So how does a Martial Art get adapted into a Game?

Discussion in 'General' started by sandwraith, Jul 3, 2012.

  1. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    I see what you saying but.... Jacky Need a update to his moves. He was still using animations from 3 and he did'nt seem to honor bruce all that much. In this version He is not all flash but he is the very embodiment of what a everyman practictioner of JKD is. JKD is not a style.. its just a bridge and Jacky follows that pefectly. He is not all overdramatic with taunts.. he's fast, packs power and can "Intercept Fists".

    All in all nice post though.
     
  2. Mlai

    Mlai Well-Known Member

    DoA actually cares a lot about MA realism, more than the latter Tekkens do.

    Yes, the girls are bouncy, and you can smash characters through walls and make them fall down 20 stories with minimal damage. But the moves themselves look and feel very good.

    A good example is Jann Lee, DoA's "Bruce Lee" character. While Tekken went for a character who looks like a celebrity look-alike of Bruce, DoA simply made a young man who looks nothing like Bruce but FIGHTS much more like Bruce.
     
  3. SwordSainte

    SwordSainte Member


    Oh, I agree that Jann Lee feels more like Bruce than Law does… I was actually impressed with his mannerisms way back with the first DOA (he even has that jumping death stomp thing). But honestly, I just don’t really feel like DOA is all that realistic in terms of portraying martial arts, at least when compared to some others. I’m not talking about the whole wall smashing, floor crumbling, cliff falling stuff (incidentally, I find that stuff fun, even though it’s far fetched), rather it’s some of the character’s moves themselves. The ninja girls for instance… what kind of “ninjitsu†is that? Seriously, some of the spin kicks they do, particularly the ones I see in Kasumi’s main combo, look more like pirouettes than actual martial arts kicks. Don’t get me started with Hayabusa’s moves either (and before anyone starts, yes, I know that Kage’s isn’t exactly all that authentic either… but his at least has moves and stances from the real thing, supposedly). I will admit seeing some nice, more realistic looking stuff in later games, such as with characters like Eliot, Kokoro (her Baji seems to have a bit more flow than Akira’s has), and Hitomi, and I really like seeing Christie’s Snake Fist in action (seriously, I LOVE that someone actually put that in to a fighting game… and made it a full style, not just a few basic moves from one stance like with Lei Wulong). But at the end of the day, I’ve always gotten the feeling that DOA was more about style and looking cool than actual martial arts realism, even with the counter system that the series is known for (ok, known for among fighting game fans… we know what it’s known for among mainstream video game players). Plus, with the latest game being developed, Tecmo is now talking about the game being “fighting entertainmentâ€, and that doesn’t really convey an image of them focusing on realism in martial arts portrayal. But hey, I could be wrong. And it’s not like there isn’t SOME realism in their martial arts portrayals anyway. Plus, it could be worse; it could be like Mortal Kombat. :p

    Oh yeah, Mo-Cap has been used in fighting games for a while now. You can usually see what people they worked with in the credits after you beat the games.
     
  4. Bilal

    Bilal Well-Known Member

    Mlai, DOA may go for realism more than fantasy when it comes to fighting styles, but it doesn't really animate them as well as other 3D games. Take a look at this:





    Tekken was never about realism, you had your fighting animals, robots and devils in the very first game. But when it went for real martial arts, it did an amazing job with good balance between authenticity and flash. Did you notice Akira's (and Jean's) new throw, stances and general animations in FS, Sarah FLA stances/followups and Brad's slipping/ducking/sway in previous VFs? I'm not implying that Sega "stole" them, but these were so good that even an innovator like Sega had to take some notes.

    As for new Tekkens, like I mentioned in my previous post, they have to survive in the arcade and need to attract all sort of people from 2D, anime and loli fighter crowd. It would have definitely annoyed me too if I wasn't fighting a freaking Bear/Kangaroo/Dinosaur along with laser-shooting Devil and flying robot in Tekken 2.

    I don't see how Jann-Lee is not an homage to Bruce Lee or an actual representation of JKD more than Law. He even has the same name and DOB as Bruce Lee. Now Jacky, that's something completely different.
     
  5. Mlai

    Mlai Well-Known Member

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">But at the end of the day, I’ve always gotten the feeling that DOA was more about style and looking cool than actual martial arts realism, even with the counter system that the series is known for</div></div>
    You may be referring to the shallower fighting system of DoA not being able to replicate the "feel" of the individual styles like VF managed. Because DoA is more about mix-ups and delayed strings, no matter the character or style.

    Though I'm not sure if Tekken does it any better than DoA in that regard. Do you actually you're fighting with that particular style, or do you just feel like you're fighting with the same game mechanics? The only character I felt was really distinctive in that regard was Eddie/Christie; I felt I really had to flow from move to move in order for them to be effective.

    @ Kokoro vs Jin:
    They're both mo-cap exhibitions so I don't know what that proves. And Kokoro's slower movement is simply an attribute of her style's katas; she's supposed to stay elegant. While the snap and power Jin exhibits is representative of those TKD katas; I remember doing those, and Dad taught me if there's no whiplash effect from my gi I'm not moving sharp enough.

    @ Tekken's MA:
    This is why I kept saying "later Tekkens." While later VFs got better (more styles represented, revamped animations), later Tekkens got worse (old animations re-used, trash new characters).

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">I don't see how Jann-Lee is not an homage to Bruce Lee or an actual representation of JKD more than Law. He even has the same name and DOB as Bruce Lee.</div></div>
    I said Jann Lee is a MA homage to Bruce Lee, while Law is an appearance homage to Bruce Lee. Law's actual movelist has a lot of stupid trash in it. For example, VF and DoA are smart enough to know that there's no such attack as backflipping forward over and over (except in a 2D fighting game), and that if put in a "MA sim" game it looks stupid no matter when the game was made.
     
  6. sandwraith

    sandwraith Member

    Well, this isn't really a thread to compare the three big name 3D fighters. I'm sure there are plenty of threads in the other sections where the topic is discussed at great length.

    However, I do want to bring up a lesser known 3D fighter I used to play in my local arcade called Buriki One which if I recall was one of the few games to try and make ground fighting viable in a 3D fighter. The graphics are trash now of course but I still had a lot of fun with that game and it had quite a few interesting styles in it. Mainly wrestling I think.
     

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