A Buddhist’s Guide to Asura’s Wrath Part 1

Hello. My name is Richmond Lee Chaisiri. I am a professional game artist who grew up in a Buddhist household in Thailand, the most Buddhist nation on earth. I will be your tour guide through the wild, wonderful and very very well researched world of Asura’s Wrath. So what’s Buddhist about Asura’s Wrath?

Everything!

The Characters, the environments, the ultra violence, the cosmic scope, the super powers, the anime hair … All of it! Let’s begin the tour!

art-eater, asura's wrath, Buddhist God of War, Buddhism art, violence

Illustration by my good buddy Weigy, http://blog.weigy.com/

Exhibit 1 – The Story
Asura’s Wrath tells the tale of a bellicose god who is betrayed by his fellow deities, stripped of his powers and cast down from the heaven and swears bloody revenge. Does this sound like the plot of God of War 2? Sure! But it’s also the age old story of the Asura (also commonly spelled “Ashura”). According to Buddhist tradition, Asuras once lived alongside the Devas (their more benevolent cousins) in a city called Trayastrimsa on the peak of Sumeru, a holy mountain at the center of the universe where the earth joins with the heavens.

asura's wrath, Ashura, statue, Buddhist art, 阿修羅, Capcom, CyberConnect2, Mt Sumeru

The Asuras were quarrelsome beings who loved to pick fights. They finally crossed the line when they went on a drunken rampage after drinking a forbidden supernatural liquor called gandapāna, which Sakra (known in Hinduism as Indra), leader of the heavens, warned them not to imbibe.

st ides gandapana asura's wrath buddhist legendary alcohol

The closest human approximation to Gandapana.

This angered Sakra so much that once the Asuras passed out from their bender, he gathered them up and threw them off of the edge of Trayastrimsa (which you will recall is the highest point in the world). Upon waking at the foot of Mt Sumeru, the Asuras realised their sudden eviction and vowed revenge. Thus the Asuras took up arms and began their war with the Devas that would last thousands of years.

Exhibit 2 – Our Hero Asura Asura's Wrath, Ashura, Buddhist Art, Cyberconnect2, Capcom, Kofuku-ji, lacquer statue In Buddhism, ‘Asura’ (阿修羅) does not denote a specific god, it’s the name of a race of warlike beings that embody wrath, pride and a thirst for power. Asuras first appeared in the ancient Indian epic The Rigveda which lead to their incorporation into Hinduism and later Buddhism. Asuras are often called the Asian god of war (which is what this game is often referred to as haha), but that’s something of a misnomer. Asuras epitomize the warlike state of mind, but they are not patron gods of war. It’s important to note that Asuras are not necessarily evil, they just tend to care about material gain over spiritual gain. Just like people, they have a capacity for good or evil and everything in between. Although they’re more powerful than humans, it’s considered unfortunate to be reborn as an Asura as they live in constant strife.

Exhibit 2.1 – Six Arms: asura's wrath, Ashura, statue, Buddhist art, lacquer, 阿修羅, Capcom, CyberConnect2  Asuras are almost always classically depicted as young men with 6 arms and 3 faces (never any more). asura's wrath, Ashura, statue, Buddhist art, lacquer, 阿修羅, Capcom, CyberConnect2  In Asura’s Wrath, our hero starts with a regular number of limbs, but sprouts extra arms when his anger reaches a boiling point.  Extra heads and appendages are common in Buddhist and Hindu art and have great symbolic value.  Multiple faces represent heightened consciousness (the ability to see in multiple directions at once) and multiple arms represent heightened power and reach. asura's wrath, Ashura, statue, Buddhist art, lacquer, 阿修羅, Kinkeshi, キン消し, Kinnikuman, M.U.S.C.L.E., In general, more appendages denote more power.  Asuras are fairly low ranking in the cosmic scheme so they’re never depicted with more than 3 pairs of arms.  In comparison, Kannon (観音) the goddess of mercy is often depicted with 1000 arms (symbolic of her ability to reach out and relieve the suffering of any living thing in the universe).

1000 armed kannon Buddhist art Asura's Wrath

More arms mean more power.

Exhibit 2.2 – Orange complexion
Long before the first member of Jersey Shore or ganguro donned the first spray tan, Asuras have been sporting a healthy orange glow. The most famous example of this is the Asura at Kofuku-ji temple in Nara, Japan’s first capital. Like the Kofuku-ji Asura, our protagonist has orange skin.

asura's wrath, hero has orange skin just like the kofuku-ji Buddhist temple Ashura lacquer statue
Left to Right: The original Kofuku-ji Asura, our hero, a modern recreation of the Kofuku-ji Asura.  Notice that Asura’s skin color is almost identical to the original faded statue (more on this ahead).

The designers of Asura’s Wrath take many cues from the Kofuku-ji Asura. How do I figure? It’s easily the most famous depiction of an Asura in art history; it’s a protected national treasure of Japan; plus they totally used its silhouette for the production company’s logo.

asuras wrath Ashura Buddhist art Kohfuku-ji temple lacquer statue

Exhibit 2.3 – Manga Face and Dragonball Hair
Although Asura sports a very modern manga face that looks like Guts (from Berserk) gone Super Saiyan, this isn’t really anachronistic as Asuras are typically depicted as handsome young men. Besides, spikey glowing Super Saiyan hair has long been a characteristic of Buddhist Deities.

asura's wrath Buddhist statue Ashura dragonball z super saiyan spiky hair

In her fantastic book, Reading Buddhist Art, Meher McArthur describes Asuras as “wrathful beings with wild spiky hair.” It's worth noting that in Dragonball, in order for a character to go 'Super Saiyan' they must first experience a state of supreme rage.

Exhibit 2.4 – Laquer Skin
The characters in Asura’s Wrath have a unique look fashioned after Buddhist statuary. As they take damage, their skin begins to peel away in layers like a lacquer statue.  The amount of thought, research and effort that went into conveying this process makes me smile from ear to ear.

When Asura’s at full capacity, he has the beautiful clean sheen of a gilt (gold covered) lacquer statue. art eater asura's wrath Ashura gilt lacquer buddhist statue Shippaku 漆箔

As he takes damage the gold chips away in a manner that recalls gold leaf (which is often ritually affixed to statues in Buddhist traditions around the world).
art-eater, Asura's Wrath, faded gold leaf on Buddhist Ashura statue

When Asura is seriously wounded, he cracks and peels just like a real centuries old Buddhist statue that has endured the test of time.

art-eater, asura's wrath, Kohfukuji Ashura hollow dry lacquer buddhist statue wear down god of war

脱活乾漆

A master artist hollowing out the clay from a Dakkatsu Kanshitsu (Hollow Dry Lacquer) statue

It’s a very cool way to imbue the characters with a sense of mythology and high technology, making them feel like Buddhist cyborgs.  It’s simply awesome.

art-eater, asura's wrath hollow dry lacquer buddhist statue For more information on Buddhist lacquer sculptures, here’s a fantastic video that gives an in depth look at the creation of a traditional Japanese Buddhist lacquer statue:

Exhibit 3 – Flaming Auras, Halos and Mandorlas

asura's wrath halo aura mandorla areole

Augus (Asura’s mentor, to the right) sports a plain and regal style of halo that was popular during the Kamakura Period (1185–1333) in Japan, a time of great strife where Buddhism flourished. It compliments his weapon of choice, the Kitana, a specifically Japanese weapon that’s not traditionally used by Buddhist deities.

As the characters in Asura’s Wrath engage in battle, they emit so much power that their auras flare up like flames.  This is a staple of Japanese fighting comics, but it’s also a convention in Buddhist art that’s trickled down into both modern media and traditional religious imagery the world over.

asura's wrath buddhist art vajrapani and super saiyan goku auras halos mandorlas aureoles

left: A Tibetan painting of Vajrapani, right: Goku goes Super Saiyan

Halos have been employed in Buddhist art for thousands of years.  Typically a circular pattern around the head denotes enlightenment, while a flame pattern around the upper body or entire body denotes power.  These conventions also exist in Christian art in the form of aureoles (radiant burst of light emitted from a holy figure) and mandorlas (the shape of 2 overlapping circles named after the Italian word for “almond”–but it sounds quite a bit like “mandala” doesn’t it?).

Exhibit 4 – Super Powered Kung Fu Fighting
Asura’s Wrath draws easy comparisons to Dragonball and other Anime–and for good reason, many contemporary conventions in anime, comics and games have deep roots in Buddhism.  Buddhist and Hindu lore is full of violent clashes between super powered beings powering up and utilizing secret special moves.

art-eater, asura's wrath hindu warrior art asian dragon scroll painting art-eater Asura's Wrath

The crazy over the top fighting in Asura’s Wrath is perfectly in line with Buddhist tradition.  If that sounds strange to you just remember: BUDDHISTS INVENTED KUNG FU!

asura's wrath, art eater, buddhism, buddhists invented kung fu That’s all for today.  Join in next week as we explore the rest of the cast of Asura’s Wrath and where they fit into the Buddhist pantheon!

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And Twitter: Follow @Richmond_Lee

If you enjoyed this article, you should check out some of my other posts:

Terra's Black Marker

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Posted in Art History, Buddhism, capcom | 9 Comments

King of Characters

No fighting game is complete without great characters. If all we cared about was gameplay we’d probably be happy just playing endless rounds of just Ken vs Ken in Street Fighter. Think back to the first time you played a fighting game. Who did you pick? Or more to the point, why did you pick that character? There was something about them that spoke to you. Whether you related to their story or you just thought they looked cool, that character reflected upon your personality. A great fighting game, just like a great group of friends will have lots of different personalities to balance out the whole.

This is an area where King of Fighters absolutely shines.

Are you a straightforward, good natured kind of dude? Try straightarrow Kim…
King of Fighters XIII, Kim Kaphwan

…or roughneck Terry.
King of Fighters XIII Terry Bogard official art nona KOF 13 SNK

Are you a bad ass loner? Pick K (if you secretly have a heart of gold)…
King of Fighters XIII, KOF 13, K official art by Nona, SNK
…or Iori (if you really are a cruel bastard).
KOF 13, King of Fighters XIII, Iori Yagami official art by Nona for SNK

Are you plucky and spirited? Try Kensou.

KOF 13, King of Fighters XIII, Sie Kensou art by Nona for SNK

Are you everyone’s little sister? Try Yuri.
KOF XIII, King of Fighters 13, Yuri Sakazaki, Art of Fighting, official art by nona for SNK

Do you enjoy the finer things in life? Try Elizabeth.
KOF 13, King of Fighters XIII, Elisabeth Branctorche, official art by Nona for SNK

Are you a troll at heart? Then you must give Ash a shot. Yes, Ash Crimson, the foppish Frenchman who’s often mistaken for a woman.
KOF 13, King of Fighters XIII, Ash Crimson, official art by Nona for SNK With his sly confident demeanor and prediliction for gender bending he is the Bugs Bunny of the Fighting Game world.
Ash Crimson x Bugs Bunny

Just take a look at his in-game sprite! Almost every action he takes is meant to get a rise out of the other player.

When he stands, he’s not in an aggressive or defensive position, he’s just twiddling his hair!
KOF 13, King of Fighters XIII, Ash Crimson sprite
He attacks with lazy waves of his arms and throws fireballs by blowing a kiss.
KOF 13, KOF XIII, King of Fighters XIII Ash Crimson Sprite attack

He crouches like a delinquent taking a smoke break.
KOF XIII, KOF 13, ash crimson, sprite, crouching
Crouch long enough and he’ll gaze over, like he’s just waiting for you to wipe that sweet, condescending expression from his face.

And that’s the point!

ash crimson raiden big bear kof 13 XIII king of fighters sprites
Ash is a charge character! His entire move set is about biding your time, baiting the opponent and capitalizing on their mistakes (just like trolling people on the internet!).

This deep level of thought and synergy between design and gameplay is reflected in every character in the game’s roster.

The personality and play style of each character is also reflected in their body type. Every character has a build that suites their personality and play style. This may sound like a very obvious element of design, but it’s actually something that’s lacking in a great deal of top notch video games. Most games are very one note when it comes to phenotypes.

Everyone in Gears of War is built like a linebacker (friend and foe alike).

Gears of War character lineup

The game only has one look for @hri$tsake! Marcus? Augustus? Locust? They're all the same body! Doesn't anyone notice this? I feel like I'm taking crazy pills! (JK/LOL--I still love you Gears of War)

The Elder Scrolls series might let you pick from dozens of races, but whether you make a human, orc, elf, khajiit (cat person), Argonian (dragon person) or Red Guard (brown person), they’re all head swaps on the same basic body.

elderscrolls skyrim character creation lineup
And it’s become a cliche to point out that almost every first person shooter stars a generic bald marine.

all bald video game marines look the same

I did not create this image (but it sure is useful right now)

There’s a practical reason for this ubiquity of body types. Developers can save time and money by reusing the same rig and animations for different characters. If no one notices, it’s all good.

But King of Fighters goes the extra mile.

Behold! The human body in all it’s varied splendour!

This variety of body types is actually pretty new to the King of Fighters franchise itself. Back in the day when most fighting games starred burly, muscular martial artists, the original King of Fighters’ roster looked like a stable of fashion models (with a few weirdos here and there). Just as it’s a stereotype that Americans make games about bald marines, the last decade in gaming has produced the stereotype that Japanese games are exclusively full of beautiful well groomed men. King of Fighters spearheaded this trend as one of the first titles to bring high fashion sensibilities to video game character design.

King of Fighters 97, Mortal Kombat 3, Super Street Fighter II

Because of this, the majority of the men in previous King of Fighters titles had the same idealized physique. Even the big wrestlers like Goro, Ralph and Clark pretty much had the same build as everyone else.

King of Fighters 94, Ralf, Clark, Goro, Kim sprite lineup

Goro is a bit taller at least.

But that’s no longer the case.

Let’s compare the old Fatal Fury Team sprites with the new.

Joe no longer has a generic athletic build, he is now built very specifically like a Muay Thai fighter. He’s lean and wiry; super cut with almost no body fat.

KOF 94 KOF XIII, King of Fighters joe higashi sprite Kaoklai Kaennorsing

left: Joe in KOF 94, middle: Joe in KOF XIII, right: K-1 fighter Kaoklai Kaennorsing (far right), a legendary 170 lb kickboxer who took down legit heavyweights! See him in action here: http://www.youtube.com/watch?v=TelQntPJUA0

Joe practices a real world martial art rather than a fictional one, so it makes sense to give him the physique of real world kick boxers who have bodies that look like they’re made out of coiled steel.

Terry has put on some muscle. He’s now stockier, with broad shoulders and a short neck, not unlike his Mark of the Wolves incarnation. Terry is a blue collar kind of dude (he’s a part-time truck driver/full-time freeter after all), so he should have more “go” muscles than “show” muscles.

terry bogard King of Fighters KOF 94, KOF 13, XIII, matt hughes

left: Terry in KOF 94, middle: Terry in KOF XIII, right: Terry has farm muscles like UFC legend Matt Hughes

Many of the great, aggressive fighters in combat sports share this square, compact brawler’s build. This works well with Terry’s special moves where he literally throws himself into each attack with wild abandon.

Andy on the other hand is the younger, prettier brother. Where Terry developed his own rough and tumble fighting style on the streets of South Town, Andy travelled abroad and learned ancient martial arts in Japan.

left: Andy in KOF 94, middle: Andy in KOF XIII, right: Genki Sudo, one of the coolest dudes ever to compete in the highest levels of MMA. Read about him here! http://www.cracked.com/funny-4284-genki-sudo/

Andy has a more refined fighting style than Terry, so he has a more refined, svelte build. Where Terry fights on brute strength and spirit, Andy attacks with precise controlled motions. His elegant fighting style is excentuated by his long slender fingers.

I could go on and on about each cast member (and I probably will in future posts)

I’m very impressed with SNK’s approach to rebooting a flagship series. It was a big risk finally putting the time and resources to bring this game into the HD era and lots of things could have gone awry. Most reboots involve taking iconic characters and making them grittier and more bad ass, losing their distinct personality in the process.

This often means giving the character a tattoo.

Guy Final Fight Streetwise Street Fighter Alpha Joker Batman Jim Lee redesign Dragon Tattoo

Left to Right: Guy from Street Fighter Alpha, Guy in Final Fight Streetwise, Joker from Batman the Animated Series, Jim Lee's Joker redesign

Or a leather makeover.
x-men, jim lee, movie, leather costumes

Harley quinn batman animated series vs arkham city

Thankfully SNK bucked this trend with King of Fighters XIII.

Rather than thinking “how can I make everyone edgier?” (and more generic), they took every character back to the drawing board and thought “Who is this person? What makes them distinct? How can we express their individuality even better?”

Many games today have long complex stories conveyed through slick cinematics and dialog. But very few games have so much personality built into the character designs and gameplay experience itself.

A game like this only comes around every decade or so (trust me I’ve been waiting!)

So if you feel any close personal connection to anything I’ve just described, don’t hesitate to reward SNK for their efforts by picking up a copy of King of Fighters XIII!

Posted in fighting games, SNK, sprite art, video games | 89 Comments

King of Fighters – Lucky Number XIII

To commemorate the release of King of Fighters XIII, I will be doing a series of blog posts on why I love the hell out of this game. Many other people, much more qualified than me have already written at length about KOF XIII’s tight and nuanced gameplay. I will focus on what I know best: Art. And there’s a lot to disuss about this game’s art.

King of Fighters XIII. How do I love thee? Let me count the ways. (links below)

1) Your awesome characters

2) Your lovely sprites (forthcoming)

3) Your gobsmacking color theory (coming soon)

Posted in fighting games, SNK, sprite art, video games | Leave a comment

Dragon’s Crown!

Vanillaware just announced their latest game, Dragon’s Crown, a beautiful, beautiful, bee-yoo-tee-ful hand painted, 2d, high fantasy action RPG. This game is a love letter delivered by cruise missile with its sites set square on my heartstrings. It’s as if the developers had asked me “hey man, I want to make your most favorite game ever. What do you want it be to like?” I’m giddy with delight! Haven’t felt this excited for a game in years!

Anyway, I got my hands on some ultra high rez art. Have at it!

If you dig this game, we probably have similar tastes, so you should check out my other articles!

Posted in video games | 4 Comments

Terra’s Black Marker

Terra's Black Marker
I recently got to meet one of my very favorite artists, Katsuya Terada at the opening of his art show, Terra’s Black Marker, at the Compound Gallery in Portland Oregon. Terada is a prolific artist known for his work in video games, comics, animation and commercial illustration. If you’re reading this blog there’s a good chance you’ve seen his work before even if you don’t recognize his name.

Katsuya Terada was the character designer for many video games including Sega’s ground breaking fighting game Virtua Fighter 2:

Katsuya Terada illustration for Virtua Fighter 2

He set the look for the short film Blood: The Last Vampire, a work so gorgeous it made James Cameron exclaim “The world will come to consider this work as the standard of top quality in digital animation.”

Terada has done illustrations for Marvel Comics:

Katsuya Terada cover for Wolverine Soul Taker no 3

Terada's take on everybody's favorite Canadian Mutant

Katsuya Terada's cover for Iron Man

I love how the striations in Iron Man's armor recall coiled steel (which is echoed in the rubble he's standing on)

He’s worked on live action films such as Hellboy, Godzilla Final Wars, Sucker Punch, Cutie Honey and Yatterman (which on a related note was totally awesome):

Movies that Katsuya Terada has worked on

And he even designed a shoe for Nike!

Katsuya Terada Nike White Dunks
Old school gamers and other hip cats might recognize his contributions to early issues of Nintendo Power including these evocative scenes from The Legend of Zelda:

Katsuya Terada Legend of Zelda Illustration for Nintendo Power Katsuya Terada Legend of Zelda Illustration for Nintendo Power Katsuya Terada Legend of Zelda Illustration for Nintendo Power Katsuya Terada Legend of Zelda Illustration for Nintendo Power

All the above is just a fraction of the full breadth of his work.

Terra‘s Black Marker was Katsuya Terada‘s second official art show in the US. The show mostly consisted of black and white drawings culled from his sketchbooks.

Katsuya Terada Bearbrick for Terra's Black Marker Show at the Compound Gallery

There was also a really sweet Bearbrick.

Katsuya Terada Terra's Black Marker Show at the Compound Gallery

Pencil sketches for the long running role playing game series Wizardry

Katsuya Terada for Terra's Black Marker Show at the Compound Gallery

These were probably original pieces created for the show.

The centerpiece of the show was a series of marker illustrations created just for this exhibit simply titled Spiral # 1 through 6.

Much of the artwork was completed on site, with the illustrations jumping out of the page, past the frames and into the wall of the gallery.

Katsuya Terada at work

Terada hard at work. This image is from Terada's blog: http://cacazan.blogspot.com/

Katsuya Terada's Spiral #1

Spiral # 1 - a rose for "The City of Roses"

Katsuya Terada Spiral Terra's Black Marker at the Compound Gallery

Spiral # 2 (left) and Spiral # 1 (right)

Katsuya Terada's Spiral # 2 for Terra's Black Marker at the Compound Gallery in Portland Oregon

Detail of Spiral # 2

They were astonishingly precise illustrations, drawn freehand with no underdrawing using just a black permanent marker.

Katsuya Terada's Spiral No 5

Spiral # 5 - suggested listening: Weird Fishes/Arpeggi by Radiohead

These were fearless works of art with confidence in every stroke.  There’s a thrilling sense of performance to each illustration as your eye moves across the page, especially considering that there was no room for mistakes and back tracking.  There are so many interesting little detours throughout each composition, but they all flow into a coherent whole.  It must have been a thing to behold Terada drawing these!

Katsuya Terada Spiral No 5 Terra's black Marker at the Compound Gallery in Portland Oregon

Detail of Spiral # 5

Katsuya Terada's Spiral # 4 for Terra's Black Marker at the Compound Gallery in Portland Oregon

Spiral # 4

Katsuya Terada's Spiral # 4 for Terra's Black Marker at the Compound Gallery in Portland Oregon

Detail of Spiral # 4

Katsuya Terada's Spiral # 4 for Terra's Black Marker at the Compound Gallery in Portland Oregon

Detail of Spiral # 4

 

Meeting Terada was pretty dang cool.  I’m happy to report that the show was a great success.  I arrived about an hour after it opened and most of his pieces had already been sold by then.  Luckily I was able to snag 1 of each limited edition print from his spiral series.  I’ve heard anecdotally that the night before the show opened, the president of Nike purchased every original Spiral drawing for about $6000 a piece (which I think is a bargain). I don’t know if the buyer was really the president of Nike, but I do know that they were all sold out before the show opened. It makes me very happy to know that a world class artist like Terada is able to live comfortably from his work.

There were many other professional artists in attendance at the show, from local comic book artists to animators and concept artists who had flown in from Hollywood. They were easy to spot since they tended to be the people geeking out and asking Terada for his autograph and a picture (I am guilty as charged).

Katsuya Terada signing autographs at Terra's Black Marker at the Compound Gallery in Portland Oregon

Usually that sorta thing is considered a big party foul, especially if you’re a professional in the same field, but Terada’s art has a way of bypassing people’s guards. It was very refreshing!  Terada took all this in stride.  He was very down to earth and had the relaxed demeanor of a man who is doing what he was born to do.  I joked that he should charge much more for his art (OK actually I was completely serious), and he just laughed and pointed at the walls and said these are just sketches.  They’re just for fun.

That really stuck with me.

For all his decades of experience, the tens of thousands of hours he’s poured into his craft, he’s still having fun.  And that fun is infectious. The best thing I can say about Katsuya Terada is that his artwork is so exuberant that it always makes me want to draw draw draw!  If you feel the same, I highly suggest you grab some paper, put the pen to the page and just see what happens!

Long live the Rakugaking!

Richmond Lee Tako No Ken

Some doodles I did after the show.

Additional Photos from the Show:

katsuya terada illustration for Terra's Black Marker at the Compound Gallery in Portland Oregonkatsuya terada illustration for Terra's Black Marker at the Compound Gallery in Portland Oregonkatsuya terada illustration for Terra's Black Marker at the Compound Gallery in Portland Oregonkatsuya terada illustration for Terra's Black Marker at the Compound Gallery in Portland Oregon

katsuya terada illustration of Devilman for Terra's Black Marker at the Compound Gallery in Portland Oregon

Oil painting of Devilman!

katsuya terada illustration for Terra's Black Marker at the Compound Gallery in Portland Oregonkatsuya terada illustration for Terra's Black Marker at the Compound Gallery in Portland Oregonkatsuya terada illustration for Terra's Black Marker at the Compound Gallery in Portland Oregonkatsuya terada illustration for Terra's Black Marker at the Compound Gallery in Portland Oregonkatsuya terada illustration for Terra's Black Marker at the Compound Gallery in Portland Oregon

katsuya terada illustration for Terra's Black Marker at the Compound Gallery in Portland Oregon

For more information on Terra’s Black Marker, please visit the Compound Gallery website, where you can see more work from the show and purchase original artwork and prints:

main website – http://compoundpdx.com/
Terra’s Black Marker show website - http://compoundpdx.com/Artist/currentshow.html
Browse and purchase artwork - http://compoundpdx.com/Artist/index.php?main_page=artist&cid=42

If you’re interested in learning more about Katsuya Terada, here are some great links:
Terada’s Personal Website –  http://cacazan.com/
Terada’s Blog – http://cacazan.blogspot.com/
A great retrospective of his work (in French) – http://www.catsuka.com/focuson.php?id=terada_katsuya&page=1

Thanks for reading!  If you enjoyed this article, please follow me on Twitter and Facebook for updates on future articles.

Posted in artists | 9 Comments

Redline Opens This Weekend!

Do you believe in love at first site?  I guess I do, because that’s exactly how I felt the first time I laid eyes on Redline, the new feature from Madhouse which opens this weekend in San Francisco (and simultaneously in Japan) at the Viz Theater!

Redline is directed by virtuoso animator Takeshi Koike, with a script by Katsuhito Ishii, the critically acclaimed director of notable films such as The Taste of Tea and Shark Skin Man, Peach Hip Girl (yes he is an accomplished director of real live action movies).

If you haven’t heard of Redline, here are some trailers that speak louder than words:

As you can see, Redline is an Anime, but don’t let that give you any ideas about what it will be like, because this flick is SPECIAL.

A few things pop out to me about this movie.

1) It’s unbelievably gorgeous.  Technically and creatively.  Everything about it is lush, sharp, exact and inventive.

2) It’s a miracle it exists.  Koike and Ishii  must have called in a ton of favors to get this film made, because outside of being blatantly awesome, it has ZERO marketability.  It’s not based on any existing franchise, it’s too weird for the typical anime crowd, too obviously fun for the typical art house crowd–there’s no built in audience for it. A film like this only gets made cos the people making it believed in it and fought for it.  This is a film by artists for artists, and anyone else willing to give it the time of day.   It is a pure art film that wants the audience to have fun. If you are curious what the chefs eat when they cook for themselves, seek out Redline.

3) It is burning with passion.  The movie’s plot centers around the Redline, the most dangerous race in the universe that takes place every 5 years.  In an age of space travel, the only rule of the Redline is that all competing vehicles must primarily move through traction.

METAPHOR ALERT!

Redline (the film) took 5 years to make.  In an age where computers dominate animation, Redline is gloriously, defiantly hand drawn.  I’m pretty sure it’s going to be a movie about the artistic process, and chasing after what you love.

Pay attention to those trailers (which were personally cut together by Ishii). The title card doesn’t say “from Madhouse” it says “From Japan”.  The main character’s name is JP.  This is a film with high stakes!

Listen to the music.  It’s not thumping techno or a rousing orchestral score, it’s easy breezy R&B… love songs! Because this is a story about love.  And not just in a romantic sense, it is about loving what you do.  Love for your art, for your craft and for the unique culture that engendered it.

Redline looks very, very real.  I’m expecting big things from it.

For more information on how to see Redline, visit the Viz Theater website:

http://www.newpeopleworld.com/films/films-10-2010/#redline

Posted in Uncategorized | 2 Comments

Inception – Reality is Personal Fiction

Inception teaser trailer logo

I’ve just watched Inception and have concluded that Christopher Nolan is some kind of genius (possibly an evil genius).

I’m about to discuss the movie and Christopher Nolan’s body of work in as much detail as I can recall. So there will be lots of spoilers ahead. Please stop reading if you don’t want the details of his movies revealed (but please do return once you have seen all his movies).

Still with me?

Awesome.

Inception was a brilliant movie and Christopher Nolan is a director at the top of his game.

For the most part, there are two kinds of narratives. There are those that let the characters and the viewer breath and draw their own conclusions, and there are those that firmly hold your hand and guide you to intricately orchestrated conclusions. Christopher Nolan is a champion of this second camp. He is a master of artifice. His movies move along briskly. He always extracts amazingly convincing performances from his actors. He employs exciting cinematography with rousing scores and engrossing sound effects that result in glorious tunnel vision where he deftly delineates how we should be feeling at every moment.

The most common theme of Nolan’s movies is the idea that a lie can be better than the truth. Lies are often easier to live with. All of Nolan’s protagonists are caught up in their own lies. His characters routinely engage in hypocritical behavior, but he moves the narratives along with such skill that these breaches of integrity pass without notice.

Memento guy pierce tattoo still
Memento was the story of a tortured, deranged and broken man out for revenge. It has a very novel narrative structure where the scenes flow backwards. The main character’s wife was brutally murdered in front of him. He was injured in the altercation and has lost his short term memory. He finds inventive ways around this handicap (the tattoos made for great imagery) and vows to hunt down his wife’s killer. This leads to constant twists and turns that require no character consistency. People that seemed sympathetic are suddenly revealed to be devious with no warning. The movie flows at such a brisk pace that we don’t have time to notice or care. We have no time to question its logic (for instance, if he has no short term memory, how does he remember that he has no short term memory?). Memento works because it keeps the viewer at the edge of their seat by withholding information and doling it out in a satisfying manner.

The movie ends with a twist. The main character has already exacted revenge on his wife’s murderer, but continues to frame other men. We sympathize with him throughout the film because we believe his actions have meaning, only to find we have been fed lie after lie. Why does he continue to kill? Because he needs purpose in life. He deceives himself. And his condition makes those lies become personal truths.

Batman Dark Knight: I don't use guns, but my bike does
Batman Begins and The Dark Knight are the stories of Bruce Wayne, a man struggling to overcome his tortured past through strict adherence to lofty principles. They are also stories of astounding contradiction. As the main character, we naturally empathize with Bruce Wayne. We admire his willpower and his unyielding devotion to his principles. He does not kill, and yet in Batman begins he willingly places a man into a deathtrap on a train. He refuses to execute a murderer but doesn’t bat an eye at burning down a building full of his comrades. He refuses to use guns, he takes the high road and uses his fists, his wits and ingenious inventions. Yet his bike has a gatling gun and his car has rocket launchers, which he routinely employs to blow up civilian vehicles. At the end of The Dark Knight, he gives Harvey Dent a rousing speech about why it’s wrong to kill, and then he knocks him off a ledge and kills him. Why do we admire this man? Why do we ignore his flagrant contradictions? Because of the rousing score. The quick editing. The preordained knowledge deep in our hearts that Batman is a tragic hero. This movie also ends with a lie. Batman helps the police cover up Harvey’s murders. We are encouraged to comply because it’s in the public’s best interest to believe that Harvey died a hero. And Batman is a hero for taking the weight of this lie on his shoulders.

Which leads me to Inception. This movie is Christopher Nolan’s masterpiece. It is the sum of all his themes and film making experiences.

Inception dream world floating city folding

Inception is the story of Cobb, a tortured man trying to piece his life back together by leading a rag tag team of charming dream weavers in the (reverse) heist of the century. Inception is also the story of a group of conmen hired to implant a disingenuous and destructive thought into the mind of an innocent, unususpecting man. Cobb and crew are hired by a business rival of the Fisher family to go into Robert Fisher Jr’s mind and instill the idea that he should dissolve his father’s empire. The trick is to make him believe it is his own original thought. The process is called Inception. As the audience, we root for the heroes to carry out this deceit.

This is the central theme of the movie, and of all Nolan movies. Inception. An invisible hand pushing the narrative along, telling us exactly what to see, think and feel while convincing us that these are our own free thoughts. Nolan creates beautiful lies. He is a master propagandist and his movies are advertisements for themselves. Half of the movie consists of Cobb and company trying to figure out how to take advantage of Fisher Jr’s emotions, the other half is them executing their flawless game plan. In a movie about dreams within dreams, this is the final layer of reality, the director pulling the strings, orchestrating the audience’s reactions before they even reach the theater.

This is the genius of Inception. It’s more than a film, it is an idea. It is marketing. It is the predetermined knowledge that this is an important movie by an important director. It’s the knowledge that this is the followup to Nolan’s profoundly popular Dark Knight. It’s the critical hype across the board, the christening of Nolan as the new Kubrick. It is the experience of logging into Facebook and seeing every one of your friends raving about Inception as the best film going experience of their lives. This is a process that every movie, every product aspires to, but none have done it so daringly and deeply as Inception.

Inception is all lies and twists. Cobb lies to his comrades about his deteriorating mental state. He does not divulge that death is a real threat in their final mission until they’re already inextricably entangled. Because things end up for the best, we are ok with these lies. Cobb pulls off the job and saves the day. The Inception is a success. Although it is a lie, it may end helping the deceived target. By absolving Fisher of his inheritance, he also absolves him of the suffocating memory of his father. This parallels Cobb’s own struggle to overcome the specter of his wife. She is dead, but he keeps her memory alive in his dreams. She is a beautiful self produced lie. The emotional climax of the movie occurs when he comes to terms with her death and moves on. This action helps to eject everyone back through multiple layers of dreams, back into reality. The final scene of Inception depicts Cobb returning home. He finally gets to see the shining faces of his children (perhaps this was his real Totem?). As he steps towards them he gives his wife’s top a perfunctory spin. The Camera lingers on the totem and cuts away before we can determine if it will fall over.

The audience is left to wonder… is he still in a dream? We were lead to believe that Cobb had overcome his lies and entered back into reality. For once it seemed like he might present us with a hero headed towards a greater truth, but Nolan puts fourth the notion that it could just be another layer of fiction. If we believe that the top was about to fall over, then it was merely a last minute tease. If we believe it will continue spinning, then the entire movie was a tease because Cobb is still willingly ensnared in his own dream world. And that’s the crux of Nolan’s films. It’s not the destination we value, it’s the journey, the tease. Nolan’s films are intentionally full of contradictions and plot holes, but we ignore them because we are lost in the emotional sweep of his storytelling.

Nolan has cemented his place as a great film maker of our times. He is a master magician who crafts beguiling dreams that entrench us in the moment and not the whole. If films are fantasy, then he is the world’s best liar. But his lies reflect a greater truth about us. Nolan understands that people are not driven by logic, but by emotion. People lie to themselves every day. We live with contradictions. We subscribe to books that outline what is right and wrong, but we pick and chose which rules we actually follow. We bite our tongues to keep peace. We love out of pride. We hate out of love. We smile when we are hurt. We put on faces. Sometimes these lies dig us into a hole. Sometimes these lies help lift us up.

Inception. Reality is made up of fiction.

Inception Xzibit yo dawg meme

Bonus image by Dustin Johnson, inspired by a comment from Weigy

 

Posted in Movie Analysis | 4 Comments

Darkstalkers and the Twelve Principles of Animation

darkstalkers capcom characters intro
I originally posted this a few years ago on the Madman’s Cafe, one of the best online communities for thoughtful discussion of video games since the 90s.  The post got alot of positive responses, so I’ve finally backed it up here on my own blog with a few edits.  To all the members of the Cafe, thanks for your encouragement!

All animated sprite rips in this article are from www.fightersgeneration.com, a very cool database of fighting game info.  Please note that the sprites do not always have accurate timing.  The best way to experience the visual splendor of Darkstalkers is to track down an actual copy of the game and play it!

Darkstalkers (aka Vampire) is one of my favorite videogame series.  It combines great characters with deep gameplay and amazing animation.  When it burst onto the arcade scene in 1994 I was absolutely astounded by the graphics.  It was one of the first video games to combine feature film quality animation with responsive controls and it really set the bar for all the great fighting games that followed after it.

Darkstalkers was Capcom’s followup to their monstrously successful and innovative series,  Street Fighter 2. There is a tremendous jump in animation quality between the two games.  This is because during the mid 90s, Capcom’s animators started to take a much more educated approach to their craft through studious application of the 12 principles of animation. They are the 10 commandments of animation (well, 12 commandments–but you get the idea) set forth by Frank Thomas and Ollie Johnston, who were great pioneers of animation at Disney from their early years through the 80s.  These 12 principles form the foundation for animation in the American tradition (ie Disney, Warner Bros, Pixar etc), but they’re also found in great animation the world over.

The following is a primer on the 12 principles of animation, as they are applied in Darkstalkers and its various sequals.

1.) Squash and Stretch:  Squash and stretch refers to the animators ability to distort the distribution of mass in an object as it moves through space. It generally recalls the very bouncy, rubbery movments of Disney esque animation, but it’s actually much more comprehensive than that. Squash and stretch occurs all around us in real life. Just pull in and extend your arm and observe how your muscles bunch up then stretch out. Or look at a cat. They curl up into compact little balls then spring into super lithe living torpedos.

Darkstalkers has alot of squash in stretch in obvious and in subtle places.

Look at how Akaris’s tomb grows at the point of impact, then shrinks back. And also how his feet are very thin when they land on the ground until the rest of his mass catches up with them. It gives the attack a real pop:

Here you can see Lord Raptor’s limbs really stretch out, especially his back leg:
darkstalkers vampire zabel attack animated gif sprite

Q Bee is perhaps the best example of effective squashing and stretching in Darkstalkers. She’s relatively restrained compared to the rest of the cast, but her animations have some of the craziest distortions. If you go frame by frame you might be suprized by just how much they squash and stretch her out, yet it feels perfectly natural in motion.
Q-Bee squash and stretch frames animation

She was introduced years later in the third iteration of Darkstalkers, when the animators had matured even further in their abilities. Q-bee’s animation is almost on par with Street Fighter III (my all time favorite game).


2.) Anticipation: this is the build up before the release of the action. Since this telegraphs movement, you can’t have too much of this in a video game as inputs should be fairly instantaneous. Still Capcom managed to implement this well. Most of the resting animations for the characters already set up the characters for some sort of counter movement. If you look at John Talbain in his crouching position he’s super low to the ground, but any of his animations coming out of that are really dynamic and “pop” out with a counter movement. Basically every resting stance in the game is a sort of anticipation pose:
john talbain gallon crouching fierce attack animated sprite

A more direct example of anticipation can be seen here:
darkstalkers vampire sasquatch punch animation animated sprite gif

He’s got a very nice windup before the actual punch. Anticipation helps to prepare the audience for the coming action and also gives the sense that the character is thinking about what they’re doing.

3.) Staging: Basically how an action is framed in a shot with consideration to things like placement, camera angle, zoom and lighting.  As a 2-d fighter, Darkstalkers only takes place in a fixed side view, but the stages are optimized for this setup. They’re interesting and they frame the action well, without distracting from it.

Look at how the killer plants in the background frame the action, rather than clash with it.
dark stalkers vampire savior background

Darkstalkers has some GREAT stages. It was the first Capcom game to have backgrounds that felt like they belonged in a feature film.
darkstalkers vampire savior egypt background
Aside from being technically sound with good rendering, color choices, and prespective, the stages were full of character and mood. Fetus of God will always be a personal favorite of mine (so disturbing!).

Darkstalkers Vampire Savior Jedah Stage fetus of god

my big brother HATED playing on this stage!


4.) Straight Ahead or Pose to Pose: This has more to do with the process of animation itself. When animating, you can either draw out the key poses first then go back and fill in the inbetweens, or you can plow through the animation one frame after another in order. Complex character animations are generally done pose to pose, while more peripheral animations such as cloth are done straightahead (though generally after the main animation has been worked out pose to pose). Most of the animations in the game were probably worked out pose to pose. But some such as Pyron’s flames were very likely done with straight ahead animation:
darkstalkers vampire pyron attack animated sprite animationdarkstalkers vampire pyron walk animated sprite animation

5.) Followthrough and overlapping action:  This mostly pertains to things that trail the main action like clothing, hair, bouncing breasts etc, think of it as the aftermath of the main action. The Vampire games are good about this. DarkStalkers is one of the first games I can recall that has any followthrough animation at all. For instance, check out Dimitri’s cape:
darkstalkers vampire dimitri sprite rip win pose animation animated gifdarkstalkers vampire dimitri sprite rip default neutral stance animation animated gif


Or Hsein-Ko’s baggy robes and ribbon:
Darkstalkers Hsien-ko Lei Lei sprite rip walk forward animated gif

Felecia’s hair has tons of volume and body. It bounces along as it trails her movements (this animation is also a great example of squash and stretch):
darkstalkers vampire felicia sprite rip attack animated gif animation


6.) Slow In Slow Out: This refers to changing the spacing and timing of actions so they’re not totally uniform and flat (when animation is very even it is sometimes refered to as the “King Kong effect” referring to the old stop motion films where everything moved at a steady speed). Darkstalkers is a real vanguard when it comes to slow in and slow out for game animation. I’m sure alot of you guys can recall the first time you saw Darkstalkers and thought “wow that’s beautiful, so smooth!”  It’s not just because it had more frames of animation than most other games to date, but because they put those frames in the right places. Every action has a varied tempo.

For instance, look at Lillith’s walk cycle. It’s such a nice little skip, with a great lilt to it:
darkstalkers vampire sprite rip lillith skipping walk forward animated gif animation

The frame padding in Vampire is very expertly done to give weight to the moves. Fierce attacks tend to have alot of frame padding, giving them a very meaty feeling. They looked and FELT stronger than weak attacks. The principle of slow in slow out is very obviously exhibited with the slower characters, like Victor with his giant club like limbs.
Darkstalkers Vampire sprite rip Victor Fierce Kick animated gif animation
He was the first character in Darkstalkers I ever picked because I enjoyed watching his ponderous movements, which got more and more extreme as the games went on.

Oh and I almost forgot to mention, another thing the Darkstalkers games do well is the characters tend to lead their actions with their shoulders and hips:
Darkstalkers Vampire Felicia sprite rip fierce punch animated gif animation

This is supremely important for imparting impact. It’s a basic principle of martial arts that your power comes from your core.  Alot of animation still does not utilize this principle. Many 3d games have animations where the characters lead with their extremeties rather than their body, leading to a feeling of a marionette on strings.

7.) Arcs: Just about every living thing moves in arcs. Human locomotion comes from the rotation of our joints. In animation, we use arcs to map out the paths of movements.  Here’s an example of arcs being used for a walk cycle:

Richard Williams The Animators Survival Kit walk cycle arcs map

A page from The Animator's Survival Kit, by Richard Williams. This is one of the very best books on the fundamentals of animation.

Arcs are essential for keeping your animation smooth and on track so that nothing slips out of place.

All the motions in Darkstalkers were certainly planned out with arcs. Some are quite obvious:

darkstalkers night warriors donavan special move sprite rip animation gif animation

But really, everything in the game has good motion paths. This is a really essential principle, especially for traditional hand drawn animation. You have to plan movements on arcs, otherwise they won’t line up frame to frame.

By the time they got to animating Vampire Savior, they were pulling off some really complex animation:
darkstalkers vampire savior animated gif q-bee kick sprite rip animation
There are so many arcs going on in that motion, and alot of them are overlapping, turning in on themselves. While her legs are performing a very broad circular action, there’s so much subtly going on in her torso, especially her shoulders. Look at how they loop towards the viewer in a figure 8. Then look at her head turning in perspective, with the antennae trailing behind forming another circle. This circular motion is also echoed in her Bee-hind (ha!). There’s also a ton of great squashing and stretching going on with the spikes really popping out of her knees and more subtle stuff with her legs and stinger. There’s also some great motion blurs on the wings, and great overlapping action with her legs snapping into full extension only after a full rotation of the shoulders, into the torso, into her hips into her knees. There’s so much weight as she throws her entire body into the cartwheel then catches herself and settles back onto the ground for a split second before resuming hovering. Everything about this animation is great and exhibits mastery of every principle of animation. This animation has it all!

8.) Secondary Action. Not to be confused with followthrough, this is more like minor actions supporting a main action. John Talbain’s tail animations are a way excellent example of secondary action:
darkstalkers vampire john talbain gallon sprite rip animation default pose animated gif
His tail is never the main action. During his neutral stance, the main action is his growling. That’s what is being emphasized, but the tail gives an added sense of energy and even friskiness. If you took away his tail animation, all his movements would still work, but they wouldn’t have the same sense of character.

9.) Timing: This refers to the speed of an animation. Timing helps to establish physical properties such as weight, velocity and force. Timing is also important to acting. A character who is depressed might move very slowly with a lot of inertia.  A character that’s scared might make fast, jumpy motions.  Timing can be very abstract.  A humorous animation could be said to have good comedic timing.

Darkstalkers has very good timing, especially with regards to the interactive nature of its animation.  Every button press in the game conjures up an instantaneous performance from the character.  It’s impressive how you can feel the precise power of each attack. Light attacks tend to come out very quickly.  Heavier attacks come out slower, with more weight behind them.
darkstalkers sasquatch animated gif sprite rip animation low punchdarkstalkers sasquatch animated gif sprite rip animation medium punchdarkstalkers sasquatch animated gif sprite rip animation fierce punch
This is appropriate for both aesthetics and balanced gameplay.

Darkstalkers also uses timing to establish the varied personalities of its characters.  Some characters move like beasts driven by instinct:
darkstalkers sasquatch animated sprite rip gif happy dance animationdarkstalkers Victor animated sprite rip gif low punch animationdarkstalkers lord raptor zabel animated sprite rip gif rib attack animation
Some like trained martial artists:
darkstalkers john talbain animated sprite rip gif medium punch animationdarkstalkers lillith animated sprite rip gif fierce kick animation
Jedah has the presence of a seasoned magician conjuring a spell and taking time to observe the outcome.
darkstalkers jedah animated gif sprite rip animation medium punchdarkstalkers Jedah animated sprite rip gif Fierce punch animationdarkstalkers jedah animated sprite rip self decapitation animation
The Darkstalkers games use varied timing to help convey a character’s physical properties as well as their personality.

10.) Exaggeration: This generally means pushing the animation further than real life. This is sorta a guiding value behind every principle of animation. It seems obvious to state but, the Darkstalkers games are full of really good exaggeration. This is no easy task. Most next gen games have rather undynamic animation (often as a result of motion capture). It’s also easy to go overboard with the exaggeration. This is a matter of personal preference. I’m not a fan of animation where everything is exaggerated to the most extreme degree.  When everything is pushed at all times, nothing is emphasized. It can come off as overacting. Darkstalkers is very good about exaggerating certain motions for greater impact, while leaving other motions more mundane.
Darkstalkers Felicia sprite rip animated gif low punch animationDarkstalkers Felicia sprite rip animated gif fall animation
It’s very tastefully balanced.

11.) Solid Drawing: This basically means good volumetric drawing. Capcom’s artists absolutely excel at drawing.
Darkstalkers Capcom Hsien-Ko Lei Lei illustration Bengus CRMK
All their characters are solidly constructed, with a great sense of volume, depth, weight, and character.
Darkstalkers Hsien-Ko Lei Lei model sheet Bengus CRMK
This is hard enough to do with any form of drawing, even harder to do consistently in animation and harder still to convey in tiny sprites (sprite work takes a mountain of patience).
Darkstalkers Capcom Hsien-Ko Lei Lei animated sprite rip walk backwards animationDarkstalkers Capcom Hsien-Ko Lei Lei animated sprite rip crouching animationDarkstalkers Capcom Hsien-Ko Lei Lei animated sprite rip win animation
This is pretty much self explanatory when you look at any Capcom fighter. They are all drawn extremmmmmmely well.


12.) Appeal: This is the most abstract and subjective concept out of all the principles. Basically appeal means that there is something interesting in the animation that captures your attention. I personally love love love all the Darkstalkers characters. From their iconic designs to their animations and the way their personalities are conveyed through their animations, i love these characters dearly. To me they are every bit as interesting as classic Warner Bros or Disney characters. Capcom really truly excels at making appealing characters. Think about how little story they put directly into their games, and yet think about the empire of lore that has been extrapolated from them. People love these characters. There hasn’t been a new Darkstalkers game in over a decade, but Capcom continues to put out Darkstalkers merchandise, people continue to create fan art and comics and even cosplay as the characters.

Once upon a time Capcom was able to make videogame characters that people could instantly identify with. No need for complex overwrought back stories and cinematics, you just saw the character and instantly understood who they were.

These games were like great rock albums, and the characters were all the different tracks that you didn’t mind listening to over and over because you could always find something new to appreciate. The games and the characters that populated them were inspired. The graphics weren’t just technologically impressive, they were INTERESTING.

Heck, I met most of my best friends in college through a common love of Capcom fighters (this proved to be a far better barometer of compatibility than musical tastes or ethnicity or other means of identification). A big part of it was we enjoyed the gameplay so much, but an even bigger part was the art and the great characters.

John Talbain is a kung fu fighting werewolf. His movements are an amazing blend of wild animal fury tempered with human discipline.
Darkstalkers Capcom John Talbain animated sprite rip fierce punch animationDarkstalkers Capcom John Talbain animated sprite rip crouching kick animationDarkstalkers Capcom John Talbain animated sprite rip gif win animation


Dimitri instantly reads as cocky, arrogant and vicious. His posture is very proud. He fights in a muthaflippin’ skin tight tuxedo with riding pants and cape, what a jerk! But he makes it look awesome!
Darkstalkers Vampire Savior Capcom Dimitri illustration by Bengus CRMK

Lei Lei is an adorable Chinese hopping ghost!

Darkstalkers Vampire Savior Capcom Lei Lei Hsien Ko illustration by Bengus CRMK

Donovan is stern and stoic, but hides deep emotions. He’s a great tragic hero.
Darkstalkers Capcom Donovan character illustration by Bengus CRMK

Phobos is a robot shaped like ancient Japanese Jomon pottery! He’s so mysterious and ancient feeling.
Darkstalkers Capcom Phobos character illustration by Bengus CRMKancient Japanese Jomon statue clay figure pottery
He captures the feeling of early civilization art, which is just barely representational. It works so well with his character.

And Pyron, he’s not just another generic horned demon, he’s an allmighty alien made out of plasma that’s based off of biblical descriptions of god and angels appearing as pillars of fire and flaming wheels.
Darkstalkers Capcom Pyron animated gif sprite rip intro animationDarkstalkers Capcom Pyron animated gif sprite rip burning wheel attack animationDarkstalkers Capcom Pyron animated gif sprite rip pillar of fire win animation
These passages have even been interpreted by some as descriptions of contact with UFOs, hence Pyron is an alien. Isn’t that awesome? He’s not just demonic, he’s glorious.

I could go on and on about every single character, but I think i’ve said enough. I hope this post has been enjoyable to read.  I’d love to hear your thoughts. Who are some of your favorite characters?  What do you like about them?  Do any particular animations stand out?  Don’t hesitate to post in the comments section!

Posted in animation, capcom, video games | 53 Comments