In celebration of international women’s day, let’s look at some of the awesome women that defined the video games industry:
Kinu Nishimura: Artist behind many of Capcom’s flagship titles
If you recognize these characters you’ve played a game Kinu worked on
Kinu Nishimura has been with Capcom since 1991 with Street Fighter II and has worked on countless titles since, rising up to become the most senior artist in the whole company.
Designs for Street Fighter III: New Generation
I’ve also heard stories from Capcom staff on how Kinu was the most intimidating person in the studio, relentless in making sure the high standards of Capcom artwork were maintained by everyone, and an immense amount of respect was given to her in turn.
Many of the games that had a profound impact on who I am today and my career path in video games is directly related to Kinu Nishimura’s masterful designs.
Some of the girls of Capcom games, illustrated by Kinu Nishimura
Keiko Erikawa, co-founder of industry giant Koei and #34 wealthiest person in Japan
She must be from the same generation as my aunt ’cause they have the same fashion sense
Keiko Erikawa started off in the fashion industry but then co-founded the prolific Koei company with her husband Kou Shibusawa.
Keiko Erikawa is credited for getting some atypical games made, like the stylishly odd rhythm action game Gitaroo-Man, hotel cooking game Shaberu! DS Oryouri Navi Marugoto Teikoku Hotel, and deciding that Koei should pick up the Gundam license because in her words: “I want to use a Gundam in a Koei game!”
But one of her most notable accomplishments would be…
A very very very very very obscure to get title for English speakers, even the console it was on wasn’t released in the US!
Though video games is usually seen as a male dominated hobby, Koei’s female co-founder believed there was no reason women couldn’t be part of the core audience so she assembled an all-woman team to created what would be the first ‘otome game’ (lit. ‘girl’s game’, a genre of Japanese games which seek out women as their prime audience).
Koei at the time was most famous for hardcore strategy/kingdom building games like Nobunaga’s Ambition and Romance of the Three Kingdoms that starred macho mustached men of military history. With those roots Koei created Angelique (1993), where the protagonist is a young woman given the responsibility to rule over her own kingdom, if her kingdom thrives then she will inherit control over the world. Will she do so as a benevolent queen or martial despot? Such choices are up to the player to decide.
Many of the women I’ve worked alongside in the games industry have told me that their interest in games started with the otome genre that Angelique created, That is the difference that a single person in power like Keiko Erikawa can make on a whole industry.
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…
…or roughneck Terry.
Are you a bad ass loner? Pick K (if you secretly have a heart of gold)…
…or Iori (if you really are a cruel bastard).
Are you plucky and spirited? Try Kensou.
Are you everyone’s little sister? Try Yuri.
Do you enjoy the finer things in life? Try Elizabeth.
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. With his sly confident demeanor and prediliction for gender bending he is the Bugs Bunny of the Fighting Game world.
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!
He attacks with lazy waves of his arms and throws fireballs by blowing a kiss.
He crouches like a delinquent taking a smoke break.
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 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).
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.
And it’s become a cliche to point out that almost every first person shooter stars a generic bald marine.
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.
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.
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.
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.
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.
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.
Or a leather makeover.
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!
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)