Ain’t this super tough? I kinda wish there was a Skullo G.I. Joe style action figure. I would have bought more than one. Posed him all over (pause). And really why haven’t we seen more Skullo? Why haven’t I seen him drawn in 2D? Why isn’t he rumored to appear in Super Street Fighter 4? I know Street Fighter EX was made by another company. I also know that company owns Skullo and all of those characters, but why hasn’t Capcom done the power move and just buy him! Look at this character design!! I’d say it is one of the best Fighter Game character designs of the last 15 years. Top 5 really. It’s probably because he’s so many things wrapped up in one awesome package and it brings about the memories of watching Daniel-San getting his butt kicked by the Cobra Kai gang in Karate Kid. You know you wanted to see more of them, that’s like the best part of the whole film. Can you all see that perfect use of White and Black, the ill way the chose to design the skeleton on the outfit. This is pre allover hoodie, pre -LRG. Capcom doesn’t design this ill anymore and I think its all our fault. I think we all let people support ugly game character design. We let them sell us pretty boy character design, everybody is all soft. The move to such great 3D graphics has hurt good character design. We all deserve better, the makers and the consumers combined.
I found this at the Capcom Unity blog. This is by far the greatest not made Marvel game ever dreamed of. EVER!!! Let me break down the names of the bosses.
Starting with the top left and going clockwise: Ryu is Hadou Man (Hadouken), Spider-Man is Kumo Man (kumo means spider), Captain Commando is Taichou Man (taichou means commander), Venom is Doku Man (doku means venom), Morrigan is Sexy Man(!) (oiroke means sexy), Gambit is Mr. Monami, Zangief is Nagehame Man (Nagehame means destructive throw), Captain America is Meriken Man (American Man, get it?), Strider Hiryu is Nazo no Ninja Robo (Enigmatic Ninja Robo), and Wolverine is Tsume Man (tsume means claw).
Wolverine is CLAW MAN! That is the primal thought of wolverine, that’s what you think of when you first see him as a kid. CLAW MAN!!! Gambit as MR. MONAMI is genius, a great play on the french phrase and what Gambit always said. Most of the Capcom robot names aren’t as good except for Morrigan’s SEXY MAN-that just opens up a whole box full of PAUSE.
Wouldn’t this be ill, every board you go to with Mega Man is styled after a Marvel locale. Wolverine is like the ill Canada outdoors that leads to a lab with Tsume Man coming out of the tube. You destroy him and get ADAMANT SHOT! Gambit’s stage is like the Bayou and you fight this ill mid boss that’s a giant robo-gator. You kill Gambit you get CHARGE CARD, it would be like three cards that fly out a different angles and explode. And this time the villian isn’t Wiley, IT’S DOOM!!!! This game makes itself. Why wasn’t I playing this in 1998? Who knows. but I’ll stay dreaming about this for a long time.
In this return entry we are discussing the merits of visual aesthetics and overall game design in the Fighting game genre. Which one is more important? How much does Character Design relate to making a person play a fighting game? Does age hinder the effectiveness of character design on newer generation? Is using current trends hurting the lasting power of a characters design? In this second post of two, I discuss with Industrial Designer, Arthur about the previous conversation with JC and my overall thoughts on Character Design. Jack Hatred also gives his thoughts on this subject.