This beatdown was sparked by the letter H.
So Dead or Alive 5 is on the way -- and I, for one, am kind of excited
about it. Besides the fact that I’m
better at 3D fighters than 2D (you’re looking at a Deity-ranked player of Tekken 5, people), it’s nice to see that
franchise getting a new installment, especially after the snafu between Tecmo,
Team Ninja, and series spearhead Tomonobu Itagaki a while back.
That said, there was a
bit of news that piqued my interest recently.
Supposedly, the game aims to have more “realistic” women in its
proceedings; what that pertains to has yet to be fully seen and appreciated,
but early screenshots and statements give us clues. In regards to the latter, there seems to be a
push to make the female characters more well-defined, more human, more
emotional -- I interpret it as a push to make them more well-rounded characters,
writing-wise. In regards to the former, the
ladies in the latest images seem to be…ahem…carrying less of a burden. And they’re fully clothed; though the two
characters in question tended to be fully-dressed in their default outfits,
it’s still nice to see they haven’t backpedaled...yet.
Nevertheless, my
response to Team Ninja’s claim was as follows:
I fancy myself as an
“eternal optimist”, but I think in this case I have to hold up a hand and say
“now hold on there, buckaroo.” For those
of you who don’t know, the Dead or Alive franchise
is the leading breast physics simulator on the market a 3D fighting game series featuring all manner
of improbably buxom women fighters -- ninjas, wrestlers, commandos and
more -- coming together to…well, fight.
The plots tend to vary from game-to-game, but there is some vertebrae-destroying
jiggling connective tissue: rivalries between ninja clans/sisters, the
sinister workings of the DOATEC organization, and beating down whatever nasty
starts getting too big for its bra britches. Contrary to popular belief, the game doesn’t
just feature women to ogle mindlessly; there are male ninjas, male
wrestlers, male martial artists, and male…uh…whatever Zack is supposed to
be. Alien entrepreneur Dennis Rodman,
maybe? Whatever the case, you can bet
that there’s some extreme close-ups of perfectly-molded mounds of
estrogen-born adipose tissue fast and furious fighting, using rapid-tap combos
and a hefty counterattack system that offers some heated yet risk-laden
battles. So it’s not all bad.
Not all bad -- and then
you remember that the spinoff games exist, where the girls gather on an island
and play volleyball and other water-based minigames effectively date one
another and wear too-hot-for-TV bikinis.
Also you take pictures of them as they pose and faff about. Gameplay at its finest, people.
They sure put a lot of work into rendering these...
Dead or Alive…well, it is what it is. Gelatinous appendages aside, I think it’s a
cool franchise. I haven’t played all the
games, I admit, but I did seriously enjoy the fourth installment (at least
before my Xbox earned its red rings).
Eliot and his Xing Yi Quan fighting style earned a special place in my
heart, but -- even with the threat of bounciness ever present -- I had fun
using Tina and having her Giant Swing ninjas off flights of stairs. I tended to set the cheesecake factor aside;
when you’re playing a fighting game, staring at lady parts the whole match is a
surefire way to get your ass whooped. I
bet there are others who feel the same way.
I bet there are still others who look at all the cheesecake and think
“Eh, that’s nice. Now, time for the next
round.” And I suppose that yes, there is
a subset of players who enjoy the franchise because they’re cheesecake
enthusiasts. I may not fully understand
or approve, but who am I to critique taste?
I consider hot dogs as a legitimate gourmet dish.
So the audiences have
different reactions; whatever the case, I don’t think that fanservice would
necessarily be a deal breaker to DOA5. Don’t get me wrong, I don’t mind a bit of
decorum in my fighting games. But let’s
face it: DOA has a character and a
reputation it won’t be losing anytime soon.
I doubt that the failings of DOA4 had
anything to do with bust size; it was because some fighter purists could argue
(successfully, no doubt) that the entire franchise was a bit too button-mashy
and random to be taken seriously. To say
nothing of the fact that Street Fighter 4
exploded onto the scene, and pulled the rug from under DOA. Nevertheless, the
character of DOA was established,
just as Street Fighter had its
character. In the same sense that SF relied on ridiculously-justified
powers and racist caricatures, so too did DOA
put stock in bosoms most easily described as “heaving.” It would be the equivalent of hating a woman
in real life just because she was busty.
"A failure on every level." -- Idiots
The problem, I think,
is that DOA went way too far in a
certain direction. What was originally a
fighting game with jiggle physics became a caricature -- soon DOA was less about fighting and more
about getting those girls back onto that island so they could showcase
independent left-and-right breast physics.
The problem wasn’t helped by the fact that, again, DOA wasn’t as technically sophisticated as other fighters. Yet Tecmo and Team Ninja seemed content with
peddling their ladies, squandering the potential therein. Yes, that’s right, I said it. I see potential
in the DOA girls. This is what I mean when I say “eternal
optimist.”
I played DOA4.
I got all the endings -- some of them twice, since auto-save wasn’t on
the first time through. The underlying
plot was that opera singer Helena Douglas was forced to take over DOATEC in
place of her father (for…some reason), and most of the characters’ final
battles ended up in a secret lair where beating a turquoise jelly clone of
ninja girl Kasumi would…you know what?
I’m at a loss on how to make sense of that. The point being that most of these characters
show up at DOATEC HQ, beat up one of the jelly clones, and then you get the FMV
ending. What’s Kasumi’s ending? You know, the ending of one of the
franchise’s main characters? Cut to her
suddenly turned into a mermaid, with nothing but a few bubbles covering her
naughty bits, as she swims around and sings a song. And then she wakes up in her room, tangled in
her sheets. Bear in mind this is seconds
after a life-or-death battle with her clone.
I know standards and expectations were low, but even the most basic of
narrative closure would mean something.
Well, maybe that was an
isolated incident. Hey, what about
Lei-Fang’s ending? She’s one of my
favorite characters, too. A genius college
student and Tai Chi Quan user out to prove her mettle to Bruce Lee pastiche
Jann Lee? There’s gotta be something
worthwhile there. Maybe she reconciles
with him a- oh, no, she loses her balance in a train and gets groped by a
salary man.
Okay, how about
Hitomi? She’s a half-German martial
artist looking to revive the family’s ailing dojo. Maybe she’ll work with fellow fighter Ein a-
oh wait, we cut to her making breakfast in a minimum of clothes to the tune of
a flighty pop song.
Dammit, fine. How about Christie? She’s a sadistic assassin out to take
Helena’s life. And in her story, she
goes after Helena; did she deal the final blow, or maybe she had a change of
he- oh COME THE HELL ON. You put her in
a strip club so she can gyrate around in leather gear? And then that same gear is an unlockable
costume? THAT’S our reward?! You’re not even trying!
But on the other hand,
there are some endings that have a bit more weight behind them. Ayane’s ending has her fighting alongside
fellow ninja Hayate and blowing part of DOATEC up. Helena’s ending, I suppose, is the official
canon ending that ties all the others’ together; it features Kasumi actually
fighting her clone, and Helena herself narrowly avoids getting fricasseed after
triggering DOATEC’s self destruct. And
Tina? Even though her story boiled down
to “get hella-famous as a rock star,” at least her ending followed through on
that; you see her as a skateboarding lead guitarist who plays a block-busting
solo. To say nothing of the fact that
the endings of the other DOA games
feature more insights into the characters -- Kasumi’s escape from her ninja
duties, Hitomi outgrows her family’s dojo, Lei-Fang…beatin’ up dudes in an
alley…maybe there’s hope yet.
So what am I trying to
say here? It’s simple. The women of DOA are diverse, have their own personalities, have backstories,
and are at the forefront of the franchise rather than being side characters or
love interests. Arguably, Tecmo and Team
Ninja have already taken steps towards making these ladies fully fleshed out. They just have to remember not to degrade
into mindless fanservice. Can you
imagine what Harry Potter would be
like if the series’ climax just amounted to Hermione getting a massage?
“Well now,” you say,
stroking your chin and nodding. “That’s
a very true point. There may be some potential
realized if focus is directed elsewhere.
And considering the statement earlier, I’d say they’re on the right
track.” And to that I say yes…BUT with
some points I want to address.
Number One: There is nothing inherently wrong with
large-breasted characters (and by extension, characters that offer fanservice);
it’s how you portray them that problems start to arise. Let’s be real here: fiction is full of women
(and men!) with proportions that defy belief.
But I’m of the opinion that they can be written well, as long as there’s
a focus on what makes the character tick -- not just what sets her physics into
motion. DC Comics’ Power Girl is bosomy
as all get out, but behind that veil of estrogen lays a competent, intelligent
character. Tales of Symphonia features Sheena, a ninja girl with jiggle
physics -- and the weight of her past failures and a current mission to save
her dimension from destitution upon her.
And Wonder Woman? Well, you look
me straight in the eye and tell me that she hasn’t become an icon…in spite of
wearing little more than a star-spangled bustier. Do you see what I’m getting at?
Number Two: In order for DOA5 to surpass its reputation,
it needs to identify the real problems.
If there’s one thing that bugs me about DOA, it’s not the bust
sizes. It’s the faces.
I know anime. I know that the developers were opting for
style and such. But all the faces in DOA4 looked unsettlingly wrong --
doll-like. Lifeless. Plastic. And when they do try to show emotion, it just comes off as creepy. The same could be said about the hair; I remember switching Lei-Fang to
her braids just so I wouldn’t have to see the game try and fail to make
natural-looking and moving hair. You
could maybe argue that it’s just DOA4
showing its age, but a look at the games that have come out since then suggests
otherwise. The Ninja Gaiden series (where several of the characters pop in) has
the same problem; likewise, the recent Dead
or Alive Dimensions does little to remedy the situation. It looks like DOA5 is primed to change that, but the early screenshots still have
them look a bit…derpy.
Real ninjas fall asleep in the middle of battle.
But what’s more
important is the fighting system. Early
reports suggest slowed-down combat, a shifted emphasis on the arena itself, and
what sounds suspiciously like the much-loathed quick-time events. This doesn’t inspire confidence. Thinking back to DOA4, falling off a bridge
or getting blown into a log could make me lose up to half my health in one
go. The fighting was fast-paced, but
fair; in fact, that fat pace invited button-mashers to go nuts, and therefore
make themselves more susceptible to counterattacks. Knowing the properties of your moves and when
and how to use them was a part of the game’s strategy. And quick-time events? Really?
This is how you’re going to
compete with Capcom?
It’s hard to judge
right now -- and as I’ve said, I’m not an expert on the series as a whole. But in spite of my fears, I think it’s
possible that they can pull off a win.
Except…
Number Three: Whatever you decide to do, do it WELL. In DOA4,
Hitomi gets into a fight with Lei-Fang over some cabbage. Later on, she gets into a fight with Jann Lee
after he saves her life by kicking a T-Rex in the face, believing he had no
right to hurt such an innocent animal.
The bar is not set very high here.
Dead or Alive Dimensions -- the latest installment, post-Itagaki --
isn’t much better. Kasumi, the commando
Bayman, and the assassin Christie are all on a helicopter heading for a cruise
ship (doesn’t that sound like the start of a bad joke?). Christie says “Hey Bayman, I bet you’re not
as tough as Kasumi here.” Bayman says, “What
did you say?” Five seconds later, Kasumi
and Bayman are fighting on said cruise ship, and you can knock Bayman down
dozens of decks if you so choose. After
the fight, Bayman says “Huh, you’re pretty tough.” End scene.
I imagine that the
story mode as a whole is full of meaningful moments like this. Though the less said about Zack’s English
voice, the better.
I...I don't...is this...I'm sorry, I have to go.
The greatest in-game
story that the company’s put out was in Tecmo
Bowl. The more serious and classy
and realistic you try to make a franchise like this, the more likely you are to
arse it up. How are you going to justify
playing the story mode of a fighting game when fighting games are about
competing against others? How are you
going to reconcile the utterly silly moments that make DOA what it is and the realistic elements you aim to promote? How are you going to de-sexify the women of
the franchise you’ve promoted as such for years now? And no, forced breast reduction is not
enough; in the same sense that a woman with big breasts isn’t automatically a
sex icon, a woman with moderate proportions can still be lusted over -- you
know, like in real life. Rule 34 exists
for a reason; if a Google image search for The
Magic School Bus can reveal porn of Ms. Frizzle, you’re better off not
trying to be something you aren’t.
And really, that’s what
I think is going to make or break this game: whether or not it can handle its
identity crisis. Is it going to
successfully become a serious contender in the fighting game community, with
depth and realism and a de-emphasis on the fanservice that made it famous? Will it try its hardest to become what people
want it to be, while falling flat on its face and resorting to old tricks? Is this all just a claim made by Team Ninja
to gain notoriety, when in reality DOA hasn’t
changed a bit? Lord knows that’s a real possibility;
Trauma Team’s developers espoused a
more realistic take on its medical fiction, but subsequently introduced a
superhero, a ninja, and an investigator who got messages from the dead. But none of that was to its detriment. In fact, those elements helped ensure that Trauma Team had a memorable style and
character. It embraced wackiness, but
could play up its drama and suspense at a moment’s notice; it’s one of the few games
that actually made me cry. I wonder if DOA can do the same. I really, really, wonder.
And to be honest, I
hope it succeeds. I just hope the
developers make the right changes for the right reasons. As a reviewer from IGN once said, “Anyone who
says that DOA is anything but a set
of hooters is just kidding themselves.”
Shocking, but true. So what comes
next? Who knows. But as I said, whatever you do, Team Ninja, do
it well.
People have a habit of
liking high-quality things. It sucks, I
know.
No comments:
Post a Comment