Three approaches in designing a mecha

The three approaches to mecha design this blog uses is based on their role and function within fiction rather than in-fiction. The first archetype is the Protagonist, a mecha that functions or acts like any human character and is treated as such within the narrative.

The Protagonist mecha as a character serves an integral role within the narrative. Initially they may seem like simple machines, like the eponymous Mazinger Z, yet they exhibit clear-cut human characteristics in actions and behaviour. Mazinger Z sunbathing in the original series Mazinger Z-series is this exact human-like behaviour the mechas are written with.

Here, the symbolic action of shaking hands is not represent the pilots themselves per se, but the relationship and role of the mechas

These type of mecha can also be explicit characters unto themselves, as it is with the The Transformers and Brave-series. These mecha are only separated from their human co-characters is their nature as giant mechanical beings. In cases like Beast Wars, there is no distinction between characters as such, all of them simply are the characters, but share the main characteristics of being human equivalent in different form.

The Protagonist has a unique role within the story. Not necessarily the main protagonist in itself, often sharing that role with another human character or another mecha. The same categories of heroes and villains apply to these as much as they apply to human characters.

In visual design, Protagonists more often than not share a humanoid body with strikingly human face. Heroman, by all intentions, shared all the previously mentioned points; a human-shaped mecha with human face and sits in a prominent role within the fiction as one of the main characters next to the main human protagonist.

American made in Japan

However, there is extremely wide variety of Protagonist mechas which toy with the concepts and ways to realise the main role. GaoGaigar, for example, in itself has no characters outside as it is an extension of Guy Shishioh; it less piloted as it is a giant piece of armour for Guy.

It must be mentioned that most Protagonist mechas are found in media aimed at younger audiences with healthy amounts of toys, and tend to have connections to the Super Robot side of mecha. This is not to degrade from the fiction itself, only an observation.

Naturally, the opposite of human-like characters would be the lack of humanity, as it tends to be the with the second archetype, the Machines.

The utilitarian approach to mecha design has always been there, though it gained most of its popularity in the 1980’s. While Mobile Suit Gundam certainly paved the way for Real Robot as a sub-genre, shows like Armored Trooper Votoms and FLAG have taken the concept to its more natural direction due to lack of needing to sell toys as much.

FLAG‘s HAVWC, High Agility Versatile Weapon Carrier, is equipment.

Unlike with the Protagonists, a Machine has no nature to speak of. To make a blunt comparison, they are toasters. Their use is largely utilitarian. The form is made and designed for a purpose first and foremost, following the necessities over flavour.

The mechanical design is far more industrial as opposed to organic contours, than anything else among the Machines. Take Heroman above for an example. Most of its shapes are round to further accommodate its humanoid visual. While at a first glace HAVWC would fit this as well, its shapes are equivalent that of a car, lines made to increase aerodynamics. Heroman is not exactly an aerodynamic character, and its not supposed to. That is a tertiary concern at best. In order for it to be more aerodynamic in its forward position, it would require some sort of wind-breaking apparatus around its chest to lessen drag.

However, FLAG is an example of the more more adhered end, similar to Metal Skin Panic MADOX-01, which has been described as equivalent of mechanical pornography due to its attention detailed opening.

The Machine comes in many varieties, all of which share multiple characteristics. Mass production is one, where the mecha can be or is mass produced. Scopedogs are a dime in a dozen in Votoms and are easily replaceable. Round Vernian Vifam is another example of a show, where mechas are tools, and the cast goes through numerous units during the course of the show.

Valkyries from Macross, despite often gaining a prominent role as a single unit or a customised main character vehicle, are all from a production line of similar units. While later entries in the series have made an effort to give most characters their own unique snowflake Valkyrie, in the end all of them are more or less faceless machines that showcase no human characteristics, outside the genre-defining four limbed humanoid shape.

Specialist roles are not exactly uncommon among Machines. Full Metal Panic!’s Arm Slaves, while mostly consisting of non-unique units, the units used by the protagonist Sousuke Sagara deviate from this mould in form of Lambda Driver, which allows the pilot to turn their willpower into physical force. This specialist position, be it due to extra equipment, prototype role or simply because the mecha is a protagonist’s unit, is a common trope. This position does not change them into Protagonists per se, unless human characteristics are applied. It is not uncommon for people, fictional or not, humanise their devices to a large degree and treat them accordingly.

Vehicles technically fulfill this spot,

However, it’s not uncommon to see the the aforementioned archetypes mixed either.

The Hybrid approach takes characteristics from both sides of the fence in a happy mid-ground. Perhaps the most well-known examples of this would be the Evangelion units of Neon Genesis Evangelion. While treated as equipment and something that can be mass-produced, each EVA-unit exhibits overt human-like characteristics from in-universe and in their role. EVA-01 is effectively one of the main characters while still serving the role of a toaster. Its design goes for utilitarian, but only in terms how the EVA-unit itself allows this in-fiction. The base design idea was, after all, a monster barely controlled by humanity.

A some sort of purple mom bot

Another method to give mecha character is by keeping the core mechanics itself intact in terms of its role though the use of Artificial Intelligence. Jehuty from Konami’s Zone of the Enders series of games is exactly this.

Jehuty in itself has no conscience or awareness within fiction, no character to speak of. Its actions and behaviour are determined by its pilot and support AI, A.D.A. In principle, A.D.A. could be embed into whatever Orbital Frame would support the addition.

These three approaches are more or less starting points, more or less. While at first it may seem arbitrary to make a category of three, one of which is effectively just combining the first two, they serve their role in setting the proper mindset for design work. That is, the nature of the mecha rather than the end-visual the designer ends up making. That is up to the designer’s own style and research into the subject materials.

For further reading on expanded subjects, such as combiners, basic design tips, controls and similar, please visit the Robot Related Materials section.

On modern Star Wars

To choose one song from Star Wars movies that would encompass the motion that is Star Wars, would surprisingly the one you can hear above. It would not be the main theme, not Duel of Fates, not Imperial March, but this one. The reason for this selection is that depending on the context, this particular song can sound hopeful and romantic, all the while offering doors to mystic scapes, with a tinge of desperation in there.

That, and I used to spend an unhealthy amount of time reading through Star Wars: Behind the Magic discs to the point of my disc drive of the time breaking. The first section was used extensively early on in the discs. Needless to say, that interim time between 1998 and Phantom Menace‘s release was something special.

Thanks to circumstances, I’ve had to spend these few days doing pretty much nothing else but to indulge myself in nostalgia few times over, and due to a friend I fell into the pit of rewatching some Star Wars. Not just a movie, but going through radio drama bits, playing games and then some. Nothing major, but when you have a moment to relax thanks to Easter, take the chance.

Except when things came to The Last Jedi. To follow the idea of relaxation, I’ll spent this month’s opening to finally let loose some of the steam. Mostly because it’s modern Hollywood drivel and you can truly feel that it is a Disney movie through and through. It’s a sterile, by-the-books flick that doesn’t carry any of the spirit Star Wars, or the piece above, is supposed to have.

This is perhaps the best seen in the first ten minutes of the movie, where a character that died in the last movie (yet came back alive without any explanations) stalls time for the Resistance’s evacuation by making a prank call. Prank call to Last Order officer, who either has constipation troubles or the actor can’t pull the role. Either one of the two, or the director really asked him to act badly intentionally, which I wouldn’t put past him.

The thing about why The Last Jedi fails where The Empire Strikes Back succeeds is that it doesn’t treat the characters like pieces of shit. Each character that is in the movie gets treated like a meat to be tossed around and unmade. In Ray’s case, she’s just a lump of meat going whatever the plot demands of her, she has no agency. Empire doesn’t force humour into every scene. It has moments of levity, which stem naturally from the characters and scenes, whereas The Last Jedi‘s is incredibly intrusive and forced. Worst of all, attempted humour is tied to how the movie treats its characters. One of the best examples of this is when Luke is given his father’s lightsabre, and after at the dramatic music cue, we’re robbed the response. Luke tosses it over his shoulder. While you’d think this movie is build on letting your expectations down, it’s more about unmaking Star Wars as a phenomena through directly removing everything associated with these stories and character. Luke is no longer the most hopeful person in the galaxy despite the darkest hours he’s been through, traditions are trashed to hell to make room for the new and supposedly improved. Continuity is not held from previous movie for the sake of aesthetics.

All this to essentially destroy the old in the way of the new, just like how Disney unmade the old Expanded Universe in order to sell their new one.

While letting viewers’ expectations is something that can be done well, it is extremely hard to do well. You have to have a core reason, a strong narrative to do so. Not even Neon Genesis Evangelion, a series applauded for doing so, did it cleanly or even competently. A weak script like The Last Jedi‘s can’t possibly gain enough favours from the audience after it fails them in almost each scene. Hell, at this point I’m not sure if wast majority of the characters’ lines are intentionally made and delivered unfitting for a Star Wars movie, or if it was just incompetence. A scene with Snoke and Kylo Ren plays out like from a comedy, where Snoke asks how are Ren’s wound, to which he replies with extremely mundane tone “It’s nothing.” We’re then offered full scene of cartoony villain monologue that would find a better place in Star Wars parody.

I could go through the movie scene by scene and tear it a new one, but it’d be useless.

It’s all intentional, without a doubt. The end-goal doesn’t exactly matter, when that intention is to break. Cute things made to sell toys are turned into food. Even Tatooine, which used to be end of nowhere in the galaxy, has been replaced with Jakku. Hell, all the superweapons the franchise’s Expanded Universe had thus far has been made inept in the face of simple hyper drive. See, even in the movies hyper drive slid the ship into a pocket dimension of sorts, the hyperspace. It couldn’t physically interact with real-space objects, unless stellar objects with enough mass would pull them out, hence why Han mentions colliding with a star. Here, we see one ship tearing through an armada with its hyper drive, which makes the whole war in this setting stupid. By using a computer controlled ships, or even droid ships, you could use a hyper drive equipped ship to tear through anything, including the Death Stars and Starkiller. Incidentally, any company that produces hyper drive engines are now also the manufacturers of the most powerful weapons in the whole setting, aside the Force.

You’d think that after gaining one of the most important pop-culture franchises under your belt, you’d take care not to let it bloat. Disney and Abrams did not have planned anything beforehand, and it shows.

Star Wars is now effectively rebooted. Disney and whoever are charge of the franchise will ride on its thirty years of fame without any problems, all the while largely ignoring it. It might as well be a completely new franchise, which it effectively is. This is how Hollywood and so many other companies have treated their long-standing phenomena for two years now, taking the name recognition and making it something else entirely. It happened with Star Trek a well, twice over now.

This post ended up sounding It’s different so its bad, but that’s not what I’m saying. I tend to applaud things that try new things, however it’s extremely important to treat your property with respect and apply proper new things to it. As a story, and sequel to Lucas’ Star Wars, The Last Jedi is a boring, unintelligent and outright disrespectful story. Any merit it might rack is marred with Hollywood’s own disrespect towards the audience and unwillingness to step outside the usual plot writing formula, the same that Marvel movies suffer from.

Much like with other things, I don’t feel sympathy or willing to spend money on things that actively hate my.

Virtual-On Retrospective; FORCE

Previous: Oratorio Tangram

Sega often had multiple arcade boards running at the same time and never really dedicated their library and efforts on just one board. For example, while the Model 3 board was developed to replace Model 2 and was introduced in 1995, Model still kept going until 1998 and was phased out only after NAOMI hit the scene. Furthermore, Sega had their System 21 running from 1987 to 1996, while their H1 system was barely a blip on the scene in 1995, with it being their last Super Scaler board and had only two games. Other companies, like SNK with Neo-Geo, emphasized the amount of games on a board for a more economic approach. However, Sega had made good business in the arcades with excellent selection of timeless classics, but as we saw with the Dreamcast’s end, all things must come to an end.

Sega Hikaru hit the scene in 1999, before Model 3 was phased out and after NAOMI was put into public use, the Hikaru is almost a high budget, envelope pushing hardware to NAOMI’s ties to more budget conscious approach. Despite being derivative of NAOMI technology, it was expensive to produce due to its chipset, and it was hard to code for due to its intricacies. It featured a custom build Sega GPU with advanced graphical capabilities, almost a standard for Sega’s flagpole systems, with additional CPU, sound and other custom processors that utilised the expanded bandwidth and memory. All this was partially to enable the Hikaru to do Phong shading, which was the most advanced shading technique of the time, which essentially calculated the needed colour per pixel, making triangles on a model seamless and allowed better specular highlights.

The Hikaru was developed almost exclusively for Brave Firefighters, a 1999 arcade game.

Continue reading “Virtual-On Retrospective; FORCE”

Virtual-On Retrospective: Oratorio Tangram

Previous: Operation Moongate

Virtual-On was a relative success for its time. It saw most of its popularity in Japan due to larger availability of arcades and the Saturn doing better there than anywhere else. For America however, the success was much more limited. Less arcade machines to go around and Saturn’s lukewarm success were the main reasons. The PC version, much like other Sega’s PC releases, was less emphasized over their own console’s port. This lesser success seemed to convince Sega’s European section not to release the Twin Stick controller in the region. Despite how the game is considered a sort of landmark for Sega and mecha games overall among fans, that’s all mostly in retrospect. Its impact didn’t exactly topple any towers, and ultimately met similar niche status as Sega’s other Saturn seller title, Panzer Dragoon.

The decline of arcades, and Sega’s mismanagement of their hardware side (especially during Mega Drive’s later years and Saturn overall) limited Sega’s business success overall, with Sony taking their place as Nintendo’s main rival with the PlayStation. That is not to say that Virtual-On ended up being some sort of sales catastrophe, as Japanese arcade goers took the series close to their hearts. This being Sega, they gave more emphasis on this fact rather than considering the franchise’s world wide success.

Despite Sega Model 2 being a success on its own rights, Sega was always pushing their arcade hardware further. If Nintendo has an obsession to introduce 3D to home hardware, then Sega had an obsession to push the 3D hardware at arcades. Hang-On, OutRun and Space Harrier are all examples of 80’s Sega finding ways around to introduce 3D-like effect to their games, and you could even argue that Sega’s teams became master of sprite scaling in this fashion.

Sega didn’t cut much corners with their arcade hardware, and Sega Model 3 supports this approach, as it was the most powerful arcade system board of its era. As Sega’s last piece produced by their partnership with Lockheed Martin, it contained graphical hardware designed by Real3D and Mitsubishi, which was a spin-off company from Lockheed Martin. However, Real3D only saw success with Sega, and their partnership with Intel and SGI ended up as market failure, and in the end was sold completely to Intel in 1999 due to changed arcade markets.

The reason why Mitsubishi was brought into the partnership was Real3D had a series of delays with their GPU. Originally, the Model 3 was supposed to be released in 1995, but had to be pushed back to 1996, with Yu Suzuki claiming it would deliver the best 3D graphics thus far.


Model 3, of course, ran the latest Virtua Fighter

Continue reading “Virtual-On Retrospective: Oratorio Tangram”

Digimon Design Evolution

What’s this? No Aaltomies? No! A guest post by some random internet dweeb. The name is A9 and I sometimes work behind the shadows to read some posts over from Aaltomies before they are published. A while ago he asked me to write my own thing, and after postponing it for a long time (sorry Aalt!) I finally wrote this down. I have probably forgotten a few elements, so please bear with me.

So, how did the design of Digimon evolve over the years? For that, let’s look at the very first one created, the famous Agumon (and also a little at the often overshadowed Tryannomon).

As is often the case with any project: it changes over time. Kenji Watanabe, the longtime designer of the Digimon franchise revealed a lot about the series roots in a recent interview. Just like how Pokémon was more a dinosaur catching game called Capsule Monsters, the Digimon franchise started as a dinosaur themed tamagotchi aimed at younger boys (first named Otokotchi and then Capsule Zaurus). However, since these names would infringe on other companies’ products the name was changed to Digital Monster, which was then shortened to Digimon. This also marked the shift from just dinosaurs to the literal digital monsters, a real genre shift. There was a bit of a hurdle to overcome though: Pokémon had really kicked off and they would really have to differentiate themselves. A lot of designs, mainly of cute creatures with elemental colourings had to go due to this and this caused to have Watanabe free reign over the new designs. His inspiration: American comics such as Spawn.

Since these were the first designs, they were fully drawn, converted to pixel art, and then the drawings were tweaked again. In the future releases, the pixel art would come first.

As an example, let’s start with Agumon, since he’s undoubtedly one of the most famous of our Digital Pets. In essence, it’s a tiny dinosaur with oversized claws.

Quite the different look than we’re used to and very close to the pixel art look. This makes sense as the sprites were used on a very small screen, so making it too detailed would give you a pix elated mess. Something that was important though, was that even if some Digimon were cute, they had to have an element of fearsomeness to it. Otherwise it would just be cute critters beating each other up, which felt a bit sad to the development team.

The Virtual Pet proved to be quite successful, as they made five series of these between 1997 and 1998. Because of this, it sprouted two mangas and eventually an anime.

The series first had a one-shot in the 1997 summer issue of Akamaru Jump as C’mon Digimon: The capering monster BUN, featuring the still-popular Greymon, but also two Digimon who made their debuts. Now, even though these two haven’t been seen again since, they were both important building blocks for other Digimon.

Comparison Digimon
Design elements from Deathmon can be found in Evilmon and Gran Kuwagamon.

Let’s start with Deathmon, looking kind of different than the Agumon we’ve seen before. Deathmon, well, his design just screams ‘super evil’. In all honesty, it reminds me of a Super Sentai villain.  Deathmon can be seen back in Evilmon when you compare their mouths and general head structure, plus some nice spiky hair. The body, but mostly the arms and claws can be found back in Gran Kuwagamon. Obviously, it’s possible that this is a coincidence (since there are many, many different Digimon) but even if that is the case, it shows that some designs stick with the series.

Bun
Bun the special baby.

The other new Digimon is Bun, a small character with baby features (huge eyes and head), weird antennae and a weird dinosaur shaped torso with tail. According to its designer it was supposed to look a little bit like a very weird dog. But where does his design return? The serialisation of a manga.

That manga being Digimon Adventure V-Tamer 01, a creation by the aforementioned Watanabe and the artist Tenya Yabuno. Although a lot of Digimon were already made for the Virtual Pet series, this manga introduced new Digimon as well through the joint effort of Watanabe and Yabuno. For example, the V-dramon line which stemmed from Bun.

Zeromaru
Zeromaru the V-dramon. The cutest fat fuck in the whole universe.

Now, I can’t lie, this manga made me appreciate V-dramon to such an extent it’s my personal favourite at this point. As its designer, Yabuno explains:

I did design [V-dramon] using C’mon Digimon as a base, so the keyword ‘pet dog’ still stuck with me. […] The Digimon Kenji-san (Watanabe) designs usually sport solid-looking legs, but I designed V-dramon with the image of a small, carnivorous dinosaur in mind. I had initially wanted to design it like a fluffy dog as well.

At the time, most Digimon could digivolve to quite different forms regardless of initial form (Agumon to Devimon for example). During the run of the manga, many more Digimon were created such as Angemon and HolyAngemon. This kind of changed how some forms would really resemble the Digimon from it’s previous level.

While the manga was being serialized, the anime got the OK sign (Digimon Adventure) and was starting preproduction, just like its first video game for the PlayStation 1 (Digimon World). These media really needed references, final designs to base itself on.

Three pretty different forms. Two new versions with their own sets of restrictions. Digimon World was a PlayStation 1 game, so the amount of polygons was severely limited. It’s still quite close to the official art, except for the colour which I’ve always found very strange. Now, for the anime there is obviously a lot less detail as is usually the case. This did cause this version to have less muscle and veins, so it appears a lot cuter than the original design: much smoother and more flat.

So when the game released on January 28 1999 and the anime started airing on March 7 of the same year, merch started to be pumped out. Figures, plushes, a trading card game, you name it.

The TCG and most of the toys are based on the official Bandai art. As a kid this always surprised me, as I got interested into the franchise thanks to the anime. Nevertheless, I have always thought that the cards especially were very striking.

At this point, there are already a ton of Digimon – but Bandai won’t stop, oh no. Even with its quite low budget, the anime was a good hit, and a sequel was made. I’m thankful I don’t have to discuss Digimon Adventure 02.

Let’s start with Veemon, the first critter above. He is in many ways a redesign of Bun from the one-shot manga and designed by working back from V-dramon and creating a more cute version. Heresy I say, V-dramon is cute enough.

One of the main themes of Digimon Adventure 02 was that Rookie Digimon could not digivolve thanks to the evil Digimon Emperor. Enter armor-digivolving, which give the Digimon.. armor. Usually very literally. Let’s not call it mecha, lets call it ‘tacking on random pieces on lengthened Digimon’. Wait, that’s the usual digivolve process now, isn’t it? Take a few pieces of the Rookie, put them on the adult, put it into the blender and presto.

All joking aside (mostly) the armor-digivolve process gave a different feel to the show, even if the show itself wasn’t all that great. Later in the show, everyone can normal digivovle again and Veemon can turn into.. oh, it’s XV-mon. No, no, that’s fine. Sure. Take away the stumpy legs and the big belly. Another redesign of sorts, more cool, more muscle. More importantly, more slim, no fatso’s allowed.

Moving over to the movies with unique visuals, the originally named Digimon Adventure (1999) and Digimon Adventure: Our War Game! (2000).

Both deviate from the main anime in their own way. As can be seen in these screenshots, the first Agumon is a bit bigger than in the anime (and for reference, that’s a baby so he’s not huge) and generally has a more scary, feral look by using more linework for detail in his arms, chest and neck. This is the case for all Rookie level or above Digimon in this movie. Our War Game takes a different approach, as they go for a lighter colour palette with an orange outline.

Now, a rather famous (or infamous) aspect of Digimon is born, the waifumon. Some would argue it would start with Renamon, but they’re a bunch of furries and I don’t want to talk about no damn furries.

Shutumon

Remember how Angemon and Angewoman were humanoids in Digimon Adventure? Yeah, now almost everyone is a pseudo-human. Thanks Digimon Frontier (2002)! Humans changing into Digimon! Bi-pedal, two arms, two legs, some very mild animal features and some element worked through in their design. Oh, and if its a woman, they have big tits. This trend will sadly continue for a while. I’m sure someone made a neat list of them, sorted by breast size.

Omegamon 3D

Another unique look, here is Digital Monster X-evolution released in 2005. Fully 3D, keeping true to designs but very, very far away from the American influence from where they were born. Not that I can blame them, it is more difficult to keep that style in a 3D environment. Also, I doubt that most people at Toei even like that style.

Talking about X-evolution also means talking about redesigns. In the extensive lore of the Digimon world, at one point there were too many Digimon so God decided to kill 99% of them with a virus. Certain Digimon managed to resist though, through the X-antibody, causing them to change appearance and power up significantly.

Take a look at these Metal Garurumon. The original design stems from 1999 and the redesign was made in 2003. And what a difference! It was important to really set the X-antibody line apart from the originals and give them a more unique look. In my opinion, they really succeeded with this one causing it to feel a bit more gritty. Overall, dinosaurs look more like dinosaurs, robots look more like robots, beasts look more like beasts. I don’t want to call it more realistic, but they are definitely set apart from the rest.

Shoutmon X3

Honest acknowledgement: I never watched this series, I just really didn’t feel like it looked like Digimon. Did someone mentioned Gundam yet? No? Good, cause Xros Wars (2010) looks like Gundam. Whole lotta robots, man-shaped machines, bug-shaped machines, but Digimon. Look, I like me some Gundam as much as the next guy, but I’ve lost the Digimon aspect here.

Agumon had many forms, in many games. Usually they look like.. well, a normal Agumon. Either more styled towards the anime, or the Bandai design. But sometimes.. sometimes it just goes wrong. Enter the PSP title Digimon Re:Digitised (2012).

Agumon (Re:Digitize)
“Please kill me.”

I like the shading and it looks like the original design. But why, do tell me, WHY is he slouching like this? Bad posture! Bad! Dragging his claws across the floor. He poses no danger at all, he’s a slouch. A sloth. Sloth Agumon to the rescue. Good thing the game is pretty decent.

Agumon Tri

Did someone say another redesign? Because Digimon Tri (2015) brought us another redesign and a very welcome one I have to say. More faded colours than the original Adventure, more scrawny arms but bigger claws. Not quite as bulky as the original Bandai design, but closer than before. A faithful remake, but I wouldn’t mind him looking a bit less friendly. Still, I cannot deny that I just love that cute little dinosaur.

Updated on 20-01-2018 to add the Gran Kuwagamon similarity to Deathmon (thanks Casp) and a small bit about the X-antibody Digimon that I forgot.

Virtual-On Retrospective: Operation Moongate

This post is first in a series of five. You can access all posts in Robot Related Section linked above, or move between sequential post at their beginning and end

Virtual-On is one of Sega’s hallmark game franchises, developed by Sega’s AM3 department. It had everything the arcades required in 1996; 3D graphics that you wouldn’t see at home, unique controls, flashy graphics and fast paced gameplay. When most of the 3D mecha combat games on the market aimed for slow and emphasized on realistic simulation, like Shattered Metal or Mech Warrior 2, Virtual-On hit the arcades with sharp, colourful 3D models in fast paced third-person action with (relatively) easy controls. This is perhaps the best example of East VS. West mentality when it comes to giant robots. Even in arcades, among other blooming 3D games, Virtual-On stood apart with its excellent presentation and unrelenting game play.

 

Continue reading “Virtual-On Retrospective: Operation Moongate”

Monthly Three; WAR-ER ONE

If one doesn’t find much sources about Hariken Ryu in English (his career with Godzilla gives him a lot of leverage over other of his contemporaries, Aran Rei is barely recognized in any degree. While Aran is known as one of many people who made up the best era of Comic Lemon People, and thus one of those who influenced then-current Japanese popular culture, and to that extension modern Japanese pop-culture, his name is all but lost in the Western front. He was at his most active in the 1980’s and early 1990’s, having an influence over stylistic sensibilities as well as contributing to the OVA scene.

I have discussed his original Iczer-1 to some degree previously, so in this entry I’ll be concentrating on Aran himself rather than retreading old ground.

Born in 1960, Aran’s first published work was Fairies of the Star in Comic Lemon People #6, 1982. Whether or not he had released doujinshis before this is unknown. The one work he seemed to like the most and kept working on  between 1983 and 1993 is Galaxy Police Patrizer-3. If any of his works, it is this one that shows how Aran refined his self-taught skills within one decade to a whole new level.

Continue reading “Monthly Three; WAR-ER ONE”

Monthly Three: Arcade Game

If computer games are about the complexity of things, then the arcade was pretty much the opposite. Flashy graphics, tight action, fast gameplay, intoxicating sounds, and most importantly, the audience and the social aspect it brought to the table. Another aspect that they had is that they were made to be picked up and dropped. They would grasp into the game the very moment you drop a coin in. Computer games demand longer periods to be spent with them due to their complex nature, which is pretty much the opposite to arcade games. Arcades were designed to munch your coins down, which doesn’t mean difficult gameplay, just design that puts up a challenge. The best and most famous arcade games were not hard like how the hardcore crowd thinks.

There should be no surprises on this list, you most likely already know the games I’ve picked to represent what an arcade game is.

Pac-Man

I’m not sure if I can say anything profound about Pac-Man that isn’t repetition. Essentially, everything it in is iconic, from the waka waka sound to the idea of Power pellets. It’s fast and can get hectic, very easy to learn but mastering the point gain requires time and practice.

But most importantly, it was colourful and abstract. It was this sophisticated kind of abstract approach that allowed games in general to branch off into wide variety of different directions. After this, there is almost an explosion of games that would become more fantastical, as well as huge amounts of Pac-Man clones.

People flocked arcades to play Pac-Man, as it had universal appeal. It had a cartoon, comic series, serials and huge loads of merchandise. For a game about a yellow ball eating pellets and running from ghosts, the Pac-Man is a phenomenal game that embodies arcade games’ nature of appealing to everyone the best.

Space Invaders

Space Invaders is few years older than Pac-Man, but it’s just one of the three elements that created the Golden Age of video games alongside the aforementioned and Atari. Pac-Man was popular had a wide appeal, and so did Space Invaders. After Taito had launched Space Invaders in Japan, arcades that had nothing but it began to pop up and the game raked in profits like no other. Something about Space Invaders simply attracted customers, and that something was pure, distilled gameplay.

Seemingly a simple game, Space Invaders speeds up with each destroyed alien. This is a quirk of the hardware, as originally it couldn’t handle all the materials on-screen. Combine the relentless beating from the cabinet and the experience is perfect. Strategy is not only recommended, but required to beat the game, as the shields the player have can be show through. The shots take time to travel through the screen as well, meaning you had to time and aim your shot almost far better than expected. It birthed a genre, and clones like Galaga would pop up very soon after. Just like Pac-Man, Space Invaders is still a phenomenal game that veterans of the industry, like Miyamoto and Kojima, refer as the game that got them interested in games.

Space Invaders attracted people to play it.

Defender

Space Invaders and Pac-Man may have been hectic, but their one-screen nature didn’t really lend to feeling of speed. A scrolling screen would be required for that.

There are some conflicting reports whether or not Defender was the first horizontally scrolling game, but it’s popularity gets the spot here. Defender‘s fast, colourful and relentless. Compared to Space Invaders, it is very complex with game with positioning, destroying enemy UFOs and saving civilians. For a game of its time, it was intimidating, and at first its success wasn’t evident. However, much like how Atari’s Missile Command gathered people around it, Defender was a very much like a spectator’s game. If you got good at it, you could play the game longs times on just credit, a feat that people wanted to behold.

Defender is still one of the harder games that came from the arcades that wasn’t designed solely to eat your coins. Much like other great arcade games, players throughout the years have created strategies and methods to play the game as long as possible. Defender didn’t simply require split moment decision-making and eye-hand coordination, also forming the aforementioned strategies and applying them.

Both Space Invaders and Defender have roots in Asteroids and Computer Space, and while those are historical games, Asteroids is the only one that people remember and for a good reason. Computer Space may have been the first modern arcade game released to the public in 1971, but it was a failure. Both of them are largely first steps towards what defined the arcades.

Space Panic and Donkey Kong

I feel that it is necessary to say that Donkey Kong, while the most popular early platformer-type game, Space Panic predates it by one year.

Developed by Chris Crawford of Universal Entertainment Corporation, Space Panic has all the elements that would later appear in both Donkey Kong, Pitfall!! and Lode Runner. While Space Panic is largely forgotten in the annals of game history, it sets up the groundwork for a the whole genre.

To be fair, discussing Donkey Kong would be to echo many of the previous points already mentioned, but it’s a game where you can see how much games could evolve at the time in on year’s time. The Golden Age of video games is not defined one game, but by this evolution Donkey Kong was part of that constant evolution where arcade game developers and manufacturers would be inspired by each other and try to create a more popular product.

Street Fighter II

The 1980’s was the era for arcade games to flourish, and the beginning of the end for arcades began in the early 1990’s when computing technology had advanced to the point where everybody could begin to afford a home computer. Arcades used to be the place were you went to see the latest and most advanced graphics and gameplay compared to consoles, while computers had their own thing going on. While games like International Karate, Yie Ar Kung Fu and other fighting games predated Street Fighter, they all had their own conventions and no real standard was set. SEGA’s Heavyweight Champ from 1976 is probably the first fighting game, but even with that position it is very much a forgotten game

The reason why Street Fighter II, despite being almost two decades younger than its predecessors, gets this spot is due to it essentially taking all that and blowing the whole genre wide open, waking waves of clones in its wake and being copied to some extent by essentially every single 2D fighting game since. Just like Missile Command, Defender and the like Street Fighter II was a spectators’ game, but unlike with its predecessor, now you could challenge the master of the machine with your choice of character.

Street Fighter II embodies all that an arcade game still is; attractive to look at, easy to get into and hard to master, requires forming strategies and split second decision. It’s not slow and methodical like a computer game, and could say it lacks the sophistication of Ultima and Wizardry. However, arcades and computer games were two different kind of beasts, meant to strike completely different nerve, and their catchy style of gameplay is still used to this day despite the death of arcades themselves.

Monthly Three: Computer game

This Monthly Three (imaginative name, I know) will most likely consist less content than usual, as the theme will be System X defining games, in this case What games define computer games? In this way I hope to showcase the core differences that stand between computer/PC gaming, arcade gaming and console gaming. As all three systems have differences in their core, the selection here are largely picked to present the definitive elements that a platform excels at.

We start with computer games, because they are the first to stem from the general field of electronic games. That’s a whole another can-o-worms we might open one day after discussing how computer and video games are simply continuation if child play culture.

But onwards, games that defined computer gaming as we know it nowadays. These are not in any particular order, so there’s no reason to look into that. The amount of games will be kept under ten for the sake of removing excess fat.

Continue reading “Monthly Three: Computer game”

A matter of being an adult, or matter of being taken seriously?

All-Ages or Adult only? Larger customer group or aimed at a niche? Of course, you can aim at both with different products from the same provider, and thus keep a wider appeal. However, what then when you change the product to only suit the other?

Comics have a bad rap nowadays and for a damn good reason. Since the 80’s American comics have become less and less entertainment for everyone and more aimed towards the adult collectors. With the recent Marvel soft-reboot, Peter Parker becomes a businessman of sorts rather than staying a teenager. ‘Staying’ is the keyword here. Readers who have spent some thirty years with these comics already know ins and outs of these characters, and it is apparent how both Marvel and DC have people working for the who want to take these characters further. The question is; do they have the right?

These characters are not theirs, they are the audience’s, the customers. The reason why Spider-Man became so popular was because he was young and had the same problems its readers had. Despite this, the stories themselves were fit for older audience as well, where the web they spun was extremely well made and has stood the test of time. Spider-Man was a character who had magazines that everybody could enjoy because of its quality writing. When the Dark Age of Comics hit, it left an impression on Spider-Man, and both the comic and character lost their soul. Comics became brooding and less about ideal to read. Ultraviolence and depictions of highly mature material in a very immature form became more or less a standard, something that modern comics still suffer from. Cheap drama is formed through needles gore and sexual acts, as the fence is at its lowest at these points. It takes a skilled writer and editor combined with a great illustrator to breathe life into a story everybody could read without it being patronising or going over the top. A lot of those skills have been lost, and the old guard who made these comics are literally dying away. With time we’re only left with the 90’s superstar comic creators, and I’m absolutely sure nobody will remember Liefeld as a great creator who brought high quality products. He is no Jack Kirby.

Why am I talking about this again? Because a local convention about Japanese pop-culture, Desucon (yes, the name is that cringeworthy) released a statement that their conventions from now all will all be R-18. Their reasoning why this is something that had to be implemented is that they want to cater to their niche better. That’s all good and proper, but these people already had a convention for Adults only. Why two? Clearly before this they did not cater only for the adult niche, as the content in the convention never gave such indication. This is more an issue of convenience for the convention staff themselves, as the con has outsold itself in matter of minutes. Rather than limiting the amount of people who can attend the convention, clearly the convention should grow larger in order cater to its customers, but here they decided to turn it the other way around and make themselves smaller. To complain that you get too much customers shows their inability and unwillingness to grow.

One of their more childish reasoning is that they want to bring the hobby of being an otaku to more adult level, as they seem to think how cartoons and comics are seen something for kids only by the larger audience. They aren’t wrong, because most of Japanese cartoons are intended for kids and so are most of the comics. Well, not exactly; most have wider appeal and are for all to consume. Something like One-Piece and Dragon Ball are being enjoyed both children and adults alike.

If you are intending to gain a wider approval of your hobby on adult level, this is the worst thing you could do. The sad thing is, if it’s not the kids’ stuff, then it’s the terrible tentacle porn. That’s the two extremes. If you try to veto to the other adult oriented materials, you’ll most likely end up with huge bouncing tits and swaying asses from modern late night anime. Studio Ghibli could be something they could use, but in the end all of their movies are for all ages. If you check something like Top 100 Most Popular series from ANN, you see that the list is more or less governed by something that everybody can enjoy. Some titles are questionable of course, and some titles don’t have right to be in there, but this is only a sample from the fandom, and not from the larger population. As such, if fandom’s result yields something that, I just wonder what kind of results we would get if the larger customer group outside the niche could vote?

It’s juvenile to assume that closing doors from minors would promote positive adult view on the hobby, especially locally. What does this offer? To sum it from their official blog; it makes things easier. Now that all the visitors are adults, there’s less responsibility on the providers. This shows how much their service design sucks. It’s absolutely hilarious to think this gives the programme presenters any more free hands to work their shows as they like, as they’ve always had that. They just don’t need to check the IDs now. Then again, the programme has been absolutely horseshit for years, with the exact same topics repeating, sometimes twice or thrice in the same year. Then you got all the softcore and hard porn content that has always been deemed tasteless. Do we get an influx on these? Does anyone actually want to hear somebody discussing porn on stage with an analytic view? If you do, drop me an e-mail.

The decision to make the event Adults-only doesn’t ring a good bell. It’s an excuse to lessen the workload, and they admit to it. They want the convention to look like how the providers see it, but that’s impossible. It’s always the customers who colour how the product looks like. If you really want it to look like the way you want it to be, these people need to work harder. For example, the content needs to be renewed with a harsh hand and whoever is responsible for letting people to have programmes that are basically just one-night works over with copypaste from some Wiki, then they haven’t done their job. Hell, last time I went to the convention, they had goddamn airballoons everywhere, causing safety hazards. That sure is a good adult look.

This being Finland, we know there’s gonna be booze. We all know this. Being adult only convention now, I expect it be actually handle everything in a mature way. That’s another keyword, and that’s missing. The only indicative for the ages they have in the convention are inquiries they put up, and I know from experience 20-years old people are just as juvenile as 11-, 15- or 17-years old. A person doesn’t suddenly grow into a responsible adult when they hit 18. Just like the younger people, these 18+ people will be just as annoying and even more so when drunk. That’s what people outside will most likely see; booze and porn.

If the providers would really want their hobby to be seen in an adult light as a valid thing, the first thing would be to grow a pair and approach everything from a practical point of view. Allow as many costumers to come in as possible, build it larger and show what it’s all about. This is artificial and inefficient way to make a statement. The larger population won’t even notice this, even if YLE (Finnish national TV and Radio) made a small newspost. You cannot expect people to see things in your light if you are unwilling to go to them. These providers should get their message, in whatever way they see fit, to the general consumer and get them come to convention. Making it more limited is the exact opposite, and gives off a message of seclusion and elitism. I remember going to a convention and seeing few amazed parents how enthusiastic their child was all about that, and then saw deeper into the culture themselves. Sure, there was some comics about tentacles and little girls, but outside that they could find points of interest and stories that could be worth something. Of course, anime doesn’t sell in the West. Its visuals simply don’t attract the larger consumer eye, and that’s fine.

But that’s another issue; why does it matter what ignorant masses think? Sure, there is validity in taking in how people see you, but you are the one who determines how you are seen in the first place. You can always do the classical thing and don’t mind what others think. Be yourself.

If you are worried that your hobby is seen only as a kids’ stuff, it would better to start doing something about it outside your group of enthusiast. You need to go out there and manage to touch all these people who are not coming to your convention. Changing your convention to adults only won’t pull in any new visitors, it won’t affect how your hobby is seen. It only affects how these providers are seen in the hobby circles, and this move have pissed off every single potential customer they have under 18.

It won’t matter one damn bit what you’re doing, if you are not reaching to people you want to show what this all is about. It’s out there, not in here where you need to that work.