Real talk: I saw this header (sans my edits) on
Destructoid a few days ago, and I thought to myself, “AHAHAHAHA! Oh God, I HAVE to use this in a post
somehow!” I’m so glad I was able to -- although I lament not being able to work
in some birds for scale. In any
case? Peter “Combofiend” Rosas? If you and/or the rest of the Capcom crew are
reading this, then bless your hearts.
So I might as well start this post off right. It looks like it’s that time again, everyone:
now I get to talk about improbably buxom fictional women.
So Valkyria
Revolution is a game that exists -- has
existed in Japan for a while now, but just recently came out in the
west. It’s...not
great,
apparently. It may not be unforgivable
from a critical standpoint, but my guess is that history and the fans alike
won’t be kind to it. I can’t say that
I’m too shaken up about it, given that A) I never intended to play it, B) my
backlog threatens to drown me, and C) I still need to dust off my copy of Valkyria Chronicles 1 and finish it --
which, for the record, I certainly enjoyed.
But I have had an interest in any new developments for the franchise,
because I think it’s a fascinating one.
Anyway, I’m passing on Valkyria Revolution…is what I would like to say. But as fate would have it, my brother came in
on the game’s first day out on the streets -- and not only tossed it into my
hands, but also revealed that he’d
preordered it ages ago and simply forgot about it. I’m guessing that he went in blind and/or
relied on name recognition (score one for marketing and corporate culture!), so
it’ll be interesting to see his reaction in the days to come. More pressingly, this means that I’ll have to
give the game a fair shake.
Someday I’ll finish you, NieR: Automata. Someday.
Confession time: what I also think is interesting is the comments sections on gaming sites
whenever articles
like this one -- with header images like that
one -- pop up. Nothing brings out
the creativity and hilarity in commenters quite like a pair of colossal
bazongas, you see. Plus I’d imagine that
pictures like that are good for pageviews, so I’d imagine the writers of such
articles are praising the lord for the myriad, vivacious vixens throughout the
video game industry. And it’s safe to
say that Valkyria Revolution’s Brunhilde
is firmly on that list, for obvious reasons.
To be fair, I’d wager that that first image’s
show-stopping proportions are part of an optical illusion -- namely that
because of the camera angle, her chest seems even larger than it actually
is. That actually makes me wonder about
the developers’ creative intent, though; on one hand, she looks relatively
tamer in official
and concept
art. On the other hand, it’s obvious
that she was always planned to be pretty talented. Plus, it’s not a stretch to assume that the
artist did one thing, while the actual modelers and programmers did another -- like ratchet her bra-busting
potential up to eleven, and then to twelve for good measure. It worked with
Tifa once
upon a
time. Well, it’s not as if Nomura
wasn’t on board with that, but I digress.
What was the plan with Brunhilde, I wonder? I suppose I’ll find out soon enough. But I’m writing this post before I touch the
game proper, so conjecture is all I have for now. And having only seen a few snippets of
gameplay, I’m not entirely sure how she fits into the game (though I’ve seen
some spoilers which kind of explain
some design choices -- assuming you put stock in symbolism). As one commenter pointed out, having someone
who looks like her -- in terms of attire, not just her form -- in what’s
ostensibly a serious war drama hurts the tone and credibility of the final
product. Will you draw eyes and attention
like that? Sure. But you run the risk of doing it for the
wrong reasons. The sum is jeopardized
because of one or two choice parts.
I mean, even in VC1 the
similarly-chesty Selvaria strutted through the battlefield in a military
uniform. She commanded respect with her
gargantuan lance/machine gun, and tore through foes with awesome power. Speaking personally, I prefer that to
Brunhilde and her giant scythe that leans uncomfortably far into anime
territory; Selvaria may not be quite far behind, but she’s still part of the
reason why VC1 had the character it
did. On the other hand, her debut game had
side content that put a decent number of the girls in bikinis, with Selvaria
herself getting in on that via the anime adaptation, soooooooooo…who the hell
knows anymore?
In any case, let’s pretend for a moment. Let’s say that there’s a guy -- who we’ll
call Guy -- that hasn’t been keeping up with VC or VR news, but can
still be pushed toward or away from a sale thanks to some choice elements. And let’s say that the first thing he learns
about VR is that it has a character
like Brunhilde, whether it’s from some eye-popping header images or a few
trailers scattered across YouTube.
Cutscenes, battles, whatever; do you suppose that that would be
enough? Could Brunhilde be the deciding
factor in a sale?
Was she ever designed to be? Is that her sole function?
I’d imagine that the devs weren’t so callous and cynical
to assume that gamers could be won over solely by throwing in
galactically-scaled breasts. Also, let’s
not pretend like Brunhilde was crafted as some desperate ploy; this franchise
is no stranger to sultry supernatural warriors, and adding in another just
means keeping up the series tradition.
Then again, questioning it means questioning the motivations behind
Selvaria’s original creation, which in turn makes an innocent onlooker like Guy
double down with Brunhilde -- and the assumptions therein. And yet, even the worst of assumptions can
trigger conversations about the character, the subject, and the game
overall. If the mission was to get
people talking about VR, then they’ve
succeeded. Even if she is a distinct,
multi-faceted character in-universe, it doesn’t change the fact that on some
base, primal level, Brunhilde has fulfilled a function. Maybe not the
function, but certainly a function.
So in that regard, isn’t Combofiend right?
Okay, hold your horses. I’ll unpack this in a minute, but first we
need context. Marvel vs. Capcom Infinite has gotten a lot of people up in arms
recently, and for plenty of reasons. Its
E3 showing was less than ideal, having revealed some…distressing visuals. The story demo that should have laid all of
the fighting game community’s fears to rest didn’t, because reused assets and
movelists took some hype out of the perpetual hype machine that is Mahvel.
The way things are looking, it’s possible -- if not likely -- that the
leaked roster is true -- meaning that all but a handful of characters (barring
DLC) are MvC3 standbys, and the
Marvel side of the equation is keener on pushing well-worn MCU characters
instead of left field surprises. (Yo,
when’s Fin Fang Foom?)
One popular theory -- and most likely the reality
-- is that in terms of the game’s superheroes, Capcom’s collective hands are
tied. Licensing shenanigans mean that
even if the comics division has most of its heroes under one umbrella, their
movie counterparts are scattered among the four winds. Since Fox has the rights to the X-Men movies,
Marvel Studios might be wary of featuring them any more than they have to; that
would explain the glaring absence of mainstays like Wolverine and Magneto. When called out on this, Combofiend’s
response was that, because of their specific mechanics, properties, and
playstyles, those characters simply existed to fulfill functions. As long as there’s somebody with an eight-way dash, for example, fans will be happy
and/or move on from Mr. Welcome to Die.
I’m paraphrasing, of course, and dramatically
generalizing the statement. But I get
the core argument Combofiend is making here and…yeah, he’s not wrong. He’s
not absolutely right, at all,
but there’s a kernel of truth to what he’s saying.
I’m a guy who puts a lot of stock into
characters. I’m not the only one who
does; people may not consciously admit it, but I’d bet that a huge number of
them are swayed or turned off by the cast in a given work. Given that humans are hardwired to identify
faces, it’s probably not a stretch to assume that characters are what they
resonate with in stories before the nitty-gritty stuff like themes or
technique. I mean, when was the last
time you heard anyone say their favorite theme in How I Met Your Mother was the eternal battle between will and
reason?
Even if it’s a young and often frowned upon
medium, the same holds true for the world of video games. They have characters, and as such feature
people, creatures, machines and more ripe for judgment. The trick, of course, is that games are in a
different position; there’s an active element there that’s missing in stuff
like books or movies, where the audience is expected
to participate. So in order to create
art -- to have the player witness the devs’ creative vision in action -- they
need certain mechanisms in place. They
need processes. Input and output. And like it or not, that’s what characters
are for.
Mario is a means to an end. Whether it was thirty years ago or here in
the present day, he exists to let the player do what needs to be done to clear
a level. Setting aside his myriad
power-ups and game-by-game tweaks to his tool set, Mario can do two things
above all else: run and jump. It’s what
he must do, arguably; he has to run
to clear distances within levels (especially if there’s a time limit), and jump
to clear obstacles (or enemies).
True, technology back then didn’t exactly
accommodate the portly plumber narrating a Homer-esque epic, but we’re
certainly at that level now. And the
fact that he’s barely said a full paragraph over the course of the past decade
-- and that’s a generous estimate -- means that Nintendo is content with
letting him stay as a function. As long
as he does what he’s supposed to, then there’s no problem. He doesn’t need anything else. He doesn’t need to change, or prove anything
to anyone. He’s our avatar. He does what we want, and we’re satisfied as
a result.
It’s probably no surprise, then, that the
philosophy behind Mario has leaked into a couple of other Nintendo franchises. None of the popular ones, though. That’d be silly.
But to further illustrate Combofiend’s point,
let’s turn back to fighting games. And I
have to be honest: I hate speedy characters.
It has nothing to do with the fact that I don’t have the execution or
reflexes to control them (*shifts eyes conspicuously*). It just seems like, to me, high
speed/rushdown tactics are the easy way out.
If I were to compare it to chess, then I’d say that on-point rushdown is
the equivalent of taking eight moves for every one your opponent takes. Of course you’ll break through your foe’s
defenses if you never stop throwing shit
at them.
I don’t like that function, so I choose the others
available to me. While it may not be the
most glamorous or hype style, I really do have a soft spot for zoning-type
characters like Guile, Axl Low, Yukiko, and the like. Strong defensive play is a lot more rewarding
for me because it truly feels like I’m outplaying an opponent -- using all of
my tools to counter all of his tools at the opportune moments. It’s not just a matter of spamming fireballs,
given that one misplaced plasma-chuck can ruin you no matter the game; it’s
about controlling the field and the fight as needed -- and making every move
your opponent makes the wrong one.
And on the opposite end of the spectrum…
They may lack speed. They may not have a fancy moveset. They may consistently scrape the bottom of
the tier lists. But grapplers are hype incarnate. You would think that picking the biggest,
strongest member of a roster would guarantee an easy win, but you’d be wrong;
grapplers can’t --and shouldn’t -- rely solely on their special command grab,
even if it does mean high damage. They
often have to fight their way in, weather the storm of their opponents, and stay in consistently enough to even land
a single hit. It takes a keen mind and
iron will, as well as the ability to condition your foes. You don’t know how many anti-air grab Supers
I’ve landed over the years just by training my foes to jump -- right back into
my loving embrace.
The dirty secret I have is that -- as an example
-- I never really planned on playing as Potemkin as much as I have throughout Guilty Gear Xrd’s lifespan. Ky was the first character I ever picked in
the franchise, so I had to stick with him.
Axl’s one of my favorite zoners in anything ever. And I did
have a pocket Venom, but then my brother started using him, which was the
equivalent of him marking his territory over mine. Potemkin was the only one I had left, and the
infrequency of my training sessions meant that pitting any other characters against
my bro meant hours at a time being filled with misery. So I was stuck -- but fortunately, stuck with
a character that could, and still does, utterly shut said brother down. So the big guy ended up filling a niche --
and fulfilling a function -- that I needed to have fun with the game.
That puts me in a chicken-or-egg situation. Do I like Potemkin because he’s a cool
character? Or do I just like him because
his utilities are exactly what I need to win?
I don’t have the fleet fingers needed to perform
long, perfectly-timed combos, which means that my damage output is naturally
limited. To compensate, I need heavy
hitters like Potemkin. Furthermore, he’s
a character that has several normals with massive range, super armor to blow
through enemy attacks, a ground pound that causes a hard knockdown, and the
ability to strip an opponent of all momentum in a fight. He ticks a lot of boxes for me, so it’s no
stretch to assume that I’m subconsciously linking “I win plenty with this character”
to “I like this character.” Function may
be more important than form in this case.
I can’t speak for others in the fighting game
community -- be they pros or simple fans -- but it’s not hard to imagine that
they, too, need functions on their side.
On some level, that has to be
the case for a game like Marvel 3;
roles have to be fulfilled to maintain the perfect team synergy, build
strategies, and extend combo potential to something more than a basic BnB. Money is on the line in some circles of
competition, and pride is on the line in others. Given that, how many people out there
gleefully added Sentinel to their teams because they actually like Sentinel, a character that could be
mass-produced and destroyed en masse just as quickly?
So no, I don’t think Combofiend is entirely
off-base regarding his comment. It might
even be truer for experts and pros that live or die based on the effectiveness
of those functions. With that in mind, I
don’t think Combofiend is entirely right.
And to be clear, this isn’t a 50-50 split between right and wrong. It’s a faux pas that rightly deserves to be
mocked across the internet.
Here’s the thing.
Yes, video game characters are functions. They’re masses of data that act according to
the whims of the programmers that designed them and the players that wield
them. Brunhilde, Mario, and Potemkin may
all exist in different worlds, but they’re in their games to fulfill the roles
they were made to fulfill. The key
difference, and what helps video games become an art form instead of a mere
past time, is that -- assuming they’re executed properly -- they can transcend their limits as mere
functions.
Though I always had respect for Potemkin, I
started to really care about him thanks to using him in Xrd. I can feel the power
and weight behind each of his blows, to the point where even a flick of his
finger can hit like a runaway train. But
thanks to his gameplay style and animations -- to say nothing of his incredible theme song
-- I can get the sense that there’s more to him than just “the game’s
grappler”. He’s a soldier now; his
nobility, sense of duty, and professionalism shine through as he takes on
countless opponents. He may have the
body of a brute, but he’s no fool; he’s loyal to his principles and will carry
out whatever mission is placed before him.
I didn’t pull any of that from the story. I learned that just by playing the game.
Time will tell if Brunhilde manages to transcend and
become more than a titillating talking point for Valkyria Revolution. But no
matter what she looks like, it doesn’t change the fact that she’s at least in a
position to transcend; with the blood of a powerful race flowing through her
veins, she has the potential to become the game’s most powerful and
awe-inspiring villainess. I’m of the
opinion that we need more good villainesses, both in gaming and fiction in
general (because a hero is only as good as the baddie they’re pitted
against). If we can get that from
Brunhilde, then we’ll be on our way toward brighter days in Fiction Land.
And Mario?
Mario is a character that needs no introduction, whose popularity has
eclipsed global icons like Mickey Mouse.
He hasn’t said much over the course of three decades, but that’s partly
because he doesn’t need to. His spirit and charm shine through all the time;
what little snippets of personality we’ve seen are more than enough. He’s a happy character who removes the filter
between the fun in his world and the enjoyment we derive from it. Because of his service, he’s
transcended. He does it on his own, but
his iconic status pushes him even further -- as expected from someone well over
thirty.
And that brings us back to this glowing gem.
Various Capcom characters have been around for a
long, long time; Ryu alone has been bumping around for a good 25 years, at
least. Time alone has allowed him to
transcend his base-level existence as “Player 1’s character”; he’s a symbol
that represents the purity, spirit, and joy of the fight -- not to mention the
worthwhile, if endless, pursuit of self-improvement. I would think that Capcom understands this,
which is why they’ve featured him prominently over the years…which makes the
whole Marvel character situation that much more baffling, because they’re
dealing with characters that have been around even longer, and for the public are often even more iconic.
The simplest explanation is the most obvious one,
and the very thing that Combofiend and the Capcom Corps have to dance around:
it’s really just a matter of executive meddling and legal red tape. Time and quality alike have turned drawings
into heroes (and villains) that the world has learned to love; the fact that
there have been concerns at best and uproars at worst over the potential
absence of decades-old mainstays like Wolverine in Marvel Infinite should tell the devs plenty.
I don’t envy Capcom for the position they’re
in. If it’s because of Marvel’s
interference, then it’s truly regrettable.
But to send out a sacrificial lamb like Combofiend to say that these
characters don’t matter -- that we’ll be fine with mere replacements, despite
the love and potential baked into their very beings -- means that in the worst
case scenario, he’s exactly right. When
stripped of their potential and that quintessence, they really are nothing more
than functions. And that’s no way to
live.
We’re getting dangerously close to the full
release of Marvel Infinite, and I’m
getting nervous about its prospects; I don’t want people to sling hate like
they have with Street Fighter V. I wish the game, and the company at large,
the best. I want them to do well, so
that we can receive more quality games.
But what I want more is for people up and down the industry to realize
the power they wield.
Characters create opportunities. That’s true in video games -- especially in video games. When we all understand that -- when we expect
more from creators across the board -- then we’ll go well beyond the limits of
functions and roles.
And who knows?
Maybe someday, we’ll all be infinite.
That was a really saccharine line to end on, but I’m
gonna take the high road and NOT post a picture of Brunhilde again. I already featured an edited picture where
she seemingly had her own gravitational field. You’ve
had enough for one night.
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