Fighting game
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A fighting game is a genre of video game that involves combat between two or more characters. Fighting game combat often features mechanics such as blocking, grappling, counter-attacking, and chaining attacks together into "combos". Characters generally engage in battle using hand-to-hand combat—often some form of martial arts. The fighting game genre is related to, but distinct from, the beat 'em up genre, which pits large numbers of computer-controlled enemies against one or more player characters.
Battles in fighting games usually take place in a fixed-size arena along a two-dimensional plane, to which the characters' movement is restricted. Characters can navigate this plane horizontally by walking or dashing, and vertically by jumping. Some games, such as Tekken, also allow limited movement in 3D space.
The first video game to feature fist fighting was
Definition
Fighting games are a type of action game where two (in one-on-one fighting games) or more (in platform fighters) on-screen characters fight each other.[2][3][4][5] These games typically feature special moves that are triggered using rapid sequences of carefully timed button presses and joystick movements. Games traditionally show fighters from a side view, even as the genre has progressed from two-dimensional (2D) to three-dimensional (3D) graphics.[3] Street Fighter II, though not the first fighting game, is considered to have standardized the genre,[6] and similar games released prior to Street Fighter II have since been more explicitly classified as fighting games.[5][6] Fighting games typically involve hand-to-hand combat, though many games also feature characters with melee weapons.[7]
This genre is related to but distinct from beat 'em ups, another action genre involving combat, where the player character must fight many enemies at the same time. Beat 'em ups, like traditional fighting games, display player and enemy health in a bar, generally located at the top of the screen. However, beat 'em ups generally do not feature combat divided into separate "rounds".
Sports-based combat games are games that feature
Game design
Fighting games involve combat between pairs of fighters using highly exaggerated martial arts moves.[3] They typically revolve primarily around brawling or combat sport,[4][7] though some variations feature weaponry.[7] Games usually display on-screen fighters from a side view, and even 3D fighting games play largely within a 2D plane of motion.[3] Games usually confine characters to moving left and right and jumping, although some games such as Fatal Fury: King of Fighters allow players to move between parallel planes of movement.[3][16] Recent games tend to be rendered in three dimensions, making it easier for developers to add a greater number of animations, but otherwise play like those rendered in two dimensions.[7]
Features
Aside from moving around a restricted space, fighting games limit the player's actions to different offensive and defensive maneuvers. Players must learn which attacks and defenses are effective against each other, either through trial and error or communication with other players outside of the game.
Special attacks and combos
An integral feature of fighting games is the use of "special attacks", also called "secret moves",[20] that employ combinations of directional inputs and button presses to perform a particular move beyond basic punching and kicking.[21] Some special moves, which play an animation portraying an aspect of the character's personality, are referred to as taunts. Originally introduced by Japanese company SNK in their game Art of Fighting,[22][23] these are used to add humor, but also have an effect on gameplay in certain games, such as improving the strength of other attacks.[24] Sometimes, a character can even be noted especially for taunting (for example, Dan Hibiki from Street Fighter Alpha).[25][26] Combos, in which several attacks are chained together, are another common feature in fighting games and have been fundamental to the genre since the release of Street Fighter II.[27] Most fighting games display a "combo meter" that displays the player's progress through a combo. The effectiveness of such moves often relates to the difficulty of execution and the degree of risk. These moves are often challenging to perform and require a player to have both a strong memory and excellent timing.[3]
Counterplay
Predicting opponents' moves and counter-attacking, known as "countering", is a common element of gameplay.[7] Fighting games also emphasize the difference between the height of blows, ranging from low to jumping attacks.[20][28] Thus, strategy becomes important as players attempt to predict each other's moves, similar to in rock–paper–scissors.[3]
Grappling and takedowns
In addition to blows such as punches and kicks, players can utilize throwing or grappling to circumvent blocks. Most fighting games give the player the ability to execute a grapple move by pressing two or more buttons together, or simply by pressing punch or kick while being directly adjacent to the opponent. Other fighting games, like Dead or Alive, have a unique button for throws and takedowns.
Projectiles
Used primarily in 2D fighting games, projectiles are objects that a fighter can launch at another fighter to attack from a distance. While they can be used to simply inflict damage, projectiles are also often used to maneuver opponents into disadvantageous positions. The most notable projectile is Ryu and Ken's Hadouken from Street Fighter.
Emergent gameplay elements
Turtling and zoning
In the world of fighting games, especially those of the 2D variety, zoning refers to defensive play that focuses on using relatively risk-free attacks to keep the opposing player away. The desired outcome of zoning is to force an opponent to take significant risks to approach the zoning player's character, or to stall out the in-game timer, which causes the player with more health (typically the one doing the zoning) to win. The effectiveness of the latter strategy varies from game to game, based on the effectiveness of zoning tools as well as the length of the in-game timer and the rewards characters can receive for successfully landing a hit when countering zoning.
Rushdown
The opposite of turtling, rushdown refers to a number of specific aggressive strategies, philosophies, and play styles across all fighting games. The general goal of a rushdown play style is to overwhelm the opponent and force costly mistakes, either by using fast, confusing setups or by taking advantage of an impatient opponent as they are forced to play defense for prolonged periods of time. Rushdown players often favor attacking opponents in the corner of a stage or as they get up from a knockdown; both situations severely limit the options of the opponent and often allow the attacking player to force high-risk guessing scenarios.
Spacing and footsies
Spacing is the act of positioning a character at a range where their attacks and movement tools carry the lowest risk and the highest reward. The concept is somewhat akin to that of footwork in martial arts. The desired position for play varies based on what tools are available to the character each player is currently using. As a result of this, a concept called "footsies" has emerged, frequently defined as players jockeying for position and using low-commitment moves at distances where neither character has a particular advantage.[29]
Pressure
Depending on the game, character, and move used, a player may be rewarded for a decisive blow with a strong positional advantage, strong enough that the rewarded player can minimize the number of viable moves available to the other player. Doing so, and then taking advantage of the opponent's limited options, is called pressure. Common forms of pressure include making a player guess whether they should block high or low, or keeping the opposing player trapped in the corner and punishing any attempts to escape.
Matches and rounds
Fighting game matches generally consist of a set number of rounds (typically
Fighting games widely feature
Beginning with
Fighting games often include a single-player campaign or tournament, where the player must defeat a sequence of several computer-controlled opponents. Winning the tournament often reveals a special story-ending
Character selection
In most fighting games, players may select from a variety of playable characters with unique fighting styles, special moves, and personalities. This became a strong convention for the genre with the release of Street Fighter II, and these character choices have led to deeper game strategy and replay value.[36]
Custom character creation, or "create–a–fighter", is a feature of some fighting games that allows a player to customize the appearance and move set of their own character.
Multiplayer modes
Fighting games may also offer a multiplayer mode in which players fight each other, sometimes by letting a second player challenge the first at any moment during a single-player match.
History
Origins (1970s to early 1980s)
Fighting games find their origins in martial arts films, especially Bruce Lee's Hong Kong martial arts films which featured concepts that would be foundational to fighting games. These include Game of Death (1972), which had Lee fighting a series of bosses, and Enter the Dragon (1973), which was about an international martial arts tournament.[43] The genre also drew inspiration from Japanese martial arts works, including the manga and anime series Karate Master (1971–1977), as well as Sonny Chiba's The Street Fighter (1974).[44]
The earliest video games which involved fist-fighting were
One-on-one boxing games appeared on consoles with
Emergence of fighting game genre (mid-to-late 1980s)
By early 1985, martial arts games had become popular in arcades.
In the late 1980s, side-scrolling beat 'em ups became considerably more popular than one-on-one fighting games,
In 1988,
Mainstream success (early 1990s)
The release of
SNK released
Chicago's Midway Games achieved unprecedented notoriety when they released Mortal Kombat in 1992. The game featured digital characters drawn from real actors, numerous secrets,[85][96] and "Fatality" finishing maneuvers in which the player's character kills their opponent. The game earned a reputation for its gratuitous violence,[96] and was adapted for home game consoles.[85] The home version of Mortal Kombat was released on September 13, 1993, a day promoted as "Mortal Monday". The advertising resulted in line-ups to purchase the game and a subsequent backlash from politicians concerned about the game's violence.[96] The Mortal Kombat franchise would achieve iconic status similar to that of Street Fighter with several sequels as well as movies, television series, and extensive merchandising.[32][97] Numerous other game developers tried to imitate Street Fighter II and Mortal Kombat's financial success with similar games, including Rare Software with Killer Instinct, a game that featured unprecedentedly detailed pre-rendered 3D graphics and vastly improved on the core concept of combos, presenting a way faster gameplay than most other games of that era, specific combo-breaker maneuvers, and the "Ultra", a series of combined finishing moves surpassing the number of 20 hits. Many of the games of that period were low budget clones of the more popular titles, and in some cases this led to controversy; in 1994, Capcom USA took unsuccessful legal action against Data East over the 1993 arcade game Fighter's History, which supposedly plagiarized Street Fighter 2.[20] Data East's largest objection in court was that their 1984 arcade game Karate Champ was the true originator of the competitive fighting game genre, which predated the original Street Fighter by three years,[98] but the reason the case was decided against Capcom was that the copied elements were scènes à faire and thus excluded from copyright.[99]
Emergence of 3D fighting games (mid-to-late 1990s)
Sega AM2's first attempt in the genre was the 1993 arcade game Burning Rival,[100] but they gained renown with the release of Virtua Fighter for the same platform the same year. It was the first fighting game with 3D polygon graphics and a viewpoint that zoomed and rotated with the action. Despite the graphics, players were confined to back and forth motion as seen in other fighting games. With only three buttons, it was easier to learn than Street Fighter and Mortal Kombat, which had six and five buttons respectively. By the time the game was released for the Sega Saturn in Japan, the game and system were selling at almost a one-to-one ratio.[85]
The 1995 PlayStation title Battle Arena Toshinden is credited for taking the genre into "true 3D" due to its introduction of the sidestep maneuver, which IGN described as "one little move" that "changed the fighter forever." The "sidestep" in the game, however, was consisted of shoulder rolls instead of actual sidesteps.[101][102] That same year, Namco released Tekken 2 which introduced actual sidestepping or "mist steps," as first seen in arcade games and in the international fighting game community. These moves were only exclusive to its two protagonists: Heihachi Mishima and his son, Kazuya Mishima, as well as his counterpart transformation which served as the final boss in the arcade mode. The mist steps also allowed combos to be performed as a manner of "crouch dashing," or when the Mishima player could run to the opponent while crouching since regular running prevented executing easy combos.[103][104] Later, SNK released The King of Fighters '94 in arcades, where players choose from teams of three characters to eliminate each other one by one.[105] Eventually, Capcom released further updates to Street Fighter II, including Super Street Fighter II and Super Street Fighter II Turbo. These games featured more characters and new moves, some of which were a response to people who had hacked the original Street Fighter II game to add new features themselves. However, criticism of these updates grew as players demanded a true sequel. By 1995, the dominant franchises were the Mortal Kombat series in America and the Virtua Fighter series in Japan, with Street Fighter Alpha unable to match the popularity of Street Fighter II.[6] Throughout this period, the fighting game was the dominant genre in competitive video gaming, with enthusiasts popularly attending arcades in order to find human opponents.[32] The genre was also very popular on home consoles. At the beginning of 1996, GamePro (a magazine devoted chiefly to home console and handheld gaming) reported that for the last several years, their reader surveys had consistently seen 4 out of 5 respondents name fighting games as their favorite genre.[106]
In the late 1990s, traditional 2D fighting games began to decline in popularity, with specific franchises falling into difficulty due to 3D fighters. Although the release of
The fighting game genre continued to evolve, with several strong 3D fighting games emerging in the late 1990s.
Video game enthusiasts took an interest in
Decline (early 2000s)
In the early 2000s, the fighting games boom turned to bust. In retrospect, multiple developers attribute the decline of the fighting genre to its increasing complexity and specialization, as well as other factors such as over-saturation. This complexity shut out casual players, and the market for fighting games became smaller and more specialized.[123][124] Even as far back as 1997, many in the industry said that the fighting game market's growing inaccessibility to newcomers was bringing an end to the genre's dominance.[125] Furthermore, arcades gradually became less profitable throughout the late 1990s to early 2000s due to the increased technical power and popularity of home consoles.[20][112] The early 2000s is considered to be the "Dark Age" of fighting games.[126]
In 2000, Italian studio NAPS team released Gekido for the PlayStation console, which uses a fast-paced beat 'em up system, with many bosses and a colorful design in terms of graphics. Several more fighting game crossovers were released in the new millennium. The two most prolific developers of 2D fighting games, Capcom and SNK, combined intellectual property to produce SNK vs. Capcom games. SNK released the first game of this type, SNK vs. Capcom: The Match of the Millennium, for its Neo Geo Pocket Color handheld at the end of 1999. GameSpot regarded the game as "perhaps the most highly anticipated fighter ever" and called it the best fighting game ever to be released for a handheld console.[127][128] Capcom released Capcom vs. SNK: Millennium Fight 2000 for arcades and the Dreamcast in 2000, followed by sequels in subsequent years. Though none matched the critical success of the handheld version, Capcom vs. SNK 2 EO was noted as the first game of the genre to successfully utilize internet competition.[128][129] Other crossovers from 2008 included Tatsunoko vs. Capcom and Mortal Kombat vs. DC Universe.[130][131] The most successful crossover, however, was Super Smash Bros. Brawl for the Wii. Featuring characters from Nintendo and third-party franchises, the game was a runaway commercial success in addition to being lavished with critical praise.[38][132][133]
In the new millennium, fighting games became less popular and plentiful than in the mid-1990s, with multiplayer competition shifting towards other genres.
The early part of the decade had seen the rise of competitive video gaming, referred to by the term
Renaissance (late 2000s to present)
The late 2000s featured a number of games that sparked another surge in fighting game popularity. Super Smash Bros. Brawl was released in early March 2008 to universal acclaim and went on to set a new record in sales, at one point selling at 120 units per minute.[147] Another game was Street Fighter IV, the series' first mainline title since Street Fighter III: 3rd Strike in 1999, which was released in early 2009 also to critical acclaim,[148] having garnered praise since its debut at Japanese arcades in July 2008.[149] The console versions of Street Fighter IV, as well as the updated Super Street Fighter IV,[150] sold more than 6 million copies over the next few years.[151] Street Fighter's successful revival sparked a renaissance for the genre,[150][152] introducing new players to the genre and with the increased audience allowing other fighting game franchises to achieve successful revivals of their own, as well as increasing tournament participance.[153] Tekken 6 was positively received, selling more than 3 million copies worldwide as of August 6, 2010.[154] Other successful titles that followed include Mortal Kombat,[150][155] Marvel vs. Capcom 3,[150][152] The King of Fighters XIII,[155] Dead or Alive 5,[155] Tekken Tag Tournament 2,[155] SoulCalibur V,[156] and Guilty Gear Xrd. Despite the critically acclaimed Virtua Fighter 5 releasing to very little fanfare in 2007,[153] its update Virtua Fighter 5: Final Showdown received much more attention due to renewed interest in the genre.[153][155]
Numerous indie fighting games have also been crowdfunded on websites such as Kickstarter and Indiegogo, the most notable success being Skullgirls in 2012. Later, in 2019, Ubisoft reported that the free-to-play platform fighting game Brawlhalla reached 20 million players, with it climbing to 80 million by 2022.[157]
In 2018, Super Smash Bros. Ultimate for the Nintendo Switch was released. It became the best-selling fighting game of all time, topping its Wii predecessor Super Smash Bros. Brawl and introduced nearly 90 characters through its default mode and through downloadable content or DLC,[158] having sold 33.67 million copies worldwide.[159] Later in the mid-2020s, the genre achieved another renaissance with the arrival of Street Fighter 6 and its immediate success, together with Mortal Kombat 1 and Tekken 8. Both Street Fighter 6 and Mortal Kombat 1 have garnered 3 million copies sold in one year, while Tekken 8 which was the latest release in January 2024 already sold 2 million copies in its first month.[160] Thus, there has been a marked resurgence in fighting games in the 2020s that has been deemed to be a new golden age in fighting games.[161][162]
Financial performance
Highest-grossing franchises
The following are the highest-grossing fighting game franchises, in terms of total gross revenue generated by
Rank | Franchise | Debut | Creator(s) | Owner | Gross revenue | Subgenre | As of | Ref |
---|---|---|---|---|---|---|---|---|
1 | Street Fighter | 1987 | Takashi Nishiyama Hiroshi Matsumoto |
Capcom | $10.6 billion | 2D (Traditional) | 2020 | [163] |
2 | Mortal Kombat | 1992 | Ed Boon John Tobias |
Warner Bros. Interactive Entertainment |
$5.054 billion (including other media) |
2D (Traditional) | 2006 | [164][165] |
Best-selling franchises
Arcade
The following are the best-selling fighting
Rank | Franchise | Debut | Creator(s) | Owner | Arcade unit sales | Subgenre | As of | Ref |
---|---|---|---|---|---|---|---|---|
1 | Street Fighter | 1987 | Takashi Nishiyama Hiroshi Matsumoto |
Capcom | 500,000 | 2D (Traditional) | 2002 | [168] |
2 | Virtua Fighter | 1993 | Yu Suzuki Seiichi Ishii |
Sega | 110,000+ | 3D (Traditional) | 1997 | [a] |
3 | Tekken | 1994 | Seiichi Ishii Namco |
Bandai Namco Entertainment | 94,000+ | 3D (Traditional) | 2000 | [b] |
4 | Mortal Kombat | 1992 | Ed Boon John Tobias |
Warner Bros. Interactive Entertainment
|
51,000+ | 2D (Traditional) | 2002 | [174] |
5 | Darkstalkers | 1994 | Junichi Ohno Alex Jimenez |
Capcom | 24,000+ | 2D (Traditional) | 1996 | [175] |
Home
The following are the best-selling fighting game franchises for home systems, having sold at least 10 million software units for
Rank | Franchise | Debut | Creator(s) | Owner(s) | Software sales | Subgenre | As of | Ref |
---|---|---|---|---|---|---|---|---|
1 | Mortal Kombat | 1992 | Ed Boon John Tobias |
Warner Bros. Interactive Entertainment
|
83 million | 2D (Traditional) | September 2023 | [c] |
2 | Super Smash Bros. | 1999 | Masahiro Sakurai HAL Laboratory |
Nintendo | 74.66 million | Platform/2D | December 2023 | [d] |
3 | Tekken | 1994 | Seiichi Ishii Namco |
Bandai Namco Entertainment | 57 million | 3D (Traditional) | January 2024 | [e] |
4 | Street Fighter | 1987 | Takashi Nishiyama Hiroshi Matsumoto |
Capcom | 53 million | 2D (Traditional) | December 2023 | [188] |
5 | Naruto: Ultimate Ninja | 2003 | Masashi Kishimoto (manga) CyberConnect2 (games) |
Bandai Namco Entertainment | 32.52 million | Arena/3D | March 2023 | [186] |
6 | Soulcalibur | 1995 | Hiroaki Yotoriyama Namco |
Bandai Namco Entertainment | 17 million | Weapon-based 3D (Traditional) | July 2021 | [189] |
7 | Marvel vs. Capcom | 1996 | Akira Yasuda Ryota Niitsuma Noritaka Funamizu Tsuyoshi Nagayama |
Capcom Marvel Games |
11 million | 2D (Traditional) | December 2023 | [190] |
Best-selling fighting games
Arcade
The following titles are the top ten best-selling fighting
Rank | Title | Release | Developer | Manufacturer | Arcade unit sales | Gross revenue | Inflation | Subgenre | Ref |
---|---|---|---|---|---|---|---|---|---|
1 | Street Fighter II | 1991 | Capcom | Capcom | 221,000+ | $5.31 billion+ | $11.9 billion | 2D (Traditional) | [f] |
2 | Virtua Fighter | 1993 | Sega AM2 | Sega | 40,000+ | Unknown | Unknown | 3D (Traditional) | [169] |
Virtua Fighter 2 | 1994 | Sega AM2 | Sega | 40,000+ | Unknown | Unknown | 3D (Traditional) | [170] | |
4 | Tekken 2 | 1996 | Namco | Namco | 40,000 | Unknown | Unknown | 3D (Traditional) | [172] |
5 | Tekken 3 | 1997 | Namco | Namco | 35,000 | Unknown | Unknown | 3D (Traditional) | [171] |
6 | Karate Champ | 1984 | Technōs Japan | Data East | 30,000+ | Unknown | Unknown | 2D (Traditional) | [191] |
7 | Virtua Fighter 3 | 1996 | Sega AM2 | Sega | 30,000 | Unknown | Unknown | 3D (Traditional) | [171] |
8 | Street Fighter | 1987 | Capcom | Capcom | 10,000–50,000 | Unknown | Unknown | 2D (Traditional) | [66] |
9 | Mortal Kombat II | 1993 | Midway Games | Midway Games | 27,000 | $600 million | $1.27 billion | 2D (Traditional) | [174][93] |
10 | Mortal Kombat | 1992 | Midway Games | Midway Games | 24,000 | $570 million | $1.24 billion | 2D (Traditional) | [174] |
Darkstalkers: The Night Warriors | 1994 | Capcom | Capcom | 24,000 | Unknown | Unknown | 2D (Traditional) | [175] |
Home
The following titles are the top ten best-selling fighting games for home systems, in terms of software units sold for
See also
Notes
- ^ Virtua Fighter series arcade unit sales:
- Virtua Fighter – 40,000+ (as of 1996[update])[169]
- Virtua Fighter 2 – 40,000+ (as of 1996[update])[170]
- Virtua Fighter 3 – 30,000 (as of 1997[update])[171]
- ^ Tekken series arcade unit sales:
- ^
- Up until 2023 – 80 million[176]
- Mortal Kombat 1 - 3 million[177]
- ^ Super Smash Bros. series sales:
- Super Smash Bros.: 5.55 million worldwide[178]
- Super Smash Bros. Melee: 7.09 million[179]
- Super Smash Bros. Brawl: 13.32 million[180][181]
- Super Smash Bros. for Nintendo 3DS and Wii U: 15.02 million combined (9.64 million for 3DS,[182] 5.38 million for Wii U)[183]
- Super Smash Bros. Ultimate: 33.67 million[184][185]
- ^
- ^ See Street Fighter II § Reception
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When Street Fighter II' (pronounced street fighter two dash) was released just a short time later, it sold around 140,000 units, at ¥160.000 (c. US $1300 / £820) each. The figures were beyond massive — they were simply unheard of. Capcom's Titanic wasn't sinking. Anything but. The game was a runaway success in its territory of choice, bringing Western gamers as much joy as it had in the East.
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