Greymon Design Development

Welcome back to guest-post hour, I’m your host, the digi-destined A9. Since we left off at Agumon, it makes sense to go to his most commonly known evolution: Greymon. So let’s not waste any time.

Greymon Prototype

Wait a minute”, I might hear you say. “That’s not Greymon! That’s Rhydon, or Nidoking!” And it’s true, all of those have a very similar shape. But consider this: it’s a rough dinosaur sketch, that’s all that was needed at the time since Greymon wasn’t exactly a poster boy for the Digimon Pendulum series. That spotlight went to Tyrannomon, the true and honest evolution of Agumon. Still, the most prominent features are there: fat belly, three horns and a tail. The only thing that’s missing is the skull that the other versions are wearing over their heads, so let’s take a look at those, shall we?

Continue reading “Greymon Design Development”


ADD – Agumon Design Development

Hello again, guest post writer A9 here again, bringing you more Digimon goodness. This is a followup on my previous post, Digimon Design Evolution, but it’s not required reading or anything. It’s a free country, man!

In an ever-changing franchise, a design is never final. No matter how iconic a character may be, it will change over the years for better or worse. Pikachu got slim, Batman tried on different suits and the Teenage Mutant Ninja Turtles got fucked up.

But this post is, as the title suggests, about Agumon. I already touched a bit upon his changing designs in my previous guest post on here, but now it´s time to take a more in-depth view of this yellow dinosaur over the years. In this post I’ll mainly look at video games, the anime series and the various movies with an other source now and then wedged in. Please note I won’t review the games and such, just the designs.

Agumon PrototypeDuring the production of the Digital Monster toy, sprites were drawn first, followed up with drawn artwork. Only the most basic shapes are recognisable, and they’re so-so as well. The sprite has a big head, but with what looks like a beak. It has quite small arms as well, and no tail can be seen. With the first prototype drawing his head and feet are already fairly similar to his final design, but he’s not as menacing. A friendly upright standing crocodile that lost its tail.

His official design enlarged the arms by adding forearms with large claws for hands (just like his feet in the prototype), giving the feet a little more bulk and giving the head the detail it deserves for it to become a dinosaur-like creature. The nose is raised a little above the rest of his jaw and the head itself is more thick. The eyes clearly have sockets, and has more room at the brow for that dinosaur look. Additionally he got very small ear holes which is always kind of amusing to me even though is makes perfect sense. Such a logical addition, but easily forgotten as most other Digimon don’t have clear defined ears. To finish the design off, add a very small tail (or more like a stub) and send the lad to the gym for some weight training. Huzzah, we got our official Bandai art version of Agumon.

This official art will keep in use over the years (especially merchandise such as the trading card game), but different artists create different Agumon. Imagine, that when his final design was being developed another artist had a crack at it? That’s what probably happened when the publisher of Weekly Shōnen Jump (Shueisha) made a small manga to teach kids how to take care of their Digital Monsters.

Agumon 1997 Manga

Forget dinosaur, welcome dragon. Way bigger, cuter eyes along with a more round face. Thanks to the shape of his head Agumon can still be recognized, but his body is totally different. His chest is white and his arms are miniature sized and on top of that he’s left with a three-fingered claw as hand. This Agumon also went to the gym however, but really seemed to like leg day, almost having rabbit-like features if it weren’t for the actual tail. All in all, I’d say this was a way more conventional design for dragon-like creatures instead of the western comic based one we got.

It was time for a new medium, however. So when the Digital Monster Ver. S got released on the Sega Saturn in 1998, they reused the pixel art from the tamagotchi release, but made a new drawing of Agumon to put on the cover.

This Agumon completely forgot to go to the Gym and looks way more like the prototype. No muscle, no veins, a cute smile and a round body. Perhaps even the only cute thing on the cover at all, as the rest of his fellow Digimon look a lot more like their final designs.

PS1 Digimon World

Welcome to the Playstation 1 era, welcome to Digimon World. This game brought the pet raising and the battles to the third dimension so here we have our first 3D model. The standard pose is relatively the same as the Bandai artwork, but there are some differences. First of, the most glaring one in my opinion, is his colour: a weird shade of yellow has taken over. The reason for this is unknown, it could either be hardware limitations or a design choice (as there have been other yellow Agumon. However, I’m inclined to think it’s hardware limitations since the Playstation uses 24-bit true color to render its colours, and that palette lacks a good shade of orange. Going with yellow is not a bad compromise in that case.

The other glaring difference is the slope of his nose towards the head. Before it was just a minor thing, but here it’s overdone in such a way that the whole skull looks different. He lost his thumb as well, and we won’t be seeing that again. Part of me feels they did away with it for simplicities sake, but one cannot be sure in these things. The earholes and teeth are also not visible anymore, also most likely due to hardware limitations. He is still a little jacked though and his arms are still buff.

Just a few months after his debut on the Playstation, Agumon appeared on TV in the movie Digimon Adventure and a day later in the series also called Digimon Adventure. Even though they were aired a day after each other they actually differ a bit because of the story and tone. As the movie was set mostly during the night and had to fill the role of introducing kids to the franchise on TV it was a bit more darker and mysterious. This was a dinosaur, no talking, just destructive fireballs. Very noticeable is his size though, as he’s almost twice the size of his series counterpart. If we compare this to his Bandai design, we can see he lost most of his muscle again and in exchange lost a little neck fat and received a toothy smile (in the series, at least).

TV Digivice

The anime was a big hit, and that means merchandise. A ‘real’ Digivice was released in which you had multiple Digimon to choose from to fight other Digimon. This toy had more screen space than the original Digital Monsters and along with the success of the anime came an updated pixel art design of Agumon. And really, what is there to say? They absolutely nailed the head, but in my opinion the arms are a bit weak. I don’t want to hammer in the gym references, but he wasn’t feeling it.

WC - Digital Monsters Ver Wonderswan

Enter the WonderSwan, Bandai’s own portable gaming device. Sadly never released in the west, because it’s filled with Digimon games. Digital Monsters Ver. WonderSwan was the pet raising experience ported to the WonderSwan with enhanced graphics. Clearly based off the Bandai art it’s nearly a replica with some very minor differences. Firstly, and I really need to address this: the eye. He’s either high as fuck, or he has seen some bad shit. Secondly his face seems to be a little less long. This could certainly be explained by the perspective, but it still feels a little different regardless. The last change are his veins yet again. His health is improving.

PS1 Digimon Card Battle

When I first laid eyes upon this monstrosity from Digimon World: Digital Card Battle, I felt severe disgust. Mostly because of the veins. Changing your medium really changes the look of things, since that’s all that has really happened, it’s almost precisely the Bandai design, except for the fact that he’s standing up a little more straight. Oh god, the veins.

WC - Digimon Anode - 2

Oh my God, what’s wrong with your face? In Digimon Adventure: Anode Tamer Agumon appears again, but I have to say that the art style in this game is a bit inconsistent. For some reason, his face is about twice the size that it should be in his introductory scene. This game is set in the same world as Digimon Adventure, so it’s no wonder the art style is the same. Besides that huge head.

Even after branching off into other media, the Tamagotchi line was not given up on. Why would they, since they were still successful? Meet Pendulum ZERO Virus Busters.

P Pendulum ZERO

An honest to goodness redesign of the Agumon sprite. Bigger and longer head plus longer arms. A very straightforward update and a lot more recognisable.

WC - Digimon Medley

Another WonderSwan game, Digimon Medley. I felt like this one was notable for featuring one very anime-like design (albeit very, very orange) and one squashed design. Most likely one is used for cutscenes and whatnot, while the other is used for gameplay. It’s still an odd choice however, since the head is actually taller than the full sized one on the left, but a little less wide. His arms and legs are both shorter, and his tail is also a little longer since it´s pointing upwards instead of to the side. In the end, most of these are probably due to gameplay mechanics and system limitations, but it´s still interesting to see.

Hello again, Playsation. Here we have a game with both 2D and 3D Agumon along with a cover appearance. The only reason I mention the cover is because for some reason Agumon’s eye is brown instead of green. Absolutely unbelievable. The 3D model is looking pretty good for the PS1 (if very yellow again and without veins), but the real highlight it the 2D sprite. So small and adorable (and in the right colours as well). Just comparing that to Digimon Medley, what a difference. And to think Digimon World 3 only got released one year later. I know it’s on different hardware and probably made by a different team. But still.

Agumon X

And now we arrive at the fabled X-Antibody Agumon. All X-Antibody Digimon are essentially redesigns with some sort of focus in mind. For our orange friend, it was the dinosaur route, not completely unlike the odd 1997 manga design. He has gotten elements of the Greymon line already: Bigger claws on hand and feet, still no thumbs, a tail and the blue stripes across his body. It also has more than 4 teeth, which should make eating easier.

The similarity with the manga are pretty interesting, as it too has three ‘fingers’, a longer tail and a different coloured chest. I can’t help but wonder if they took a look at that design when working on Agumon X.

Digimon World 4 (or Digimon World X in Japan), released on the PlayStation 2 is certainly an odd one. I have no idea if the weapons make sense in the game in some manner, but I used to see this game on the shelves and it left me very confused.

The left image is from the Japanese game cover having a shorter head than usual and quite big eyes. In contrast with that is the western Agumon (also on the cover) with a longer head. What is it with this weird contrast? Also, big surprise, the ingame model is yellow again. At this point you cannot blame hardware limitations anymore so I’m having trouble determining why they’d stick with yellow at this point. Well, that and why in hell they made this a weird action game with weapons?

Agumon 2006

Happy new year, this is 2006. The year this haunting image was created. I’ll be honest, I hate everything about the redesign. He face got wider and more flat, moving the nose downwards and redesigning them like a power socket. His body is way more round and gone are the muscles, as he got some noodle arms and legs instead. The feet look like balls of clay with some sharp Tic-tacs (the breath mints) shoved in. The whole hand design is gone, and got replaced by a three-pronged claw with some red leather bands strapped around them. Finally, yet again, he’s yellow. According to the lore, this Agumon is still growing and thus weaker than the normal Agumon.

The final detail that I noticed are his teeth. In his previous designs, even with his mouth open you could only see a couple. When his mouth is closed, the traditional design usually shows four teeth sticking out of his mouth. This time, we got a mouthful, just like the Agumon X design.

DS - Digimon World DS agumon

Now that’s a vast improvement since last time. From Digimon World DS, here is Agumon yet again. In these games, Agumon can digivolve into either Greymon or Geogreymon and there is no distinction between the ‘normal’ Agumon and the redesign. Maybe that’s why this sprite is kind of a blend as well. He got some muscle shapes back, longer feed and the nose isn’t a power socket anymore. One thing that does become apparent with this sprite is his longer tail which has been all over the place by now.

Now it´s time for some 3D models from over the years. The Agumon most to the left is from the Japan only PSP title Digimon Adventure (yes, a very original name) which follows the story of, you guessed it, Digimon Adventure. It raises the question why he has the power socket nose and the multiple teeth however. Another mix of the designs? Does Bandai even know anymore?

The following two models are from the PC MMO Digimon Masters Online, which does feature two Agumon designs. The 2006 design looks a lot more like its original design with its noodle arms and smaller feet, but surprisingly it does not have the larger amount of teeth like it should have. To finish it off it’s even a little bit more orange than the original one.

The last render (excuse the seam) is from a multitude of games by now, from the PlayStation 4 titles such as Cyber Sleuth till the mobile game Digimon Links. By far most resembling the original anime design and throwing everything about 2006 out of the window, except for the somewhat weak upper arm.

We´re done with the game models! let´s look at the game covers. Ha ha, I tricked you.

PSV - Next Order

Digimon World Next Order features a fairly normal Agumon, except for his teeth. I swear I didn’t expect to spend so much time about Agumon’s teeth, but he got one extra tooth on each side, and they got bigger. Why, we will never know.

Digimon World Re:Digitize Decode features an Agumon that almost looks like a plushy toy in contrast to Veemon. All of his features are vastly deformed± a smaller, shorter head with a smile, bigger and mostly wider hand and feet but with way shorter claws. I´m not sure which one is cuter, this one or the overworld sprite of Digimon World 3. I´ll let you be the judge of that. All I know his in game mugshot is not a contender. Did he get jacked up too much? Did he inject his forearms? Is this the sloth version? Is this an Agumon with a disability?

Agumon Tri 2

Let’s wrap this thing up with some nostalgia pandering in a very nice way. As a continuation on Digimon Adventure (and Digimon Adventure 02) comes Digimon Tri with a much older original cast and new art style, and that includes the Digimon. Agumon is a bit slimmer, and has a more pointy tail to compliment this. His neck did get a tad longer to keep the size of the head consistent and not turn him into a midget, but that begs the question why he doesn’t just start leg day. Hit the gym, bro! Overall, this design reminds me a lot more of the Adventure movie, albeit much, much smaller.

If only he’d hit the gym.

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 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 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.


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.

To know the production

This is a topic I tend to repeat each year, though for a good reason. A designer who has no idea about the methods of production tend to produce expensive schlock.

That may sound a bit harsh to say, but sadly that’s a reality in many ways. A designer can be whoever, no matter the education, experience or overall knowledge of things at hand. There are many designers, very few master craftsmen with design as their main tool. What ultimately distinguish the two is application of knowledge. Experience can be argued to be a necessary element, but I would argue it is inherently required for a higher class designer.

To use an example from a product design side, customer works are good ones how things just sorta fall apart the moment you get an A4 in your hands with scribbled lines with no cohesion to them. Certainly it makes sense to the customer who drew it, but for someone who has make their design it may as well be Hebrew. A clean presentation of your design with all the necessary information is required.

While that’s enough for a random customer that just pops into your ‘shop and asks if you can make him a steel box, things are different in proper industrial environment. A designer who does not understand the methods and tools used to make their design a reality is, to be frank, out of his league. It’s easy to draw a box and send it forwards without a second though, 3D modelling programs make these things far too easy. However, the moment the worker gets the paper and has to create said box, questions arise. Will it be made from one sheet, with corners bent up and welded shut? Are all the sides separate pieces that need to be cut separately and then welded? Both of these are valid approaches, though only the other saves time, is effective and does not require excessive work put in. Bending would be the better answer here, despite it introducing rounded corners to the product. It’s faster and more material effective, saving money.

An overtly complex design that does not consider production quite literally costs money by forcing more work hours elsewhere in the machine. We can thank the engineers and mathematicians who have to calculate load bearings that keep designers’ “art” in check. You wouldn’t believe the sort of trailer designs I’ve seen.

Let’s apply this to mecha design in a way. Assume that we’ve given a task to sketch up some robot a company were to sell in limited quantities. The things we’d like to take into account in this scenario would be the relative simplicity of the moulds. This being a limited production, minimising production costs will carry long away. The more a mould gets used, the “cheaper” it is on the long run. For a limited production we need to be aware the amount of use the mould get. We can reduce the complexity of the mould by eliminating most, if not all, escape corners from the shapes. While this first seems easy, it’s something that can challenge even a veteran. We’d need to consider the spruces and their setting, and if we could re-use something the company has already produced, the better. Colour of the plastic used is a major factor as well, as certain colours and combination cost different amounts. The plastic itself needs heavy consideration, as not all plastics are equal when it comes to models.

To compare Bandai and Kotobukiya, there are numerous quality differences in both mould designs and used plastics, something that Bandai has fair few decades under their belt now. Revell, another major plastic model company, has seen little progress in how they create their kits for some thirty years now. Their injection kit technology more or less has simply risen in quality while keeping most moulds the same. Bandai’s approach is very much different, where they constantly re-engineer their models for modern age, as Gunpla is expected to be very poseable to the same extent as the robots in the cartoons. Not only that, but the emphasize on creating new moulds when necessary seems to be on the table with them, though old moulds will see lots of use whenever possible. That is not to say that Revell is a lesser company than Bandai when it comes to models. They’re simply playing different audience. One wants more accurate injections kits for vehicles and such, while the other concentrates on wanting to build their own toys.

All that said, in fiction this of course doesn’t matter, if there is no reason. Nevertheless, considering how most if not all series tend to get merch of their in some way, giving a thought how something could be done would be highly recommended. Even when CNC machines tend to be able to do anything nowadays, and 3D printing is becoming a more common thing by the year, ultimately overtly complex design only yield trouble.

The reason many 1970’s mecha look dead simple and lacking in bells and whistles compared to modern designs is because the production methods have changed and evolved. We are at a point, when it comes to models and such, that we can produce stupidly complex designs at a relatively low price.

However, that’s not the exact same tale everywhere. While productions methods do continue constantly, harsher limitations than what we have in plastic model industry are till in place. We can’t 3D print cards, for example. Foundries still need to produce the raw materials that can be put into use. There would be no reason to build a car’s frame by machining it from a solid block of steel or use a mould to make it whole. The best option still is to make it from bits and pieces shapen into proper form, then welded together.

As for character designs, well, that’s probably something I shouldn’t dabble into outside mentioning how excessive detail does not make a good design.

I wish you a merry Christmas, and hopefully we’ll back on schedule next Friday.

Mega Man 11

While I’m typing this, Capcom’s own 30th Anniversary stream is running on Twitch. I, and the steamers acknwledge that this is a bit early, but there’s really no better time to do this. I’m looking at this stream and thinking to myself Is this how we want to see it being celebrated? Without a doubt, this era of social media has made it easier for fans to gather and exchange ideas and experiences. Well, as well such can be realised in a fast paced Twitch discussion, where nobody really reads anyone’s comments either way. Nevertheless, here we are, watching four people in a brick studio with, surrounded with Mega Man merch.  Seeing Kazuhiro Tsuchiya taking the stage uplifts the whole deal, especially when he joined with another members of Capcom Japan’s staff to talk about Mega Man X particularly as an evolutionary step in the series.

A short, rather hammy video of the franchise’s history ends with the announcement of Mega Man 11.


This is the meat of the show; the developers talking about their own experience and work with the franchise with the emphasize moving to Mega Man 11  and how it’s been handled becoming the main bulk of the stream. There are a lot of good tidbits, like how different styles were tried out, but the constant use of nostalgia for pixels was deemed to have taken too far already. Hence, why the aim is to use 3D without creating 3D space. Most modern 2D action games want to obscure the ground somehow, either by adding grass to it or make it seem like it’s somehow a natural part of the scenery or the like. A 2D action game is by its nature rather abstract to begin with, as you already lost a whole wall and everything’s sorta cut into two dimensions. With titles like Mega Man, there is no reason to even remotely try to make things work realistically. Video games have always had the edge of showcasing abstract stages and nobody questions their sensibility, because the design is showcased as a part of a game and its challenge. This repeats everywhere, even in the most realistic game, where challenges are laid out by design where there should be none.

That said, everything gets a new lick of paint. Characters will get a redesign, but nothing major. It’s funny to see the above 30th Anniversary Trailer using an old design rather than the new one, hinting that they’re not putting their faith in the new design completely.

Is this a bad re-design? No, it’s not. Mega Man has always seen redesigns and tweaks with each new game when a new pair of hands have been given the task to bring the Blue Bomber back to life in visual terms. Rockman Memories even jokes about this by asking if Mega Man and Roll have grown up.

Roll’s redesign for Battle & Chase (rightmost Roll) was based on Sally the Witch‘s dress with additional sleeves and different coloured buttons on the bosom

The new design is sleeker with less mass on the arms and legs for sure. The blues have changed the hue a bit, but that’s nothing new. The proportions are less deformed, and follow more what a modern child heroes seem to have. While Mega Man was originally supposed to have a Super Deformed look, that was dropped rather fast due to technical limitations. Nevertheless, the proportions stuck the longest time, until Mega Man X 8 saw a complete cast-wide redesign and made everybody lanky and thin. There is something missing in Mega Man, if the character’s proportions are more “correct.”

While a new design was to be expected, it is disappointing to see the Smash Bros version having its influences in this one. The calves and the odd lines running down from shoulder to chest, connecting to the seams on the sides are something that’s rather unique to the Smash Mega Man, though overall that’s just playing with the winds of current taste in aesthetics. Can’t really say I like it, but here they make sense, assuming these are clothing seams. The few slots on his left arm and calves are additional details carried over from the back of his helmet, but the gloves he has are full-on Hitoshi Ariga. Even the neck padding, something that got carried over from various designs, is present.

The concept of Mega Man changing physically when using a new weapon is nothing new in itself. Supposedly, the square on his forehead was to change with weapon choice, but technical limitations prevented that.

The changes are limited to the head and arm while the rest of the body stays the same. The X-Series played with armours, while Legends and Battle Network furthered physical changes. This is a good medium form, renewing old with something new all the while keeping it recognisable. When doings something new, they seemed to have stumbled upon an old idea.

Cute as a button

Roll’s modern design fits her well. It follows the usual red dress idea, but the new cuts and zipper line, combined with a removable hood, does make her feel a lore more fresh. She looks a bit sharper, though the shoes could’ve used few more iterations. Currently they remind a bit too much Sonic’s shoes.

Rush and Beat got redesigned as well, but what they got was more modern touch-ups than anything else. We’ll get to these two whenever we them in motion.

In many ways, this Mega Man is a composition of many past designs in one. Perhaps What makes the “classic” Mega Man we see above next to the new one more iconic is nostalgia. Maybe it’s the fact that the lines are thicker and and more cartoon like. Detailing is fine, but what use are details if they’re just additional lines? Less is often more, and perhaps that’s why most modern redesigns of classic characters tend to go awry, because they really don’t know how to keep their hands off. One line too much can, often will, ruin otherwise perfect design.


You can stop at step two. Jesus Christ please stop at step two


Review of the Month; original Xbox Controller

The original Xbox controller is infamous for being on the large side. It was originally named the Fatty or Fatso, it later got nicknamed more favourably as The Duke. I had my chance to test it when Xbox originally came out, but never after that. The Xbox Controller S, nicknamed as Akebono, was designed for the Japanese iteration of the console and later was adopted worldwide as the new standard, for few damn good reasons. That said, this review is written from standard sized hand perspective.

Well shit, there goes the center symbol

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Guilty Gear design comparison: MAY

May’s one of those characters that were there from the beginning. Not really sure how to describe her but as the Dan of Guilty Gear, where she puts the joke where others are dead serious, except she’s actually viable character to use.

Some say May’s design hasn’t really changed. It’s true that her overall silhouette hasn’t changed, but the design of her costume went through rather significant design overhaul when Xrd hit around. It’s not a total change of outfit, but it is the little bits a total sum is build upon. She’s a pirate, and that’s what her design reflects. There isn’t too much anything deeper to it, though her name, May, is probably an allusion to Brian May, the lead guitarist of Queen.

X, Isuka and Xrd

While the above omits original and XX‘s designs, May’s one of those characters that didn’t exactly change during the Midnight Carnival haydays. Interestingly, she has few takes in the original, with slight tweaks to her design, one of which is probably an earlier picture that got used.

The two above May’s are different in tones and details. While the one of the left has two clips on both sides of her front flat, the right one does not. The skull on her hat doesn’t have a nose on the left one either. The belt is also shorter, as we can see it flapping much freer on the right one. It also lacks the metal end cap on the right card. This is the level of things we’re talking about when it comes to May’s details, but if you’ve read any of my previous comparisons, you know this is par for the course.

From head to toes, here we go.

Continue reading “Guilty Gear design comparison: MAY”