Support Strikers

  • Reading time:4 mins read

So here’s a hot take.

The King of Fighters has always carved out a queer-friendly space. It has an enormous cast, defined more than anything by personality dynamics—representing a huge array of gender expressions and unconventional relationships. The team dynamics in this series are akin to found families. With a few exceptions, no one in KoF is ever fighting alone. Personal support systems are the norm.

Of the fourteen main games in the series, The King of Fighters 2001 is easily the queerest—with ’99 as closest runner-up. (That whole K’/Krizalid storyline sure is something!) Those bookends to the NESTS saga (the second story arc in the series, with KoF 2000 in the center) are the most I-don’t-give-a-fuck, expressive chapters in the series, unconcerned with expectations, with fitting into forms. Instead they spend their time grasping and scraping the margins to say what they feel they have to say, even if it comes off as broken or ugly or annoying.

The preceding Orochi saga had been, to a large extent, about living up to roles and expectations foretold centuries before one was even born. There are queer dynamics within that, but what’s astounding about the NESTS arc is how it dumps the rest and redoubles its attention on those elements.

There is something so essentially queer about the NESTS saga, coming up as it does to shred everything that came before, oust the main character, and refocus the series on this new sci-fi story about finding identity that’s been systemically stolen.

The team dynamics, which define KoF as a sereies, becomes all the stronger in this period, with larger teams allowing a more complete and varied support system and more potentials for character interaction. Part of the story progress is watching the likes of K’ slowly assemble his crew—which takes almost-full form with 2001.

All of the principle cast, during the NESTS years—it’s about discovering who they really are apart from how everyone else views them and all the burdens they carry. Even Kyo and Iori getting dumped from the burden of series leads for a while to focus on each other fits this.

2001 is the least fuckful of the trilogy, both in its astounding-it-even-got-made design and its story and aesthetics. It is what it is. The characters are embracing who they are, the good and the bad. The art isn’t trying for gloss: it’s as straight-up expressive as it’s been. I am on record for feeling the most affinity with this game, out of all of them. I think I’m developing a better handle on why.

King, the most stable presence in the franchise—so named for her gender ambiguity in her first role.

Also, on the EDM/queerness axis, the NESTS era has the best music in the series. Which is saying something, considering the series is known for its music almost as much as Castlevania or Mega Man or Sonic. Into which I stubbornly rope the 2001 AST, yes:

Though given their polish, ’99 and 2000 are a bit of an easier argument:

I mean. If you’re gonna have a queer-coded sci-fi revamp, might as well go full EDM, right?

And Christ, if we’re talking about associated emotional issues, the level of angst the series rises to in this arc:

Teppoman 2 Jumps ‘n Sneaks ‘n Runs ‘n Guns

  • Reading time:1 mins read
Ikiki, an artist new to me yet well-known in some circles (and hugely active between 1999 and 2005), has reappeared from the woodwork to deliver one new major and one minor opus: respectively, Teppoman 2 and Nozumou.

Both games have sort of a covert SNK flavor to them, which comes across slightly in the design and greatly in the soundscape. The music and effects often have a King of Fighters feel, and with its mix of shooting, platforming, and humor Teppoman 2 will call to mind Metal Slug. Yet something about the game also also reminds me of P.O.W.: Prisoners of War — maybe the sounds, or how you recover weapons from enemies, or the limited ammo.

Anyway, Teppoman 2 brings a new perspective to the run-’n-gun by combining some advanced platformer elements and a slight stealth component.

( Continue reading at DIYGamer )

SNK: The Future is… Coming

  • Reading time:7 mins read
by [name redacted]

I don’t know if this report even went live on the site. If so, it’s buried in the infrastructure. If not, well, that sort of thing happens at Insert Credit HQ. Either way, it’s here now.

Although my Wednesday plans called me to ask Akira Yamaoka stupid questions, on Wendesday Brandon called me to accompany him in asking SNK slightly less stupid questions.

We walked a dozen blocks, to a hotel decorated like a Roman bath. The door to the room was ajar; inside milled PR representative Michael Meyers, ensuring all was in place. On the enormous television to the right, the Xbox port of KOF: Maximum Impact; on the reasonable television head, the PS2 port of Metal Slug 4. On the coffee table to the left, a stack of DVD cases, the spine lettering on their temporary sleeves unified in all save size. Amongst these sleeves were The King of Fighters ’94 Re-Bout and Samurai Shodown V, and the new and unfortunate cover for Maximum Impact; to my recollection, all the sleeves were emblazoned with the Xbox logo.

While Brandon was drawn to Metal Slug, I asked of Michael Meyers questions that Brandon and I would again ask each subsequent person who entered the room.

E3 Errata

  • Reading time:1 mins read
by [name redacted]

I really wanted Nanobreaker to be a step toward something excellent — or at least something compelling and odd. Or for it to show that Igarashi knows what he’s doing with 3D games. I don’t think it accomplishes any of this, in the state in which I saw it. I mean. It’s… sort of interesting in the sense that it’s just so damned bloody. Or. I guess Igarashi insists that this isn’t really blood, but oil or something. Whatever it is, it’s red and it’s goopy and it’s everywhere.

( Continue reading at Insert Credit )

KOF: Maximum Impact

  • Reading time:1 mins read
by [name redacted]

From the beginning, SNK has tried to spruce up 2D fighters by incorporating elements of three-dimensionality. With 1991’s Fatal Fury, SNK introduced the idea of multi-planar fighting, where the characters may step along a Z axis, into or out of the screen. The King of Fighters ’94 adapted the idea of a sidestep for a single plane: press two buttons, and dodge into the background for a moment, to avoid being hit. SNK already had the technique down, that was not rediscovered until five years later, in Sega’s Virtua Fighter 3.

All of that I see now, in retrospect.

( Continue reading at Insert Credit )

Inner Dimensions

  • Reading time:3 mins read
by [name redacted]

A bit of reporting for Xbox Nation Magazine, which was actually printed in both the May and June issues. It seemed I had an in for writing more complex material — I notice a bunch of notes for further articles — but then the magazine folded. A shame.

As relative newcomer to the console scene, Microsoft arrived in the silence after the storm. Those who were present recall the trials of the mid-nineties, as Sony squeezed the industry through a macabre cleansing operation. Developers were forced to convert to 3D development or not only risk public dismissal, but risk disapproval from Sony. Without Sony’s OK, games go unpublished — and Sony has its own agenda. Crushing to many smaller houses, this policy continues even today.

Even so, some studios, like SNK, refuse to surrender.

Attack Patterns

  • Reading time:1 mins read
A couple of observations.

The “Mars People” from the Metal Slug series strongly resemble the top-row aliens (second from the bottom, here) in Space Invaders. This doesn’t seem like a coincidence to me.

Samus Aran’s space ship, from the Metroid series, bears a close resemblance to the enemy ships in Radar Scope — the early Space Invaders clone from Nintendo (which flopped and was later reworked into Donkey Kong). This is probably a coincidence. Maybe, however, not!

EDIT: HA HA

“‘Warners is afraid that Revolutions won’t sell very well because of the word of mouth on the movie. The only way to make the money on sell-through is to package it with the other two.’ The retailer went on to say that the number of requests for the film have dropped significantly since the film’s opening day.

Samurai Stream (as poured onto Shepard)

  • Reading time:5 mins read
[As follows: I continue in my mission to populate the most egregious void in my personal SNK lexicon.]

Samurai Spirits remains perhaps SNK’s oddest fighting series. This fact does not diminish.

I now notice that it was updated every year, for four years — and that with each installment were abrupt leaps in quality and gameplay style. Then SNK… stopped. For seven years, if we ignore the 3D games — and let’s do that, for the moment

The games themselves… I have trouble grasping on first glance. I need more time.

It’s blatantly obvious that the second game just makes the first one obsolete in every sense. It’s the same thing, only better. The third and fourth games, though — they’re not so easy to interpret.

SSIII is of a notably different style from the other three games (in a general sense), and yet it lends some key elements to the fourth game. SSIV seems like an attempt to retreat to the level of SSII, while it retains a number of the elements introduced in III. A not-entirely-succesful attempt to recapture the feeling of the older games.

SSIII — immediately, I like it a bunch in comparison to SSII. It makes a bunch of changes — for the more palatable, from my current vantage point. It’s prettier, and it’s as enjoyable as it is attractive. It’s got some great animation and backgrounds. It introduces some interesting, personable new characters.

It’s a big step to the mainstream, admittedly; the new characters are cuter. The overall tone isn’t nearly as somber. It’s faster, more powerful. More kinetic. Less cerebral. More appealing, on a surface level — yet without nearly the poise and elegance of II. It’s hard to tell how deep the waters run.

A lot of people really hate SSIII, because of how radical it is. I don’t know about that; it’s got a lot of potential. I’ll need to dig, to better understand what it’s doing.

Something else of note is that it seems that the Slash and Bust modes are introduced here. That is to say: we’ve got Rasetsu character variants, for the first time.

I think the evil Nakoruru first appears in SS2, although she remains little more than a palette swap in that game. The reason I say this is that her expression changes to a more wry one when you select the Player 2 colours. In SS3, however, she’s got her wolf. And the rasetsu Galford is Poppy-free. So we’re into the big time, as it were.

Even in SS4, however, the distinctions aren’t as strong as they’ve more recently become. Sougetsu and Kazuki are in the game (for what it seems is the first time), yet their rasetsu variants are again just palette swaps (cosmetically speaking; for all I know at this point, their move lists could be entirely different) — whereas we now know their rasetsu variants as bare-chested, tattooed, shabbier alter egos.

From what I see here, I’ll hazard to assume that all of the serious separation must’ve occured in the Hyper NeoGeo 64 games.

Speaking of SS4 — again, I’m not sure yet what to make of it. Some people love this game; others loathe it. More people like it than SS3, though. I can see where the trouble lies, but I’m not ready to decide what it means.

As I mentioned, it’s basically a step back to the style of SS1 and 2, away from the weirdly energetic gaiden flavour of SS3 — yet it retains a bunch of straggling elements from 3: the slash/bust distinction; the control scheme; some other bits of gameplay.

And there are a lot of gimmicks — even more than in 3. Like a time limit; you have to beat the game within a certain timeframe — or else? I assume the worst.

That’s… interesting. Perhaps it’s too clever. I don’t know yet. The same goes for most of the features.

It seems — on the surface, again — to have a bit of an identity crisis. It wants to do everything in the previous two games. And to be taken as seriously as 2. It’s not 2, though. It can’t go back.

Further: the backgrounds also aren’t nearly as pretty as those in 3. They’re all right, so far. But the ones in 3 — as with the whole interface — were just gorgeous. With 4, I get the sensation that the stages are unfinished. This might not be right. Perhaps there’s something I’m not yet prepared to appreciate. Again, more time needed.

I just have trouble figuring out where the game’s mind is. I’m reserving the possibility that it could be ingenious underneath the apparent mess.

The thing is — immediately, it seems to me that both the lovers and the haters are loving and hating for rather shallow reasons. There’s something else going on, I think. I don’t know what.

This will take some effort.

SNK through the years

  • Reading time:1 mins read
Break it Down!

1978-1984 = early years
1985-1989 = Famicom era
1989-1990 = breaking in the NeoGeo
1991-1993 = breaking in the versus fighting genre; experimenting with form and style
1994-1995 = start of the SNK style; refinement of gameplay and presentation
1996-1998 = classic era; perfected SNK aesthetic and gameplay
1999-2000 = new experimental era; generational turnover with most major series and hardware
2000-2001 = Aruze takeover and dismemberment; bankruptcy; scattering
2001-2002 = confusion; reformation
2002-20?? = SNK Playmore era

News bulletin: Samurai Shodown 2 is not a bad game.

That is all.

Call me Criswell.

  • Reading time:1 mins read
Ha-HAH!

Playmore has now changed its name to SNK Playmore.

Can I call ’em or what?

Whee…

Metal Slug Advance (GBA/Playmore)

  • Reading time:3 mins read
by [name redacted] and tim rogers

I don’t know if this report even went live on the site. If so, it’s buried in the infrastructure. If not, well, that sort of thing happens at Insert Credit HQ. Either way, it’s here now.

Good gracious! How did this slip through the cracks?

At E3, SNK had a nonplayable demo up of their upcoming Metal Slug game for the GBA. For whatever reason, it seems I’m one of the few people to actually get a solid look at it. (Brandon didn’t even know what I was talking about.)

Bigger, Badder, Back!

  • Reading time:2 mins read
Yes, that’s Vince’s aborted title. I needed to use it somewhere.

So. I’ve not yet finished transcribing the interview, but for those of you who downloaded the .mp3 — recall that question that Brandon asked Ben Herman & Co., regarding Playmore‘s future now that they’ve got back the rights to the SNK name?

I wondered, based on what Mr. Herman told me earlier, whether Playmore intended to revert their name to SNK since they’ve now got the opportunity. When Brandon asked (in my absence), they were… immediately and suspiciously quiet. They weren’t allowed to comment.

As it turns out, Playmore remains Playmore. It’s Sun who’s now become SNK NeoGeo (to match the US, Korea, and Hong Kong branches) — the Sun who publishes all of Playmore’s games; the Sun who manages all of the NeoGeo Land arcade centers; the Sun who recently absorbed Brezza (as I had guessed), making them an in-house team; the Sun who, as a result, was now responsible for developing most of the material that they were publishing.

Sun is Playmore’s main practical division. They handle pretty much everything. And now they’re SNK again. Take a look. If you recall, a year ago the Playmore group was a perplexing web of names. I devoted several entries, just trying to work out what was where. You had Playmore at the top, and then Sun, Brezza, and Noise Factory jointed off of them on the one end. SNK NeoGeo Korea, USA, and Hong Kong stretched out in the other direction. Megaking was more closely involved; the Korean branch of the company was a joint venture between them and Playmore. Evoga and Uno Technology also seemed pretty closely tied into things; it was hard to sort out who had a share in what.

Now, Brezza and Sun are one unit; Sun is now SNK. We’ve got two US branches (arcade and consumer). Aside from Noise Factory and Playmore prime (as it were), everything’s SNK again.

So. Yeah. Some more confirmation for my intuition.

I’m going to go finish that transcription, now. Seems about time.

Compile, SNK, and Toaplan? This ain’t your kid brother’s game collection.

  • Reading time:1 mins read
Acqusitions for the day:

NES
Tengen Namco Rolling Thunder
Broderbund Compile The Guardian Legend
Capcom Capcom Section-Z
SNK SNK Athena
Genesis
Sega Toaplan Truxton

Yes. All I’m missing is Technos. If you throw in my copies of Kabuki Quantum Fighter, NES Fantasy Zone, and Solar Jetman from the LA trip, I’m becoming extra-specially equipped!

HuzYAH, I say.

And I do, too. Wait for it. There. Did you hear?

Okay. I lied. I wouldn’t say such a thing.

Or would I?

I’m just so mysterious.

SVC Chaos

  • Reading time:1 mins read
by [name redacted]

SVC Chaos has a nice intro.

It has a very nice intro.

It has an especially nice intro for recent-era NeoGeo productions.

It has Mister Karate in the intro.

I really don’t know what to say about the game itself, though.

( Continue reading at Insert Credit )

SNK – The future is now…again.

  • Reading time:1 mins read
by [name redacted]

Although we’ve got a more in-depth interview tomorrow, I couldn’t resist myself. Almost wholly by accident, I managed to stumble into a lengthy conversation with Mr. Ben Herman, president of the newly-reformed SNK NeoGeo USA. He was unexpectedly responsive, friendly, and open to the obsessive Insert Credit style of curiosity.

In brief, here are some of the most prurient items of discussion.

( Continue reading at Insert Credit )