Sometimes, paying homage in fighting games can go too far: Thoughts on Fantasy Strike’s Lum Bam-foo

Fantasy Strike from Sirlin Games, is a game that tries to appeal to all sorts of fighting game players. If you haven’t seen it before, the game strips traditional fighting game barriers in favor of a more accessible style — which proves effective. No need to learn long command lists or obscure mechanics, or to input complicated motions for special attacks. What’s more, the colorful cast covers most archetypes that you could wish for: rush-down ninjas, defensive zoners, grapplers, balanced types, and more.

Fantasy Strike’s latest character, Lum Bam-foo, debuted earlier this month with a spotlight trailer. “He’s a panda who loves gambling, as most pandas do,” the video touts, explaining the mechanics of the item-tosser. Apart from his large-ish normals, the panda’s forte is an arsenal of random items; from cakes that restore health and cherries that give super meter, to fireworks that cover the whole screen, and walking mini-Lums and mini-Rooks.

Archetypes are fine; they give us a guideline of what we can expect in terms of character abilities (ComboFiend infamously called them “functions.” in reference to Marvel vs. Capcom: Infinite) In my opinion, however, Sirlin Games crossed a certain line with Lum (and we’ll discuss an older character, DeGrey, as well). Rather than paying homage, Lum Bam-Foo is essentially a copy of Guilty Gear’s Faust – granted, not in every aspect, but particularly in his arsenal of items.

Instead of having a long bamboo stick, Lum has awkward-looking normals, a rolling attack which is good for picking up items, and a trampoline attack for rushdown. While Lum doesn’t match Faust in his personality or design, his item set — and by extension, his play style — certainly does. The fireworks are like meteors, the two traveling minis of Lum and Rook are the same (there was a multi-hitting mini-Potemkin in Accent Core), health items match, the coin is hammer-like, a bomb that hits both players, and finally, the Slot Machine is basically like Faust’s multi-item super as well. There are a couple of original ones, like the cloud and the Dice air super.

There’s another character in Fantasy Strike that should catch the eye of Guilty Gear players: DeGrey. For unknown reasons, his lifespan is unnaturally long (it’s thanks to Persephone, but the reasoning is unexplained), so DeGrey has a ghostly companion that he can send out.

Without mincing words, a lot of DeGrey’s moves are identical to Slayer’s moveset. It’s obviously intentional; after all, his attack is also called Pilebunker. Even the backstep used to be called Dandy Step (by looking at the spotlight video, it looks like it was renamed to “Counter-point Step.”)

The shameless copying is irritating, especially because I liked DeGrey when I played him. The ghost adds something to his gameplay; he seemed overpowered, even. When you look at the animations side by side, though, you can really see how similar they are. Does it really matter if one of his moves is called “Dandy Step” or something different? I suppose not; neither name fits his personality, though. He’s a lawyer, though I didn’t know that until the spotlight video told me.

We already know that it’s increasingly rare to encounter originality. While occasionally we can find something brand new, more often than not we see previous ideas used as blueprints for newer things. The phrase “Remix Culture” comes to mind. Lum and DeGrey aren’t the only ones who have very similar animations, and it extends to games other than Arc System Works’ Guilty Gear.

Remix Culture’s neighboring concept is “paying homage” or “tribute” to something. In fighting games, for example, it can be characters based on the legendary fighter Bruce Lee (and gamers sick of seeing them). A better example is how Dragon Ball FighterZ treats its source material — with reverence and respect, staying faithful to how the manga/anime portrayed its characters.

Coming back to Lum, it’s him that I find most problematic. Not only because he borrows so much from Faust, but also because the character doesn’t stand on its own thematically. Faust is a unique, fleshed-out fighting game character because everything he has suits his wacky personality: the way he moves, crouches, air-dashes, the weird invincible spin on his Dust attack, his paperbag head, and so on.

faustitems

Why does Lum throw a watermelon in the air? Is it there just because Faust has a bomb throw while airborne? It just doesn’t make sense thematically. To be honest, neither does the Gambling Machine super. The idea of a slot machine is that sometimes you might not get anything at all, but that’s not the case here. Lum feels like an awkward carbon copy of Faust who is missing a lot of his own spirit; he doesn’t take the gambling theme anywhere, nor does anything remarkable with it. It’s just a different dress-up for Faust’s inventory. Faust’s air bomb has a risk to it — it can explode in his face if it’s blocked close to him or destroyed with a special move. Where’s the gamble in Lum’s watermelon?

None of the panda’s items are much of a gamble. Sure, he can get hit by his own bomb or give the opponent a bar of health or Super Meter, but that’s about it. Why not make some mechanic where he can pull a slot machine and get temporary buffs or debuffs depending on his luck? I can throw ideas out, because just off the top of my head, there’s a number of creative features he could have. Fantasy Strike’s insistence on carrying over Guilty Gear’s mechanics shows a strange fixation on it. It doesn’t seem like they know as much about BlazBlue or Persona 4 Arena, which have Platinum and Teddie as Faust-like — but distinct — characters.

In some ways, paying homage to a certain archetype works, but I feel Lum goes way too far. For instance, compare the release of BlazBlue: Calamity Trigger in 2008. At the time, we had no word on the next Guilty Gear game, and it was the first Arc System Works 2D game on the PlayStation 3. All signs pointed to it being a sort of spiritual successor to Daisuke Ishiwatari’s fighting game. Many fans looked to find their GG mains in the sleek new brawler, but it wasn’t easy. I recall seeing many threads online and people in person asking, “Who’s like A.B.A. or Zappa? Or Faust? Or Baiken?” Haku-men is a defensive character like Baiken, but with his limited dashing, a different resource bar, and parry system, I didn’t see much of my old main in him. Obviously, Jin and Ragna’s rivalry served as a remembrance of Sol and Ky. But imagine if the two played basically the same as their predecessors. Wouldn’t that cheapen the experience? They are shoto, balanced archetypes, but play vastly differently.

I think in trying to attract some Guilty Gear fans to their game, Sirlin Games dipped a little too deep into Arc System Works’ arsenal (and not only theirs, actually). Why would Faust mains want to play Lum, when they can already play someone like that in their main game? The same can be said about some of the other characters, like Setsuki, who has some similar moves to Street Fighter‘s Ibuki. Granted, the goal is to make a more-accessible game, but why borrow so heavily from those sources? As an avid Guilty Gear player, I can’t see why someone would — but maybe those who haven’t heard of Faust wouldn’t feel the same. The “gambling” panda is easier to play. I can’t vouch for other FGC members, and neither am I trying to arm pitchforks against Fantasy Strike: rather, I want them to do better. I want to see more originality, a creative spin, something surprising.

Trying to appeal to as wide an audience as possible is a worthwhile endeavor, but if it comes at the cost of originality and creativity, the designers’ vision gets muddled. I feel that’s what happened to Lum, but it’s not too late to backtrack. Paying homage to the design of other fighting games is one thing, and when it’s done right, many of us appreciate it. Straight up copying is another story entirely.

Sources: Fantasy Strike; GREATFERNMAN


Editor’s note: The views expressed in this article are solely those of the writer and do not reflect Shoryuken.com as a whole.

SoulCalibur VI is a callback to SoulCalibur II and an improvement over V, says producer in extended interview

After an exciting announcement and two SoulCalibur VI trailers, we can finally get a longer look at the game itself; though we’ve seen snippets of Mitsurugi versus Sophitia, we haven’t had a chance to see live gameplay. So, it’s all the more exciting to see a 10-minute interview with producer Motohiro Okubo that displays plenty of live gameplay.

There’s one sentence in particular from later on in the interview that should really please venerated fans of the series:

SoulCalibur is definitely going to feel very familiar for those who have played and experienced the franchise in the past. And going into a little more depth, what we wanted to recreate was some of that fast responsiveness that you would see in SoulCalibur II, as well as what we believe is kind of the completed form of balance in character interactions and mechanics that you saw in SoulCalibur V.

We also hear a better explanation of the Reversal Edge mechanic, which first involves parrying and counter-attacking, and then forces a rock-paper-scissor game of sorts. Characters can pick from a horizontal or vertical attack or a dodge. The initial parries work on high, mid, and low attacks. It’s also good to see that Guard Impacts seem to be back in their more traditional form (though Misturugi tries many times, he hasn’t properly landed any Guard Impacts. But it appears that they don’t cost meter, like in V.)

Overall, there’s many gameplay elements show, and the the interview gives a lot of insight into the ongoing development of the game, which is slated for sometime in 2018 for PlayStation 4, Xbox One, and PC platforms. Check it out below:

Source: PlayStation

Umineko: Golden Fantasia is on Steam for the first time — and in English

Golden Fantasia fans can finally rejoice, as the Japanese fighting game based off a light novel series is making its way to the international market. While there were previous entries in the series, Umineko: Golden Fantasia is the first title that’s on Steam — in English — and with improved, rollback-based network gameplay.

Umineko: Golden Fantasia is anime tag fighting game with a Victorian aesthetic. The tag gameplay is a bit more interlinked than in other games; the two chosen fighters share their healthbar, but there’s still recoverable “red health.” The SP Gauge is used for a variety of tagging moves, which have specific, strategic purposes, either aiding in defense or offense. The main mechanic is called Metaworld, which is an Overdrive of sorts; a boosted state unique to each character. However, this state can’t be shared by the opponent, and what’s more, they can start an “Argument” to stop the Metaworld and incur their own — this can go back and forth until players run out of SP.

This release includes the Cross expansion from the Japanese version and a translated Story Mode.

Check out Umineko: Golden Fantasia on Steam, launching today, December 8th. For a limited time, there’s a 20% launch discount, putting the price at $19.99.

If you’re out and about in the fighting game scene, you probably have heard of Discord; here’s the link to the Umineko Discord.

Sources: MangaGamer; Steam

SoulCalibur VI is officially announced at The Game Awards

Welcome back to the Stage of History…

During The 2017 Game Awards, Bandai Namco producers had one question for the audience: “Does your Soul still burn?” That was followed by nothing less than a long-awaited reveal trailer for SoulCalibur VI.

The trailer below shows a fight between series mainstays Mitsurugi and Sophitia. We can see some kind of new mechanic in play: after blocking several blows, there’s some kind of “revenge” attack. There’s not much other specific information, however, we now know that SoulCalibur VI is indeed coming to PlayStation 4, Xbox One, and Steam in 2018.

Source: Bandai Namco

Japanese players share their favorite, hilarious fighting game bugs

A new Twitter hashtag popped up recently: #格闘ゲームで一番好きな調整ミスを語ろう — which more or less means: “talk about your favorite fighting game tunings missteps” or, in layman’s terms, bugs. Japanese players got busy posting some hilarious videos showing either bugs or obviously overpowered things that were most likely fixed, eventually. And apologies in advance, but I can’t possibly explain every single one of them, so feel free to sound out in the comments.

I’m not sure the one above needs explanation, nor do I feel I can provide any.

Any advantage to having that tongue, Yoshi?

Curse that slower falling speed! Curse it!

In the Virtua Fighter 2 combo video above, you’ll learn how to stop anyone else from playing with you ever again.

In Persona 4 Arena Ultimax, no one is a ninja quite as much as Yosuke Hanamura.

If you’ve played BlazBlue: Calamity Trigger, maybe you’ve been a victim to Carl’s unescapable infinite loops.

Maybe this Guilty Gear clip isn’t funny at first, but once you know what the dynamic here is, you’ll feel sorry for Chipp. After taking Chipp’s regular throw, which has slow recovery, there’s enough time for Potemkin to get up and Potemkin Buster Chipp.

Every. Time.

The clip shows a snippet from a UFC game, but the linked YouTube clip has more footage of funny bugs from various sports games.

The hashtag just started trending recently, so many more videos and memories continue to show up; if you want to see more, check it out on Twitter with this link for it: #格闘ゲームで一番好きな調整ミスを語ろう

Source: Twitter

“Why was it AWESOME” series explores older games; SNK’s Art of Fighting is up first

It’s never a bad moment to get a little nostalgic when it comes to video games, and video creator Gamewisk agrees. He takes a look at Art of Fighting, a ’90s trilogy of games developed by SNK, initially for the Neo Geo, and then for various other platforms.

The video focuses on the SNES port of the Art of Fighting, which introduced the creator to fighting games. It was one of the first fighting games with Super moves, more balanced fireball zoning, and dashing. Some characters, like Ryo, were a reference to Street Fighter‘s Ryu. Fans are probably familiar with King, who hides her identity as a woman unless defeated in battle. The songs are important, too, and Gamewisk raves about his favorite pieces. You’ll get to hear about Geese Howard, too.

Let us know in the comments if you’ve played Art of Fighting, and give a shout-out to the creator for this new video series. His Twitter is Gamewisk.

Source: Gamewisk

Capcom will stream footage of Street Fighter V’s upcoming Arcade Mode on Monday

At last — especially for those who have been playing Street Fighter V from the beginning — we’re going to get a closer look at the long-missing Arcade Mode. The game’s Twitter account announced today that the Capcom-Unity Twitch channel will stream gameplay footage of Street Fighter V: Arcade Edition‘s Arcade Mode.

While we don’t know too many specifics about Arcade Mode yet, we know that it will feature entrants from the game’s history via multiple paths, and feature lots of endings. There will also be leaderboards that award unique titles for the top players.

Mark the calendar for this Monday, December 4th for the stream — which will take place on Twitch.tv/CapcomUnity at 3:00 PM PT / 5:00 PM CT / 6:00 PM ET.

Source: @StreetFighter

Twitch employee reviews on Glassdoor could indicate problems within the company

Twitch, the leading video game broadcaster in the world — and probably your number one spot for watching fighting game streams — has been in a weird spot lately. At least according to Glassdoor, a site where employees of the company can anonymously rate it and say what they think of management. Recently, the page has been rife with negative reviews, usually about a lack of direction. The overall rating has gone down from about 4.5 stars during mid-2016 to a current 2.8.

A reddit user compiled most of the posts; many of the Glassdoor reviews praise work perks such as unlimited paid time-off, free food, etc., but also state things like “Leadership is a mess,&#8221$$ “Terrible senior management is what will kill this company,&#8221$$ “Abandon Hope All Ye Who Enter Here,” describing lack of opportunities for growth. One review talks about the effects of the company’s acquisition by Amazon:

Half the company reports to CEO and the other half the company to the honorary CEO from Amazon. Halves pretend to work together but run more as silos than what not. Amazon is taking charge and shows as top level management scrambling to meet goals or numbers. “Top” priorities change all the time, people now get screamed at because of bugs, post mortem left and right.

Curiously enough, one review claims that Human Resource employees of the company are writing five-star reviews to “keep the Glassdoor rating afloat,” but that claim isn’t substantiated.

While negative Glassdoor reviews should be taken with a grain of salt (just like Yelp restaurant reviews, remember that people are much more likely to write about negative experiences than positive ones), they do suggest an overall trend in the company’s “growth pains,” and it’s reasonable to guess that Twitch gained some corporate baggage since the Amazon buyout in 2014.

Is Twitch doing as badly as the Glassdoor reviews suggest, though? Analysis from the Motley Fool, a multimedia financial services company, says otherwise. A recent article from the site pits Twitch as a leader in the streaming market, dominating both video game watching as well as services like Netlfix and HBO. Latest reports show Twitch’s 737,000 concurrent viewers is still more than double of YouTube Gaming. The number of active streamers on Twitch grew by 54% in Q2 of 2017, and a smaller gain of 16% in Q3 of this year.

Source: reddit; Glassdoor; Motley Fool

Cuphead designers reveal SNK and Street Fighter influences on their title

You’ve probably played Cuphead by now, the old-school Saturday morning cartoon platformer with that tough-as-nails-to-beat reputation. You probably also noticed certain fighting game influences within the game, and spotted some references. The designers of the game were very conscious of implementing certain reference to well known material.

In a GameSpot video, Chad and Jared Moldenhauer talk about how one stage draws on SNK art influences, with a crowd cheering on both combatants. The bosses on that stage, two frogs, are full of Street Fighter II homages. Hadoukens fly around, and you can also spot Honda’s signature move, as well as Dhalsim’s fire. The roll attack comes from Blanka, of course.

And that’s not the exhaustive list, of course. Check out some of the references in the interview video below:

Source: GameSpot

Tournament organizer apologizes and withdraws from the Smash scene after allegedly endangering the lives of others

Multiple sources on Twitter have been writing about a bizarre incident last weekend in Las Vegas, Nevada. According to several Smash players, a tournament organizer who goes by the handle JK has endangered the lives of some members of the scene.

The incident, described in several Twitlonger posts, occurred in a parking lot after a local event at Game Nest. A group of eight split after deciding on getting food — Tsugi|Technicals, CDK, S2H, SoCalGohan, Brosinex, Kswz, and Turtle, with JK separating. According to Tsugi|Technicals, JK nearly ran some of the members over with his car — had they not dodged in time. Afrokunsenpai says he didn’t witness the exact moment of the incident, but corroborates the later exchange at a restaurant with JK, where a confrontation took place. According to them, JK expressed no remorse for endangering the lives of those he nearly hit with his car.

Ultimately, there are no charges pressed, and there is no police report filed about the incident — not because there’s doubt that an incident occurred, but because there’s supposedly not enough evidence to prove that it was an attempt to harm the players.

JK still played in a tournament following the incident, but he is getting banned from attending further ones, according to multiple sources. JK posted an apology Twitlonger, citing his own mental health issues. He also posted on his Twitter that he is withdrawing from the Smash scene.

Sources: JK; @Afrokunsenpai; Tsugi|Technicals; @_charliedaking_