designs.

 

Traditional Chinese costumes had been used for generations in pop culture. Whether they were in a movie, comic book or cartoon, the classic Chinese tunic had been seen many times by audiences and not solely on Chinese people either! These costumes were even finding their way into game designs. The Jiangshi for example were zombie-like Chinese ghosts. They could be summoned to life with a special talisman placed on their head. Since they were dead and rigor mortis had set in they had limited use of their limbs. Rather than shuffle around like a zombie these monsters had to hop around like rabbits. Read about it on the Chinese Ghost Primer. The jiangshi turned up in a number of modern games, for example you could fight them in Sleeping Dogs, specifically the DLC called Nightmare in North Point. The costumes and designs of the undead were stylized in the fighting game Vampire / Darkstalkers by Capcom. The sisters Lei-Lei & Lin-Lin aka Hsien-Ko and Mei-Ling wore very bright (and revealing) versions of the classic robes. The costume given to F.A.N.G. was no more different than what Capcom had done previously. At first glance it had the appearance of a traditional costume however upon further inspection it was something else entirely. Yet the costume, weird moves and silly personality were only part of the reason why F.A.N.G. didn't really inspire me.

 

In the reveal trailer we could see several things about the character. He was goofy and lanky of course but he was also quite tall. In fact he appeared to be as tall as Sagat, the once world champion. And like Sagat this new character was marking a place for himself in the pantheon of Shadowlaw / Shadaloo villains. In the reveal trailer there was a level that was set inside of a secret base. In the background there was a statue celebrating the leader and "generals" of Shadowlaw. Sagat was previously the second-in-command to Vega "the Dictator." Yet during Street Fighter V there is no sign of Sagat, not only that but his visage would not be in the background details either. Instead the bust of F.A.N.G. had been carved out of a mini Mt. Rushmore.


This flew in the face of everything that had been established about Shadowlaw from many years earlier. Whether it was mentioned in the game, in the comics or supplemental material The other generals were dangerous fighters in their own right. In propaganda posters, in Shadowlaw art the four figures were placed side-by-side in a show of solidarity. The generals looked intimidating but there was something about F.A.N.G. that did not match the gravitas of the earlier bosses. A one-eyed, seven-foot, muay thai fighter was a sight to behold. A seven-foot, flamboyant Chinese kung-fu master was also a sight to behold, but not for the same reasons. Why the designers working on Street Fighter V would replace the legacy character Sagat with F.A.N.G. didn't make much sense. Why they would go out of their way to erase any hint of Sagat was frankly insulting.


What were the roots of F.A.N.G. and why was he so bad? Was there anything about the character that might work? These are things that we can explore in the next blog. Right now I'd like to read your thoughts on the character. As always if you enjoyed this blog and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!

Friday, November 6, 2015

Why you should celebrate Games Workshop during BlizzCon...

I had a really long post ready for this year's BlizzCon but instead I just sum up my frustrations with Blizzard by posting something that long-time gamers remember about the company. There was another game system that existed more than a decade before Blizzard's two biggest hits. These games were the inspiration for Blizzards success yet they rarely get coverage in the gaming media.

Warhammer Fantasy Battle, or Warhammer for short was first published by Games Workshop in 1983. It was a tabletop gaming system by set in a world that was similar to the Dark Ages. There were knights and kings, damsels and dragons. Games Workshop developed the rules for playing as and against the various classes. Citadel was their miniature studio and they created the figures for gamers to collect, assemble, paint and customize.

The universe of Warhmmer was not simply a fantasy version of medieval England. Magic existed but so did some steam machinations and lighter-than-air craft. It was as if the Jules Verne inventions were placed centuries earlier. There were sailing ships as well as some steam-powered ships. There were even submarines and machines that drilled through the Earth!

There were towers that gathered the sorcery "winds" and fortresses that floated on currents of magic. This mix of magic and technology was unique to the genre. It made the characters that lived within the world much more unique than those of our own ancient world. There were two large human kingdoms in Warhammer, those of Bretonnia and the Empire. The Bretonnians were similar to Medieval England. This was a kingdom of magic, dragons and knights. It had a heavy emphasis on the Arthurian legends.

The Empire was an amalgamation of Germanic and French provinces in their universe. The Emperor of the ancient world, at this era was known as Karl Franz, he held Ghal Maraz (dwarf for skull splitter) the actual "warhammer" that the game was named after. Some of the heroes in the universe rode horses, others rode lions, bears, unicorns and gryphons. Those that think WarCraft invented fantastic "mounts" were sorely misinformed.

Humanity formed alliances with the dwarf and elf kingdoms during the early wars of survival. These were the precursors to the heroic "Alliance" in World of WarCraft and of course all of the evil races went into the "Horde."

In the Warhammer universe the evil forces usually fell under the banner of Chaos but there were also evil races that had nothing to do with Chaos as well.

Orcs and goblins also inhabited the world of WH. The designs of these "greenskins" was possibly the single thing most copied over the next 30 years. I know that Games Workshop did not invent the orc, hobgoblin, goblin or troll. Those came from various legends from around the world. The descriptions of these monsters was fairly well known. The creatures were brutish, with leathery green skin and sharp teeth. Some lived in swamps and marshes, some could spit poison and even control the creatures of the night.

What Games Workshop did do was popularize the designs. In essence most orcs and orc variants that you see in video games were based on Games Workshop designs. The scale and proportions of the heads and bodies varied depending on which studio produced the art.

Take for example the stealth game Styx Master of Shadows. The game by Cyanide Studios did a great job of combining the stealth gameplay and exploration of Assassins Creed to the fantasy design of Games Workshop. It was no coincidence either, Cyanide Studios developed the Blood Bowl PC games which were based on the Games Workshop's fantasy football game.

Aesthetically the creatures in WarCraft were very reminiscent of those from Warhammer. If anything they were made slightly simpler. Side by side here was art from Games Workshop and Blizzard, you tell me if there were any similarities.

Aside from the classic fantasy characters there are also creatures unique to the Warhammer world. One of the evil races occupying the world are mutated, highly-intelligent rats known as Skaven. The Skaven could be considered the mechanical equivalent of the industrious dwarfs. They did not use fossil fuels or steam for their machines. Their diabolical inventions ran on green radioactive "warpstone." This poisonous stone caused almost as much damage to the Skaven as the creatures they attacked.

Surprisingly enough Blizzard did not poach the Skaven designs, somebody else did. Rat-like characters named "Whiskers" armed with poison green weaponry had popped up in designs by comic book artist Joe Maduera for a video game called Dungeon Runner. Below are the Skaven miniatures compared to the Whiskers concept art. Coincidence?

The other great contribution that Games Workshop had to fantasy design was with the development of the chaos warriors. These misshapen men, women and creatures were representatives of the chaos gods. They were similar to the Four Horsemen of the Apocalypse from biblical verse. There were chaos gods that identified with war or pestilence, they reward faithful subjects by turning them into demons and giving them magical powers. The miniatures for these chaos warriors were among the best ever sculpted. Accordingly, when Games Workshop was firing on all cylinders they were also the best painted in the world.

Among the oldest tribes in the WH world were the Slann, later renamed the Seraphon. These reptile creatures lived in a part of the world similar to pre-Columbian America. True to form this meant that the architecture and weaponry employed by the Slann was reminiscent of Aztec and Mayan culture. The Slann were known for their very powerful mages, among the most powerful magic creatures in all of Warhammer.

WarCraft didn't poach the Slann or Skaven but instead looked at other animals, like bulls or Tauren, on which to create a race on. The Chaos soldiers were often corrupt humans but almost every race in Warhammer had an evil opposite. There were Dark Elves (called Night Elves in WarCraft), and Chaos Dwarfs that fought against their noble kin. There were are also armies of the undead, led by the Vampire Counts.

What was interesting to notice is the evolution of the armies in Warhammer. The system did not stay the same over the years and evolved quickly. In order to keep players interested the system had to keep expanding and introducing new races and quests. The same things that World of WarCraft would do in order to keep subscribers engaged. For example early skeleton armies were controlled by Necromancers and Vampire counts. While the classic skeletons were still around, new dedicated skeleton armies were controlled by ancient Pharaohs or Tomb Kings from the south had been introduced to the world.

Through the '80s Warhammer was great fun and limited only by your imagination. For those that were into a more traditional role-playing experience, Games Workshop also offered a fantasy roleplay system set in the Warhammer universe. If, however your imagination was running on empty then the hobby tips provided in White Dwarf magazine (also published by Games Workshop) could inspire you.

One of the best features that Games Workshop built into the game were adding ship combat to the universe. This was years before naval combat had existed in any MMO, and especially before WarCraft. The articles in White Dwarf included how to make your own ship, custom ship ideas as well as sample campaigns.

To top it off White Dwarf even published rules for using sea monsters with the ship game and how to model these monsters yourself.

Now take a step back and look at the big picture. How long had this gaming system been around? What was it like to see the various races fighting for power? Each race with its own strengths and weaknesses. Its own special units, magic, heroes and tactics. Imagine these armies clashing in a tabletop war. Hundreds of brightly painted characters smashing each other in glorious combat. Imagine what it must have been like to witness these games 25 years ago as a budding game programmer, designer or artist. Squint your eyes if you have to. Is this starting to look like the original Warcraft RTS game?

Games Workshop developed rules for controlling units, what bonuses they received when equipped with the right weapons or controlled with the right leaders. In the video game these things became known as "buffs." Games Workshop figured out effective ranges for each type of fighter and squad and more important, figured out how to keep the armies balanced out. A solid strategy and a few good dice roles could help ensure victory.

What Blizzard did was adapt those rules, those ranges, unit types, bonuses and random dice roles and turned them into a PC game engine. This made things a lot easier for people that did not want to measure out the strikes of their units using a ruler, for those that did not want to read all of the rules of engagement or figure out if line-of-sight was in effect when battling. Instead fighting a battle was done with the press of a few buttons and the virtual armies moved themselves on the battlefield.

There was no doubt that Warhammer was influential on the development of WarCraft. Sadly none in the game press bothered to call out Blizzard for these similarities. But more shocking was how a few years later Blizzard released StarCraft. This was a science fiction RTS game that swapped out knights for space marines and introduced aliens instead of fantasy creatures.

Games Workshop released Warhammer 40,000 in 1987. It was set in the far future and featured Space Marines battling all sorts of alien lifeforms across the galaxy. The original monsters in the game were simply space versions of fantasy characters. The Elves became Eldar, yes, there were Dark Eldar as well. The Orcs became Orks and still used crude weapons and machines in battle.

StarCraft debuted in 1998, more than a decade after Warhammer 40,000 or 40K for short. Blizzard pretty much poached the concept that worked for WarCraft and set it in the future. What was shameless was how much one of the "new" alien races looked like a Games Workshop one.

The Genestealers, which to be fair were poached from the Alien movie, were released in 1989. They were the new 40K aliens featured in the game Space Hulk. The Genestealers would become the shock troops for an alien race called the Tyranid. These clawed creatures appeared in 1990 in the Advanced Space Crusade adventure. The Tyranid were without a doubt the basis for the Zerg aliens.

In shameless style Blizzard had the audacity to announce their own miniatures for a tabletop gaming system. Of course every miniature they unveiled looked eerily similar to one released by Games Workshop years earlier.

Above were some 40K minis including Imperial Guard, Space Marines, Space Marines in Terminator armor and Sisters of Battle. Blizzard had the nerve to do the same thing for the alien species in StarCraft as well.

Maybe when I put the Tyranids after the Zergs you might notice the similarities.

There were other aliens in StarCraft though. The blue-skinned Protoss for example.

To be fair though Blizzard did have the Protoss in their games four years before Games Workshop introduced the Tau and Kroot warriors. The Necrons however (robotic skeletons controlled by alien Pharaohs) were as old as StarCraft.

The inspiration for the Tau was based on feudal Japan, with the weapons and vehicles based on mecha. The code that the aliens lived by was somewhat imperialistic but could also be highly religious. It was as if great technology was still governed by ancient scriptures. Similar things could be seen in the Protoss aliens.

Too bad Games Workshop had nothing but crappy video game licenses up until now or else the world of video gaming would be very different. Not that it matters, the damage was done and Blizzard made billions of dollars off the ideas of another company.

Now that Blizzard was a huge publisher they could hire all sorts of artists, programmers and designers and no longer have to poach the ideas of another studio. Especially not a French tabletop gaming company named Rackham that went toe-to-toe with Games Workshop in the early 2000's, right?

I mean maybe it's a coincidence that the new shooter Overwatch has different alien archetypes mixed with Western and Eastern heroic designs. It was just coincidence that the Reaper and robotic Reinhardt were reminiscent of designs from outside studios.

Arthur from Cannon Spike, how many Capcom fans had even played that game from 2000? Many gamers could guess that Overwatch was Blizzard's answer to the smash hit game Team Fortress 2. There were various classes of shooter, each with their own strengths and weaknesses.

To mix things up Blizzard introduced robots, aliens and cyborgs into Overwatch. In this way they could never be accused of poaching the classes from Team Fortress. Where else could you play as a genius with an unorthodox weapon? That character certainly doesn't exist in Team Fortress 2...

Of course an ape in power armor looks great in any setting but I would have been more impressed if the design for Winston did not poach the designs of the Karman alien characters from AT-43. It was a Rackham Studios game from 2007.

Rackham released the game AT-43 as a rival to Warhammer 40,000. A few years prior they had released Confrontation as their rival to Warhammer Fantasy Battle. AT-43 was a well designed system and not without its own subtle humor. The Karman were highly intelligent ape-like creatures with art deco-styled vehicles. As ferocious as they were they were also meant to be a jab at the Space Marines. They were big, brutish and carried all the heavy weapons into battle. In 40K the Space Marines were sometime big and brutish, they were genetically modified humans, much taller and stronger than ordinary people.

The humans in AT-43, those of the U.N.A. were meant to be compared to the Imperial Guard soldiers from 40K. Humans in both systems were the ones that had access to the tanks and artillery while the Space Marines did most of the fighting up close with their bolt guns.

The Karman were fantastic aliens and the miniatures released on them were some of the most memorable ever created. If you did not follow the tabletop gaming scene then you might not have known. I'm sure Blizzard thought that they could get away with poaching some more characters for their new game. They had done it in the past and would probably keep on doing it. It's not like any game journalist would ever call them on it, right? I’d like to hear about it on 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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