At first blush, Fighter Maker might seem equivocal in name. Despite what its title might imply, Agetec’s 1999 PlayStation offering does not have a create-a-character mode where players can design the look of their fighter from the feet up; instead, one must choose from twenty-odd stock bodies. Moreover, you do not actually make a fighting game; instead, you design a single fighter's move-set and logic, the data filling up an entire memory card. But don't let the arguably false advertising of the title deter you—Fighter Maker is a landmark PS1 game.
The depth of character design in Fighter Maker unequivocally boggles the mind. In building your fighter, you can choose from more than twenty fighting styles ranging from Taekwondo to Pit Fighting. Among these are two different types of Jujitsu, multiple varieties of Karate, and three different types of professional wrestling. It is your task to assign strikes, throws, poses, and counters by style, and the possible combinations are staggering. How about a guy who mixes kickboxing strikes and superhero throws? How about a gal who blends high-flying lucha-libre holds with annoying Eddy Gordo-styled Capoeira strikes? With Fighter Maker, you can make it happen. You can also designate the probability of a fighter using a particular move in any given situation, and the degree of detail here could potentially confound the neurotypical. Much of the fun of Fighter Maker involves mashing up fighting styles and then watching the logic take on all comers, seeing how far the strategies you've developed can advance your character against the in-built logics of the CPU.
Sure, Fighter Maker likely would have been better if it gave you the ability to edit fighter attire. The available body options are themselves rather banal, the characters mostly looking like knock-offs from established fighting game franchises of the time. There's a kickboxer who looks like Joe Higashi from Fatal Fury. There's an army guy with a haircut reminiscent of Guile or Paul Phoenix from Street Fighter and Tekken, respectively. There's also an army lady who looks like Sonya Blade of Mortal Kombat. There's an African-American man in a natty 70s-style suit who channels Tiger, Eddy Gordo's alternative skin in Tekken. (Alas, there is no tiger-headed rip-off of King from Tekken.) There's also Street Fighter EX's Skullomania, licensed directly from Capcom. And the default body type is an Asian guy in Kung Fu gear who blends all the stereotypical traits of a Ryu or a Liu Kang or, for that matter, a Bruce Lee. It's all quite predictable. But as you delve deeper into the software, the generic who's-who becomes less of a deficiency. For in the process of assigning and editing moves, your character's personality starts to emerge. In time, this body you’ve animated with life starts to grow on you. For instance, your correspondent gave the Guile-like guy a bunch of botched piledrivers and powerbombs, and what emerged was a reckless, irresponsible hotshot whom your correspondent sort of fell in love with. What’s more, the fighting styles you create are not locked to one body, so you can apply the move-set saved on your memory card to any character. That means you can see Joe Higashi or Eddy Gordo or Bruce Lee botch piledrivers, if that interests you.
You can edit your fighter's profile in detail, |