Walking, Talking, and Running: How Fighting Games Resemble Language

On an October episode of IGN Esports Weekly, the Fighting Game Community’s Mike Ross and Smash Bros. Melee statistician Tafokints briefly discussed the differences between Melee and Street Fighter. It’s an interesting comparison that’s worth watching as a whole, but what I want to focus on are the following two statements (emphasis mine):

Tafokints: A Melee player is going to really focus on mechanics, right? Concepts like stage control and footsies become second nature in the game, because you can get away with just playing fast, and getting to mid to high level. I would say you could even get to Top 32 at a national [tournament] just by being technical, and having little understanding of the fundamental concepts of competitive gaming.

Mike Ross: Learning [Street Fighter] made [Bobby Scar] a way better Melee player…. He didn’t realize how smart of a game Street Fighter was…. He had to think about his opponent so much more in Street Fighter, like you do in Melee…. You’re not running around the stage, you’re really up close to your opponent the whole time, so you’re constantly having a dialogue with your opponent…. Once you answer to yourself what can you do, the next best question is, “What does he want?”

Just to be clear, both parties believe that their respective games have technical requirements and require smart play at the highest levels. While Melee has this large mechanical wall to climb, once you’re at the summit matches between top players can be considered intriguing debates featuring the sharpest of wits. For example, take a look at top Melee player C9 Mang0’s review of a Grand Finals match versus another one of the “gods” of Melee, MVG Mew2King. In it, he goes over the intricate dialogue that occurs at super high speeds and involves rapid-fire decisions:

In this respect, I want to posit the following: if fighting games are like a dialogue or a debate, then learning the mechanics of a game is like learning a language in the first place, and in this respect Melee is an enormously difficult language to learn. It’s like reading written Chinese, or learning Icelandic (which I hear is quite the challenge): certainly within the realm of possibility to become fluent, but mastery requires dedicated study and practice. As you improve at a language, it’s like the world opens up to you. You go from recognizing words to being able to read sentences, then novels and poetry. You discover the intricacies of how to piece thoughts together to form more complex ideas. This, I think, is where much of Melee‘s appeal comes from. To fans, wavedashing, dash dancing, L-canceling, DI, shine canceling, Scar Jumping, and more aren’t just Smash Bros. lexicon but the very grammar and vocabulary that lead to infinite possibilities of expression.

fc063347f3c29399fe8bd70ba773cbe5Basically like learning Fox

If that’s the case, however, then many players never truly learn to debate with their opponents. Those who consider the mental aspect of the game from the start will have the opportunity, of course, and that mental interaction is pretty much required at the tip-top level of Melee, but let’s go back to what Tafokints and Mike Ross had to say. Though there’s an upper limit, in Melee you can become a decent competitive threat without ever learning the mind games, but in Street Fighter you are taught to focus on mastering the art of dialogue from the very beginning. In contrast, what Melee will more often amount to is a debate where someone who is fully fluent in its language is overpowering someone who’s still just learning how to string a sentence together.

Again, to a Melee player, this is the charm of their chosen game: it is a complex and difficult yet beautiful language. Melee is a subject worthy of aesthetic appreciation, and those who reject it or see it as unnecessarily convoluted are simply not putting in the necessary work. With that being said, where Melee in a sense falls apart is when a player or indeed a game designer wants the central goal of their game and improvement at their game to be not so much the continual mastery of grammar, but a firm focus on the thrill of the debate or dialogue itself. Even if it is a simpler language, even if it takes less to learn overall, if one is able to immediately engage in the act of dialoguing, then that competitive game has achieved something rewarding. Rather than leaving that aspect to only the most skilled and talented players, it now becomes something that more people can experience. This, indeed, is where games such as Divekick, Smash Bros. Brawl, and Smash Bros. for Wii U come into play.

In the YouTube comments of the non-extended version (I don’t recommend you actually take a look), a lot of the debate descends into whether or not Melee is a “real” fighting game or not. The worn-out arguments of it being a party game without anything in common with “true fighters” are brought out, and in turn many of the defenders of Melee fall into these old traps. They will talk about how Melee is actually this enormously difficult game to learn and master because of its technical barriers, and will wear it as a badge of pride, while simultaneously talking down the other Smash games for lacking in this quality. They have essentially cornered themselves into a position where they are playing by their opponent’s rules. Whether by ignorance or by intentional scheming (most likely the former), Melee‘s detractors attack its integrity, but many of its supporters only know how to respond with, “But look at how intricate our language truly is! Can’t you appreciate that?” while failing to take into account that what some see as the true beauty of a language is when it leads to fruitful conversation.

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Love, Shogi, and World Domination: 81 Diver

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At long last, after many years and 35 volumes of manga, I have finished the exhilarating, hilarious, ugly, and beautiful shogi manga known as 81 Diver. Its bizarre narrative and even stranger art work captivated me from the very beginning, and now that I have seen this series to its end (one of the three series I followed intently that have concluded recently), I want to write to confirm that 81 Diver not only ends strong but in many ways either matched or exceeded my expectations.

81 Diver is the story of Sugata Kontarou, a failed shogi [Japanese chess] player who has taken up gambling through shogi to make ends meet and to fulfill his love of the board game. One day, he decides to order a maid service to clean up his apartment, and discovers at his doorstep an absolutely voluptuous redhead as if out of a fantasy. However, this maid has another identity as Akihabara’s strongest shougi player and a gambler just like Sugata. Known as “Ukeshi,” what translates loosely to “master of defense,” Nakashizu Soyo (as we later learn her name) has her own mission in life: to avenge her brother and father who were both killed by shogi.

As the series progresses, the characters wind up not only challenging and befriending a variety of powerful shogi players and for some reason martial arts experts (actually it’s because the author Shibata also wrote Air Master), but end up in a tournament to save the world from the Kishoukai, the “Demonic Shogi Organization.” The amounts of ridiculous twists and turns this series goes through are almost too many to count. As crazy and as strangely epic as this sounds, however, what really makes 81 Diver special is that the art looks like this:

When discussing the character Kiryuuin Satsuki in Kill la Kill, I once wrote that she has so much presence and so much inner strength that it is the very first thing you notice even as she’s wearing the most ridiculous and revealing outfit possible. I find 81 Diver‘s portrayal of Soyo to be of a similar vein. Sometimes there will be pages of her character where half of it is occupied by a shogi board and the other half is taken up by her enormous chest. At the climax of the manga, her breasts become one of the central points of conflict. And yet, her raw shogi power level is what stand out most about her.

The difference is that, while Kill la Kill achieves this through incredibly well-rendered, stylized, and intense artwork, I ended up including 81 Diver as one of the many titles at my Otakon 2015 panel, “Great Ugly Manga.” On some level, this is clearly on purpose, but it’s also clear, especially given Shibata’s guest essay manga in Gundam: The Origin, that he’s making the best out of what he has, and what he has is a lot of spirit and not a lot of conventional drawing talent.

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I would not call 81 Diver an intentionally feminist or progressive work, especially given all of the attention given to girls’ bodies, but it is notably diverse in its cast. There’s an admirable homosexual character who isn’t stereotypically flamboyant, who also dresses like a tokusatsu character and shoots rocket punches. There are also numerous romances between unlikely individuals, and what stands out most is the strange romance between Kontarou and Soyo that portrays them as equals above all else.

When you look at many shounen and seinen manga, there is often something of a lopsided relationship where love interests aren’t allowed to be as prominent in the particular subject focus of the manga (be it sports, fighting, or whatever). Not so with 81 Diver. Though Soyo is dressed in maid outfits throughout the series, and though she will sometimes playfully call him “master” as a callback to how they originally met, at the end of the day they are bonded by their mutual skill and passion for shogi. In fact, when the series begins Soyo is clearly Kontarou’s superior, and when they are able to play again much later in the series, it is one of the most satisfying duels I’ve ever seen in manga.

As mentioned by the characters, the characters fight as if they’re communicating their love through the game of shogi itself. When you see the two of them play, you genuinely don’t know who’s going to win because, even if you set aside the idea of skill in favor of narrative progress, both characters have convincing reasons why they need to win. Ultimately, I love the way they resolve all of this, but I won’t say more so that it remains a surprise for readers.

I could probably write a whole series of posts on 81 Diver, and in fact I’m quite tempted to do so. Suffice it to say, 81 Diver comes highly, highly recommended from me. If you can get past or even embrace the terrible (or perhaps terribly endeaering) artwork and style, it becomes one of the funniest, surprising, and involving manga you’ll ever read.

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NiGHTS for Super Smash Bros.

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NiGHTS into dreams… is my favorite video game ever. No matter how many hours I put into Pokemon or even Smash Bros., NIGHTS always has that special place for me. Even before Melee came out, well before the start of this blog, I had begun to picture how NiGHTS as a character would function in Smash Bros.

NiGHTS into dreams… is a game about two children who fight to save the world of dreams from the evil forces of Nightmare with the help of a mysterious androgynous dream being, a rebel “Nightmaren” known as NiGHTS. The game evoked a real sense of flight while providing vivid dreamscapes for worlds. Though fairly obscure by today’s standards, you’ll still find people who love the game. For many, it was synonymous with the Sega Saturn, and even the Seha Girls personification of the console has NiGHTS-like features.

The biggest challenge with NiGHTS is that they’re a flight-based character, and I don’t even mean that they “can” fly, as is the case with Kirby or Pit. Rather, NiGHTS’ whole identity revolves around flying, and it’s pretty much the only thing they ever do during gameplay. There’s no walking, running, or jumping—it’s either flying or bouncing into things. Given Smash Bros. and its sumo-style gameplay, that wouldn’t be very fair if left unchecked.

With that in mind, I thought it best if NiGHTS did not have 10 jumps or whatever, and instead would have relatively fewer multi-jumps (4 mid-air jumps, one less than Kirby or Meta Knight) that were supremely maneuverable. As you can see in the upper right hand corner of the image, NiGHTS wouldn’t get just a small bump from each jump, but would be able to make curves, weave in and out, and more, with each successive “jump.” On the ground, NiGHTS would hover, and many moves, as well as their dash, would give NiGHTS a low profile.

NiGHTS as I picture the character is nigh-impossible to edgeguard, especially because all four of their specials are recovery moves, with some packing impressive killing potential, similar to Meta Knight. In exchange, NiGHTS would probably be the lightest character in the game, even lighter than Jigglypuff who’s usually dead last, and would have low damage per hit.

Paraloop involves NiGHTS making a quick loop, though rather than NiGHTS’ body doing damage, it creates a vortex that can suck in opponents, damage them, and even KO at high percents. I decided to localize into a single special move rather than it having a constant presence on-screen, because while it would be an interesting mechanic, it might make NiGHTS too overwhelming in that the character would be able to fight without even pressing the attack buttons.

NiGHTS’ neutral special, Somersault Throw, is an extremely versatile move. A command grab where NiGHTS boosts forward slightly, grabs the opponent, then spins around once and throws them, the tricky element of the move is that NiGHTS can activate the throw portion at any point while holding the opponent. This means that NiGHTS can throw the opponent towards the nearest blast zone, including the bottom of the screen for what is effectively a meteor attack, or into a ledge for a stage spike. Also, just having a command grab that’s so strong makes shielding against the NiGHTS that much more dangerous.

Drill Dash and Dragon Persona (taken from NiGHTS: Journey of Dreams) are more similar to typical recovery moves, but each is unique relative to the other. Drill Dash can be slightly angled similar to Meta Knight’s Drill Rush (though is slightly better this way), while Dragon Persona’s direction can be controlled like Fire Fox/Fire Bird, only with wind-immune properties. This means that, if Mario or another character tries to push NiGHTS to foil their recovery, Dragon Persona can cut straight through it. Neither move is good for KOing, however.

As for Dualize, NiGHTS’ Final Smash, it’s based on the final battle in both NiGHTS games, where both child characters simultaneously fuse with NiGHTS. This would create a clone character that mirrors NiGHTS’ moves, creating difficult traps and greater damage potential. Think of it like Morrigan’s Darkness Illusion super in Marvel vs. Capcom 3.

Not quite a “glass cannon,” NiGHTS would try to out-maneuver the opponent into making a mistake, and then capitalize on it. Overall, NiGHTS would be a graceful character capable of giving any opponent the slip, with a tricky yet effective and surprisingly powerful play style.

For next time, the character I’ll be presenting will be a representative of PC gaming.

Previous Characters:

King K. Rool (Donkey Kong Country)

Princess Daisy (Super Mario Land)

Geno (Super Mario RPG)

Great Puma (NES Pro Wrestling)

Pitfall Harry (Pitfall)

Zoma (Dragon Quest III)

Ogiue Chika + Satan = Oshino Ougi

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Throughout Nisio Isin’s Monogatari series there has been a mysterious character whose motivations and origins are difficult to grasp. Oshino Ougi, who purports to be the niece (and sometimes nephew) protagonist Araragi Koyomi’s Hawaiian shirt-wearing mentor, seems to come out of nowhere and has a knack for planting thoughts into people’s minds and for getting them to unconsciously open up. Is she just a manipulator or something more? Given the series and its author, the latter is more likely, though either way what Ougi reminds me most of is the biblical devil, whose half-truths are designed to deceive men into making grave errors.

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What stands out to me most about Ougi, however, is how much she resembles Ogiue from Genshiken. She has deep, black eyes just like Ogiue’s from the first series. She has a hair style similar to Ogiue’s when she lets it down, especially Ogiue’s look during Nidaime. Ougi also has a similar chest size and overall figure, and the fact that she’s sometimes a boy (in terms of sex, gender, or something else? It’s mysterious.) reminds me of Ogiue’s overall tomboy demeanor.

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Drawing this comparison even closer is the fact that Ougi and Ogiue share the same voice actor, Mizuhashi Kaori (Mami in Madoka Magica, Laharl in Disgaea).

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Check out this Ougi fanart by artist Dowman Sayman as well. Given the way they draw Ougi, especially her nose, she looks even more like Genshiken‘s fujoshi president.

Is it mere coincidence? Most likely yes. Even so, whenever I watch the currently-running Owarimonogatari and see Ougi, I can’t help but think of Ogiue Maniax’s namesake. Maybe that’s why Oshino Ougi has become my favorite character in the series.

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Drifting Along: Ogiue Maniax Status Update for December 2015

Whenever I think of Christmas and anime, my mind immediately goes to Initial D: Third Stage. Does that count as a Christmas anime? I’m going to say yes, and try to make it official.

Here are this month’s Patreon supporters. As always, I’m happy that they have my back.

General:

Ko Ransom

Alex

Anonymous

Yoshitake Rika fans:

Elliot Page

Hato Kenjirou fans:

Elizabeth

Yajima Mirei fans:

Machi-Kurada

We even have a new Yajima fan aboard! Seeing as how the character’s been developing in Genshiken as of late, I wonder if more will join.

It’s a pretty subtle change, but one thing I’ve been trying to do over the past month is put out content three times a week. I used to do at least two posts a week, with a Fujoshi File every other week, but I felt that it wasn’t quite enough.

Speaking of the Fujoshi Files, at the moment they’re on a brief hiatus as I use that time to indulge in my love of Super Smash Bros. After the recent announcement that Cloud Strife is going to be a playable character (!), I’ve gone back to an old love of mine and have been designing movesets for what-if Smash characters. So far I’ve done Pitfall Harry from Pitfall and Zoma from Dragon Quest III, and there will be at least a couple more on the way.

I have more reviews this month, though as always they toe the line between review and analysis. Of course, there’s the requisite Genshiken chapter, and if you’re a Sue fan this is the one for you. I also wrote something about the use of kanji and words in Aquarion Logos, and then there’s my review of the new Digimon anime. If you haven’t heard about that last one, it’s actually a sequel to the original, with all of your favorite characters in high school. If you like giant robots, I also appeared on the Cockpit podcast to talk about Gaogaigar. I even made a new 1 Minute Review to celebrate the release of Girls und Panzer der Film!

As with every month, if you’re interested in requesting topics for me, it’s a reward for those who pledge $30+ on my Patreon. I of course don’t mind coming up with my own topics (and in many ways it’s actually kind of easier),  but I do miss being “forced” to look at something I might not have otherwise. In the meantime I’ve replaced the Ogiue Maniax Skype group reward at $2.00 with a new feature: I will include a link to whatever you want (within reason) in a special section in my sidebar. Remember, if you’re pledging already, you already have access to this, so send those requests my way!

The last thing I’d like to talk about is the whole social media thing. In the past, I’ve tried to make it so that each site I used had a different specialty. My tumblr, for example, was mainly for video clips. However, I realized that many people only look at their favorite social media platforms and rarely venture outside of them. That’s why I’ve been getting a bit more redundant with posts across different sites, to reach more people. My question is, are you someone who sticks to just one, or someone who sees different value in Twitter, tumblr, Facebook, etc.? I’d like to have a better idea of how to interact with my readers, so that I can foster interesting or even delightfully frivolous discussion.

 

How Important is Consistency of Character Design Across Genders?

In a 2013 podcast interview, Paul Dini, creator of the DC Animated Universe, described how a stubborn refusal to move away from traditional marketing tactics spelled the end for the popular and beloved Justice League cartoon. Esssentially, because Dini had given the female characters of Justice League equal prominence and strong character development, the higher-ups who had planned their marketing around appealing to boys told the staff to cut it out. Girls should be on the sidelines, and never as good as the boys, because boys were supposed to buy the toys and merchandise, dagnabit. It’s a sad fact that proper marketing, trying to find the demographic that’ll give you the most bang for your buck, can often lead to things like happening, especially when so much money has been invested into a project and having things go not according to plan is seen as a nightmare scenario. Gendered marketing has been around for centuries, and it likely isn’t going anywhere soon.

I began thinking about this idea relative to anime, if only because anime and manga are known for gendered marketing. While anime does on a number of occasions portray strong female characters such as in the Precure franchsie, the primary audience is indeed young girls, even if a sizable male audience is willing to shell out some big bucks to get some DVDs and nice figures. However, there’s another side of anime marketing I’ve seen, one that seemingly both defies and reinforces gendered marketing, by placing idealized male characters for women and idealized female characters for men in the same space.

One such title I reviewed for an Anime Secret Santa a couple of years back: Acchi Kocchi: Place to Place. In it, I described the main couple as consisting of the small, moe girl and the tall, quiet bishounen, resulting in a combination of two popular yet often disparate archetypes in one relationship. Series such as Aquarion EVOL and Tytania have different artists on duty to design the male and female characters separately for maximum appeal/pandering. Perhaps nowhere is this more extreme than in the currently-airing Show By Rock, which takes the cute girl/handsome guy incongruity of Acchi Kocchi to a whole other level:

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(This isn’t even taking into account the fact that Show By Rock is already a rather eclectic mishmash of styles that also includes CG cute animal anthropomorphs playing in rock concerts.)

So you have these series with various creative forces involved—Okada Mari (Lupin III: The Women Called Mine Fujiko) wrote Aquarion Evol, while Tanaka Yoshiki (Legend of the Galactic Heroes) is the original author of Tytania, for example—which means that different philosophies and beliefs are involved on various levels of production. Marketing is still at work, the creators are overall looking for you to buy their anime, and if not that, then to buy their products. Focused marketing, gendered marketing is still happening. And yet, why are these anime willing to try and bridge the gap so at least within a single work there are elements that actively appeal to men and women, boys and girls, even if it’s for the sake of hitting some basic desire buttons on the audience? And if the argument is that the merchandise is designed to reflect those gender differences as well, then why were the people responsible able to produce goods in such a way that the executives behind Justice League could not?

Of course, one recent example of a franchise that has tried to appeal to both men and women within the same films has been the Marvel cinematic universe. Thor and Captain America both have looks and personalities that garner admiration from men and women, heterosexual and homosexual, and marketing has capitalized on that. At the same time, there’s also been a bit of an uproar over the fact that what should have been a Black Widow toy became instead a Captain America one. If this were Japan, there would certainly be some figures of Black Widow, but there’s also a fair chance that those examples wouldn’t be targeting girls.

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Zoma for Super Smash Bros.

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Previous Characters:

King K. Rool (Donkey Kong Country)

Princess Daisy (Super Mario Land)

Geno (Super Mario RPG)

Great Puma (NES Pro Wrestling)

Pitfall Harry (Pitfall)

In celebration of Cloud Strife’s reveal as a new Super Smash Bros. for Nintendo 3DS & Wii U character, I have once again been drawing movesets and concept art for how famous icons of video games might work in Smash Bros. This time around, it’s Zoma, the final boss of Dragon Quest III, aka Dragon Warrior III.

Square Enix began as two rival companies, Square (later Squaresoft) and Enix. If Square’s flagship title was Final Fantasy, and its greatest success story Final Fantasy VII, then Enix’s was Dragon Quest, and its crown jewel Dragon Quest III. Having sold over 1 million copies on its first day of release in Japan in 1988, which included many students deciding to cut class just to buy it, it is one of Japan’s most beloved RPGs. Amazingly, once you beat it, you find out that it was in fact a prequel to the very first Dragon Quest, and your player character becomes the legendary hero whose equipment must be collected in the first game.

However, instead of just going with Loto (or Erdrick) as a counterpart to Cloud, I believe it would be more interesting if Enix could be represented by arguably its greatest villain. Zoma, like all Dragon Quest monsters, is drawn by Toriyama Akira of Dragon Ball fame, and strikes an imposing figure. A demon lord who rules over the land of Alefgard, according to Dragon Quest IX he actually went there because he’s extremely popular with other monsters and is trying to get away from his fans. Zoma is shown to be much larger than the heroes, but like Bowser there does not seem to be much consistency with his scale, so I figured he’d best be a large, heavy target similar to other super heavyweights. However, where Zoma differentiates himself from the rest is that his attacks are not only powerful, they’re very quick to recover.

If you’ve fought a character like Mario in Smash 4, you find that he can move very quickly out of key attacks (Up Smash, down air, back air), and that it makes him difficult to punish. Zoma would be similar. While some of his attacks would have long wind-ups, such as his Side-B Kacrackle (the strongest ice spell in Dragon Quest), it is difficult to take advantage of him if he misses, as he can quickly transition into something like a jab or a forward smash. This is meant to reference the fact Zoma is actually able to attack twice in one turn in his source material.

To balance this out, Zoma would have by far the worst mobility in the game, like if you weighed Ganondorf down with bricks. He would have decent jumps in terms of sheer distance, but would be extremely slow in terms of acceleration and max speed. His walk speed would be awful, and he wouldn’t even have a true dash. Instead, he would get a mini-teleport that still has all the restrictions of a dash. Think of him as being somewhat like Slayer in Guilty Gear.

All of Zoma’s attacks come straight from his battles across various games (he’s been a guest boss in a number of titles), and many of them are capable of freezing. C-C-Cold Breath is a super-charged version of the Ice Climbers’ Down B, and Disruptive Wave can remove status changes (both positive and negative) and even stun opponents very briefly. In one-on-one situations you won’t be able to capitalize on it, but it does travel far and is good for shifting momentum back into your favor, especially given once again how difficult Zoma’s moves are to punish. Bounce is a reflector and stage recovery move combined, making it useful for getting past projectile-based edgeguarding attempts, but is otherwise below average for a recovery, traveling far but very slowly. It is also impractical as an on-stage reflector. Kacrackle is both a powerful damage dealer and a way to seal stocks early, but can be difficult to land. At the same time, it can be thrown out similar to Meta Knight’s forward smash as a read in neutral.

Zoma’s Final Smash is a reference to the fact that Zoma originally covers himself with a protective ice barrier in Dragon Quest III that greatly augments his abilities. The only way to remove it is to use the Orb of Light, and seeing as no one has it in Smash Bros., I figured it would be better as a temporary measure.

Perhaps most important of all, Zoma would have all of the signature attack sound effects from Dragon Quest.

So that’s Zoma, one of the most infamous of JRPG villains. If anyone wants to design a Loto as well, by all means be my guest. As for the next character, it’ll be “the one I’m waiting for.”

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Kiss Kiss Fall in Love: Genshiken II, Chapter 118

It’s finally time to see Sue and Madarame’s date, which apparently involves ring tosses and ultra obscure references. After Hato comes by and advises Sue to express her feelings not in anime quotes but in her own words, Sue finds an opportunity to say what she really thinks of Madarame.

This chapter is all Sue x Mada all the way, and makes a rather strong argument for why they seem to fit together. Madarame is the only one high-level enough to not only immediately get Sue’s anime and Japanese pop culture callbacks, but also to build on them. What really stands out about their time together, however, is that we finally get to learn the truth behind Sue’s peck on the cheek during the school festival.

You might recall that it was a move to get Madarame to jump out of hiding so that Hato would notice that Madarame’s looking out for him after all, and that Saki saw the whole thing. When next we saw Sue, she would blush profusely whenever looking at Madarame, while denying any feelings towards him. The reason, as Sue explains, is that she herself thought she was just teasing Madarame, but having someone like Saki witness it made her self-conscious of the fact that the only reason she can mess with Madarame is because Sue views him differently. To Sue, Madarame is special. That’s why she can call him Nekoyasha and then ride on his shoulders. That’s why she can be so comfortable around him.  That’s why she can finally confess to him, and be the first of the potential four love interests to do so.

I think it makes sense. Genshiken is full of otaples at this point, and a Sue and Madarame relationship would be at the top of the food chain. Not only that, while “I’m comfortable around you” can seem like the most generic of non-reasons to fall for someone, we see how their interactions play out. To some extent, Sue’s able to behave similarly with Ogiue, and even make jokes about Ogiue being her “wife,” but there’s a certain understanding that it’s all a friendly joke. That’s how Sue was with Madarame, but now Madarame’s open-ness and existence as absolute embodiment of nerdery have transformed into a strange attractiveness. Moments when characters realize their feelings are always highlights of Genshiken, whether that’s Madarame and the Saki nose hair incident or Ogiue seeing Sasahara smile, and this one seems to shout, “kindred spirits.”

Visually, Chapter 118 is unsurprisingly the Sue Show. As a character that doesn’t talk much, her facial expressions carry a great deal of weight. Combined with her sharp yet wistful eyes and exaggerated further by her pale features, light-colored coat, and knee-length blonde hair, it’s like her nervousness and emotional tension either take over the entire page, at least whenever Sue herself isn’t being put side by side with Madarame and his darker features (mainly his hair). Nowhere is this more apparent than at the moment when Sue says, “Madarame, I like/love you.”

I almost didn’t want to include this image, just so it could be a surprise to even those who read this review before the chapter itself. However, I think it makes too striking a statement to leave out, especially when considering the fact that Sue purposely prevents Madarame from responding, as Hato hasn’t had his chance yet.  Also, there is arguably an even better moment at the end of 118, and I think I’ll leave that for you, the reader, to discover.

In the end, what I find interesting about all of the members of Madarame’s “harem” is that they connect to him in different ways. Angela’s attraction is physical, and while that might seem shallow she’s the one who brings to the forefront the idea of Madarame as a sexual being. Keiko is somewhere between physical and psychological, and her strategies reflect this. Hato has the closeness of being a guy, the intrinsic understanding of how Madarame might be thinking of a situation. Sue is as awkward as Madarame in many ways, one of their many similarities.

Next up is Hato, and this, perhaps, is where the show really begins.


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Growing Up in a World of Monsters – Digimon Adventure tri. 1: Reunion

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Digimon Adventure, known around the world as simply Digimon, is an anime that helped to define a certain generation of fans. For many, it was either the anime, or the the other anime, relative to its thematic rival, Pokemon. Where Pokemon was about traveling in a world where monsters and humans co-exist, and the stakes were generally about winning tournaments, Digimon was about traveling to an alternate digital world of monsters and saving the world. Where Pokemon generally had a core cast of three, Digimon had over twice that amount. Perhaps most important for our purposes, where Pokemon‘s characters seem to remain eternally young, Digimon‘s characters would age.

This brings us to Digimon Adventure tri., a direct sequel to the original two Digimon anime. Taking place with its main cast now older and in high school, main character Yagami Taichi (Taichi Kamiya in English) and the others have long since lost contact with their old Digimon friends as they transition from childhood to adulthood. Suddenly, Digimon start appearing in the real world, prompting the old team to reunite with the Digital World.

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Digimon Adventure tri. is very intentionally a more mature series than its prequels, though not in the sense that it’s supposed to be “darker.” Rather, between the more subdued character designs, a general aesthetic that’s closer to the Hosoda Mamoru-directed Digimon movies than the TV series, a new version of its beloved theme song Butterfly featuring hints of melancholy, and just the portrayal of the subtle turbulence that comes with being of high school age, Digimon Adventure tri. is aimed towards the young fans who are now adults themselves (or close to it). The series says, “We’ve grown up with you, and we know what it’s like.”

For example, Kido Joe, the straight-laced and responsible one, is now being consumed by college entrance exams, and Taichi himself feels like he can no longer charge ahead like he used to when he was the de facto team leader of the Chosen Ones (“DigiDestined”). This is not to say that the new series is a total downer, stripped of any of the joy and wonder of the original anime. What I think they’re going for, instead, is a kind of rediscovery of those simpler and more magical times, while grounding that kind of experience in the process of becoming adults.

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Digimon Adventure tri. actively works to maintain a strong connection with the original series, and a lot of attention is paid to continuity as a result. Whereas Taichi and the older kids have their original DigiVices, the portable tools based on the original hand-held Digimon virtual pet, the younger Hikari and Takeru (“TK”) have different ones, a nod to their continued battles in Digimon Adventure 02. Somewhat similarly, the story is set very intentionally not in 2015 but somewhere in the mid-2000s, as reflected in the technology. Most cell phones are flip phones with number pads, and no smart phones are in sight. It’s not like failing to do these things would have made it a worse series, but it shows that, to a large extent, Digimon Adventure tri. aims to evoke strong feelings of nostalgia for both for the franchise itself and for those who know what it’s like to be a teenager.

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There are a couple of notes that I feel the need to point out for the die-hard fans (I know you’re still out there). First, if you watched this series dubbed in English (or perhaps other languages, I’m not sure), the lack of dialogue and constant banter might seem unusual or even off-putting. The original Japanese versions of Digimon had a lot more “dead air,” that is to say long moments of silence, and adding music or dialogue to fill space is an old American television tactic that you could also see in the dub for Pokemon. Digimon Adventure tri. uses even larger periods of silence and its unsteady atmosphere (perhaps all the better to convey that feeling of becoming adults), so it’s something to expect going in.

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Second, you should know that the plains of the shipping wars are revived and more serious than ever. While the previous series had some hints of romance (or maybe more if you count the controversial time-skip ending of Digimon Adventure 02), relationships are nearly front and center in Digimon Adventure tri. There’s a clear love triangle between Taichi, Sora, and Yamato (probably the site of the most fierce battles). Koushirou (“Izzy”) clearly has a powerful crush on Mimi. Takeru and Hikari tease each other about their mutual popularity among the opposite sex. If you had any stake in these old battles, the series might very well draw you in like honey.

As of this first movie (split into 4 episodes on Crunchyroll), it’s clear that Digimon Adventure tri. won’t give viewers the same experience as the original anime from over a decade ago. Unlike Pokemon, which tries its best to maintain the same constant feel (though to be fair there have been subtle changes in that series over the years), Digimon Adventure tri. wants you to know that the characters have grown, that their inner and outer (and perhaps even digital) worlds have changed as a result, and it’s inviting you back to take a look. The next film/batch of episodes won’t be out until March 2016, so you’ll have plenty of time to catch up.

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Pitfall Harry for Super Smash Bros.

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With the surprise announcement of Cloud Strife in Super Smash Bros. for 3DS & Wii U, as well as the upcoming mysterious December Smash Bros. special report, I felt inspired to start up a new line of Smash character what-ifs. You can see the previous ones I’ve made below.

King K. Rool (Donkey Kong Country)

Princess Daisy (Super Mario Land)

Geno (Super Mario RPG)

Great Puma (NES Pro Wrestling)

Thinking about how 3rd-party characters in Smash tend to be ones from influential or important games (Cloud), or representative of entire genres (Ryu), I decided to create a moveset and design for Pitfall Harry, the hero of the classic Atari 2600 game Pitfall. If you don’t know who Pitfall Harry is, that’s probably not surprising, as 1) the game is from 1982 and 2) even if you know the game Pitfall Harry doesn’t have much of a presence. After all, this is what he looked like:

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Pitfall is significant in that, to my knowledge, it’s the first horizontal multi-screen platform game, and in terms of its implementation on the Atari it is a technical marvel, like creating boeuf bourguignon out of leather shoes and ketchup. Because of this, I think Pitfall Harry could reasonably have a place in a pantheon of gaming icons, however unlikely.

However, the first challenge that presented itself is the fact that Pitfall Harry has no consistent design. In addition to the fact that his original sprite (although amazing for its time) has no real identifiable features, Pitfall Harry across adaptations and sequels changes size, hair, clothes, musculature, personality, and more from one iteration to the next.

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Possible Costumes?

As mentioned on the image itself, I decided to prioritize Pitfall Harry’s movements, because they’re what’s iconic about him, while trying to keep his silhouette closer to the original sprite wherever possible. If he can for the most part capture the animations of the Atari 2600 sprite in Smash, then his identity should come through. This should also be reflected in the audio. When he jumps, he should make that distinct Atari noise (or a higher-quality version of it), and when he does his Jungle Swing Pitfall Harry should yell out like Tarzan.

As for the attacks themselves, I feel that Pitfall and Pitfall II are where most of the game franchise’s influence comes from, and so they should be prioritized. His Final Smash is his “deadliest enemy, the crocodiles,” his Balloon recovery move comes straight out of Pitfall II (and is super vulnerable so only useful as a last resort), his Tar Pit trap references both the treasure and hazard aspects of Pitfall, and the Jungle Swing is iconic. The main exception is the Slingshot neutral special, taken from Pitfall: The Mayan Adventure and other sequels. If his son can use it, I’m sure Harry can as well.

Gameplay-wise, I picture Pitfall Harry as being average in weight, average in ground speed, a little above average in air speed, and below average in racking damage and KO power. He’s not that much of a fighter (unlike Mario, jumping on enemies just kills Harry), so he would function primarily as a zoning and trapping character who controls space with his specials, but doesn’t have as much sheer recovery power as Smash 4 Villager. If anything, he’d be closer to Duck Hunt. However, his trapping game is not to be underestimated. Tar Pit works like a souped-up version of a burying attack, both getting the opponent stuck and dealing damage over time. It would also be unblockable, which somewhat makes up for his tether grab. The caveat is that it is very obvious where it is located, with the big glowing gold bar to indicate the trap, but this also means that the opponent best steer clear of the location. Essentially, Harry could cut off a portion of the stage, such as Smashville’s platform or Battlefield’s top platform, and manipulate the opponent to get hit by a Jungle Swing or a smash attack (which would mostly involve fists).

Overall, Harry would emphasize cunning and ingenuity. To succeed as Pitfall Harry requires a clear understanding of space control, as well as adapting to a somewhat unorthodox neutral game.

So, who do you think I’ll be showing next time? I’ll leave you with a hint. “Japan shut down.”

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