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.

Get to know the Warrior of Light, Firion, Onion Knight, and Cecil Harvey in new Dissidia Final Fantasy NT trailers

Square Enix has just dropped a bunch of new character trailers for Dissidia Final Fantasy NT. These videos focus on the heroes from some of the earlier installments of the storied franchise.

Below, you’ll find character trailers for Final Fantasy‘s Warrior of Light, Final Fantasy II‘s Firion (Frioniel in Japan), Final Fantasy III‘s Onion Knight, and Final Fantasy IV‘s Cecil Harvey. Each trailer shows a short glimpse from their story modes, as before showing off some of each characters’ gameplay.

Dissidia Final Fantasy NT hits PlayStation 4 in Japan on January 11, followed by North American and Europe on January 30.

Source: Square Enix

Japan’s esports industry will start issuing “pro licenses” for select players

A new initiative by Japan’s esports industry hopes to sidestep the country’s strict gambling laws, by issuing special “pro licenses” for specific players. Unlike Western events, Japanese tournaments cannot issue cash prizes generated by entrance/venue fees, with outside sponsors only allowed to provide meager prize pools — so long as they do not directly benefit from the success of the event. Some tournaments have sidestepped the law by issuing prizes like a huge bag of rice, but it doesn’t allow Japanese players to make a living from competition. By delineating between pros and amateurs, this initiative could result in a boom for the Japanese esports industry, as players could be paid out like athletes and sports stars.

This initiative comes as a collaboration between several large Japanese esports organizations, in an attempt to establish a regulatory body for the country’s industry. At present, the plan is to issue the first batch of pro licenses at JAEPO 2018 (Japan Amusement Expo) for a select number of games. Five games have been selected as part of the first phase of this program, with Street Fighter V and Tekken 7 being among this line-up.

It is unknown at this time how exactly players can apply for a pro license, and what requirements you must fulfill in order to be eligible for a license. As for foreign players who wish to compete at Japanese tournaments, it is unclear if you will need to apply for your own pro license in order to receive potential tournament winnings.

Expect more information to come from JAEPO 2018, when this initiative is put into action.

Source: ynakamura65

ETC|McFly shows off some combos from the Omen of Sorrow demo

If there’s any group of players who’re very familiar with Omen of Sorrow, it has to be the Elite Tournament Chile players. These players have had multiple chances to try out the game thanks to AOne Games giving them some hands-on time with it.

One of their players, McFly, has taken the demo build of the game that was playable last weekend to show off some of the combos that were possible in it. Most of the combos in the video below were performed during a recent stream by McFly and include some commentary (for those who can understand Spanish). For the rest of us, well, the combos themselves are already impressive on their own.

Source: ETC

Goku Black, Beerus, and Hit are confirmed as playable in Dragon Ball FighterZ

That leaked V-Jump scan was indeed true! In a whopping eight-page spread for the special pre-Jump Festa issue of V-Jump, Goku Black, Hit, and Beerus have been confirmed as playable fighters in Dragon Ball FighterZ. The magazine spread also confirmed the wishes that players can make on the Dragon Balls, as well as showing some of the special “Dramatic Productions” that can happen during a match.

Similar to Tien and Chiaotzu or Android 18 and Android 17, Goku Black can call on his partner-in-crime Zamasu for certain specials. In the scans, you can see Zamasu holding an opponent in place while Goku Black charges up a Kamehameha. One super has him creating a giant purple Ki ball with Zamasu, while his Level 3 super looks to be his Violent Fierce God Slicer — where Black summons a scythe made of malevolent energy and cuts his opponent to ribbons.

Hit looks to stay true to his close combat pedigree, using his Time Skip to get in close and overwhelm his foe with several rapid strikes. Based on one of the screenshots, his Vital Point Attack may be his Level 1 super while his Level 3 super seems to be Pure Progress, where Hit unlocks the true power of his Time Skip to unleash a barrage of devastating attacks.

As for Beerus, he can call upon his Sphere of Destruction to wipe out his opponent. Another one of his supers has Beerus summoning multiple Cataclysmic Orbs, before delivering what looks like a final impact palm once all the orbs collide with the enemy. With Jump Festa unveiling what will most likely be the final big Dragon Ball FighterZ trailer before its release next month, expect to see these three fighters in action.

The other major thing that was revealed in this spread was Dragon Ball FighterZ‘s Dramatic Productions — special cutscenes that recreate moments from the anime. They can happen at either the start or end of a match, depending on which characters you pick to fight. For example, one of the screenshots shows Yamcha’s infamous death at the hands of the Saibamen, so this probably occurs if you win a match as Nappa by defeating Yamcha. Another one recreates Goku defeating Kid Buu with the Super Spirit Bomb, so this cutscene will play if you win as Goku against a Kid Buu player.

Expect even more information coming out of Jump Festa this weekend but in the meantime, check out the V-Jump scans courtesy of ShonenGamez.

DBFZ Goku Black Scan
DBFZ Anime Scene Scans

Sources: V-Jump via ShonenGamez; Gematsu

PlayStation Store’s Holiday Sale offers steep discounts on Street Fighter V, character passes, and more

Another chance to get great fighting games for cheap, for the holidays.

The PlayStation Store is hosting a Holiday Sale for those looking to save on digital games to enjoy on their time off this winter. This is the first week of the Holiday Sale and the current prices will end on December 19, at 8:00 AM PT. Players can save up to 50% on hit titles with PlayStation Plus members saving up to 60%. There’s a lot to appreciate in this sale, so be sure to take advantage before the festivities end! Below is a list of all the fighting titles being discounted for the sale. To show the steepest discounts, all prices reflect additional PlayStation Plus sales.

BlazBlue: Central Fiction – on PS4 $17.99 on PS3 $14.99

Guilty Gear Xrd -REVELATOR- on PS4 $7.99 on PS3 $7.99

Mortal Kombat X Kombat Pack – $4.99

Mortal Kombat X Kombat Pack 2 – $9.99

Naruto: Ultimate Ninja STORM – $11.99

NARUTO SHIPPUDEN: Ultimate Ninja STORM 2 – $11.99

NARUTO SHIPPUDEN: Ultimate Ninja STORM 3 Full Burst – $11.99

NARUTO SHIPPUDEN: Ultimate Ninja STORM Trilogy – $23.99

NARUTO SHIPPUDEN™: Ultimate Ninja® STORM 4 = $14.99

NARUTO SHIPPUDEN™: Ultimate Ninja® STORM 4 ROAD TO BORUTO $29.99

NARUTO SHIPPUDEN: Ultimate Ninja STORM Legacy $41.99

One Piece: Burning Blood – $14.99

Skullgirls Encore – $2.49

Skullgirls 2nd Encore – on PS4 $9.99 on PS Vita $9.99

Street Fighter® V – $15.99

Street Fighter® V – Season 1 Character Pass – $9.99

Street Fighter® V – Season 2 Character Pass – $14.99

Ultimate Marvel vs. Capcom 3 – $12.49

Ultra Street Fighter IV – on PS4 $9.99 on PS3 $6.24

Source: PlayStation Store

Fighting EX Layer beta video roundup: desk’s dash juggles, NerdJosh Skullomania tech, infinites, and more!

So, we’re one day into the beta for ARIKA’s long-awaited Fighting EX Layer. The game has clearly captured the practice-mode loving imaginations of a lot of you, because the combos that have already been submitted are high-damage, complex — and exciting. Let’s jump in to the chain-canceling, juggle-filled world of FEXL!

Ragna Daimond starts out with a theme you’ll see a lot in FEXL combo videos: meter gougi-boosted juggle loops.

It’s no surprise that Execution God desk is having fun with the PS4 beta, and pulling off some tight juggles in a short amount of time.

Perhaps the least surprising thing I’ll ever type as a writer for SRK is the following: NerdJosh‘s early findings show off some dangerous tech in ARIKA’s latest fighter.

Daveamarr found out throw techs won’t protect you from the Skullo-Ball.

101shiki OBGM has some 4-bar Darun loops for you.

From Snatcher, here’s a Darun touch-of-death combo, thanks to the Rampage Gougi.

Lastly, the developers warned us there were some infinites in their original post, which makes sense for a game in development. Here’s some examples of those for Shirase from Rekkuzan.

Sources: Ragna Daimond; desk; NerdJosh; Daveamarr; 101shiki OBGM; Snatcher; Rekkuzan

Mikado Arcade’s “Super Street Fighter Carnival 2017” runs Double Dragon 2v2 Tournament

“Super Street Fighter Carnival 2017” is  the regularly occurring tournament series of Japan’s famous Mikado Arcade, featuring a revolving selection of arcade titles for its patrons to compete in. A number of games have already been played for this tournament season, which you can check out here.

Today’s entry is the Technōs Japan-developed Double Dragon fighting game from 1995, whose rights are now owned by none other then Arc System Works.

This isn’t the first time Double Dragon — the surprisingly competent 2D fighter based off of the classic 87′ beat-em-up — has been featured at Mikado Arcade this season, though it is the first time it has shown up in this 2v2 team format. This double-jump and air-block heavy Technos fighter has a lot of interesting ideas, such as the instant-stun command grab from drunken master Cheng Fu, and its hybrid “Life Bar-Super Meter” system.

You can preview this seasons’ games and player scores with Mikado’s public Drive document. You can also follow the action by subscribing to Mikado’s official YouTube channel, or try to catch the action in real time when they livestream.

Source: Mikado

Avoiding the Puddle demonstrates escaping Tekken 7’s back-turned State with a back-turned throw

In Tekken 7, if you get stuck in a back-turned state, it’s not the easiest task to safely turn around. Using a directional input to turn-then-block puts you in a turn-around animation that leaves you briefly vulnerable, and attacking from back-turned could open you up to counter hit. Because of this mechanic, it’s possibile to end up in situations where you get comboed by strings that normally wouldn’t.

But back-turned throws, which are universally available to the cast, do not count as counter-hit states if you use them to turn around. You might take another hit as you turn around, but as demonstrated by Aris at Avoiding the Puddle, it may save you a good chunk of your life bar.

Source: Avoiding the Puddle

Day one Atom roundup for Injustice 2: Trait breakdown, restand 50/50s, combo guides and more!

The Atom has arrived in Injustice 2, and it looks like players have already made breakthroughs in the lab with this size-shifting superhero. Let’s check out the sub-atomic technology NRS players have come up with!

Let’s get things started with some combos (as we often do with new characters). Zynarium, BxA Jackal, KELSOKELSO25, and ahmz1404 all have great beginner and advanced combos, many leading into the important BF2 ender or Trait setups.

MK_REO already has some disgusting mix-ups for us in the form of a great Trait and chemical breakdown, and restand 50/50s.

Lastly, Propz101 has a disgusting corner setup for the Atom’s health-draining chemicals.

Sources: Zynarium; BxA Jackal; KELSOKELSO25; ahmz1404; MK_REO; Propz101