In Miyamoto Musashi’s landmark The Book of Five Rings, the legendary Japanese swordsman illuminates a lifetime’s worth of martial arts philosophy, expressing the warrior archetype as a carpenter who must master all the tools of his trade to build a fortified defense in a world where violence has consequences. Videogames ability to convey those consequences allow for martial arts to be constructed through complex fighting systems, and in Samurai Shodown, SNK brought combatants from a dozen styles together in armed combat, creating beautiful and dynamic duels that blend hack and slash and beat ’em up combat into a single design that requires precision and patience to unleash strikes as sharp as your blade.
Continue reading “To Live and Die by the Blade in Samurai Shodown”Category: Meter
Reclaiming the Peak: The Master Strokes Painting Street Fighter IV’s Martial Arts Canvas
If the original Street Fighter represented Ryu’s quest to climb the metaphorical mountain of martial arts mastery through willpower and multi-disciplined training, then Seth, Street Fighter IV’s boss, is the antithesis, an engineered creation that technologically combined the moves of the greatest fighters to leap straight to the top. By SFIII, the series’ core evolved into a deep combat model with flowing hip-hop style, but its complexity made the climb nearly insurmountable for new players at a time when gaming was going through dramatic changes. What was needed was a break until new tech could re-evaluate the series’ design and still capture its artistry. Street Fighter IV returned to the canvas nine years later, able to balance traditional gameplay elements from throughout the series to help fighters at any skill level reach the martial arts’ stunning, stylish summit.
Continue reading “Reclaiming the Peak: The Master Strokes Painting Street Fighter IV’s Martial Arts Canvas”The Warriors’ Dream: Analyzing The Alpha Systems That Transformed Street Fighter

A lot of thought goes into a videogame sequel to progress the gameplay and characters of the original, but its changes need to justify their existence while capturing the original’s intent. So, how do you meaningfully expand on a game like Street Fighter II that defined fighting gameplay, especially when its constant revisions resulted in five major arcade releases? One trick is to build new systems over the core gameplay, useful for when a genre like 2D fighting needs to modify elements without having to redraw character animations. Street Fighter Alpha shows how modular, swappable systems can dramatically change the foundation they are built onto, its new mechanics adding depth to Capcom’s fighting game formula while dramatically improving the presentation to create exhilarating, anime-caliber battles between fast, fluid, and powerful characters.
Continue reading “The Warriors’ Dream: Analyzing The Alpha Systems That Transformed Street Fighter”Training New World Warriors in Street Fighter’s Dojo

Street Fighter’s shotokan style was an important first archetype for a 1v1 fighting game and introduced Ryu and Ken to the world, but the game had too many weaknesses to sculpt a complete, well-rounded martial artist. Like a body maturing, its strength multiplying and nervous system connecting every part, it wasn’t until Capcom’s arcade hardware improved that it could fully realize the fighting depth and dramatic spectacle to which the original game aspired. But three and a half years would prove fruitful training time to address SF’s faults, and the result revolutionized videogames forever and debuted an iconic cast of diverse fighting styles. With its improved animation system, new character archetypes, and a third core mechanic that brilliantly merged the gameplay, Street Fighter II: The World Warrior’s eight playable fighters helped solidify Street Fighter’s martial art, and took its digital dojo global.
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