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Under Moon Rebirth: Melty Blood Type Lumina and the dōjin spirit

Peklo

Oh! Create!
(they/them, she/her)

RV9W7Kz.jpg


Official site
Steam
That's right, folks: the hottest independent release of 2002 that begat a wild and storied legacy is finally back, in rebooted and refreshed form. Type-Moon's visual novel cum French-Bread's fighter adaptation of the same receives a wider push for the first time in its existence, thanks to a higher-profile release on most current platforms and the momentum that's taken Type-Moon from grassroots unknowns to mega-franchise stewards in the past two decades since their inception. If that raises some anxiety over just what kind of tangled web one is stepping into with this game, let the doubts be put to rest; Type Lumina functions as an introduction and blank-slate prequel to all the years of accrued mythology around the lineage as well as a newcomer-friendly fighting game revision to one of the genre's most beloved institutions, if not its most famous.

The game has just come out and I've merely begun sampling it, so there's not much to scrutinize on the basis of how it fares as mechanical competition--and let's face it, I am the last person to make those kinds of assessments and judgment calls, as it's simply not where my interests with the genre lie nor what I'm capable of discussing with any conviction. What I can speak to is my enduring fondness for Melty Blood as a game and what it represents to me, because it was one of the inroads I had long ago into the scene of independent game development and becoming interested in what it could produce. You don't have to have this personal context to have the material connect or matter to you, but I can't remove it from mine, in how integrally, fundamentally teenage it felt at the time and still feels now in retrospect, in ways that feel celebratory of one's development instead of vaguely embarrassed for it. I and others were teenagers with not much money who probably stole the original game simply because it wasn't easily available and that was the only way to interact with it, and what we got with Melty Blood was a similarly unfiltered, adolescent and hopelessly derivative in its expression universe and fighter that was crafted with attention and passion that always surpassed whatever modest context for its existence it was supposed to bear. Type Lumina's strength is in that it has changed not a whit to reassess its past as a mistake to be hidden away and only seeks to preserve what made its blood pump so vivaciously all those years ago, the claws of modernization only affecting the details and not the essence.

In the interest of not recycling the old simply with a new exterior, mechanics like auto-combo strings, simplified inputs for certain moves and powerful counter maneuvers now exist in the game which speak to the intent of catching that unfamiliar audience and letting them have an easy opening to settle into the game's systems and spectacle, while series diehards will have to reconcile their own unease about how the nuances have been shuffled up in the process and whether they're willing to adjust. It's mostly immaterial to me, as I can't weigh the differences on a personal level, so I have only my own priorities to lean on, for which Melty Blood is a fascinating exhibit, then and now. Despite its distant origins in adult-rated nerd media with the exploitative excesses that context conjures up, this has always been a standout series for its representation of women in the genre, which Type Lumina upholds in form and function. As a fighting game roster, its gender ratio falls 10 : 4 in favour of playable women, a majority rule which is practically unheard of in a genre where mere parity is usually a distant dream, and it does not come by it through exceptional circumstances like only featuring women in its cast--a technicality that often speaks to different motives from representation altogether. It's not simply a numbers game either, as the characters who are present end up portrayed with an unadorned simplicity and forthrightness in the aesthetic they embody. That's been the strength of Takashi Takeuchi's designwork, at least in the early days from which these restrained modernizations derive: Type-Moon's stories may deal with violence, and they sometimes broach sexual content (however awkwardly), but they're possessed of a restraint in the surface aesthetics that this fighter branch operates on that doesn't translate to a language of exploitation in either parts of the sex and violence paradigm. I have never been made to feel unwelcome in Melty Blood because for every opportunity that comes along in its iconography that could be twisted to some malicious end, the games consistently refuse to walk down that road, and I'm left with a cast that's held in esteem and respect by the game in ways that only elevate the material.

The fighting game community at large which I recognize but cannot claim to be part of will embrace or reject Type Lumina on basis of competitive depth, the state of its netcode and player options which will gradually manifest in theory and practice, and other such factors that make a fighter in the long-term and which I don't mean to dismiss but simply shrug off for my own context. For me, it's a singular vehicle for personal introspection, possible because of how much has changed and how much hasn't at all with it and me, and that's something I can't mark as a binary success or failure on its part--I'm just happy it's given me the opportunity, and equally as happy to pay it back in continuing to interact with it.
 

sfried

Fluffy Prince
Been playing it for a bit...

Noel's fun to play. I still need to get the "gist" of the system but from what I understand. There are all from the tutorials:
- You can do a standard block and you can shield. Some attacks cannot be blocked but can be shielded, while Ex Drives (Specials that use the Heavy attack button) can easily pierce through shields, but are tied to your Special guage. Throws can easily overcome both forms of blocking.
- While it's easy to start a combo with a "Beat Rush" (i.e. "one button combos"), they don't really deal as much damage, and the key is to avoid initiating these button mashy manuvers by pausing inputs and instead timing intentional regular normals. You can't string inputs with input buffers it seems, instead relying on regular timing (I will need to do more tests to verify...again I'm no fighting game expert).
 

Peklo

Oh! Create!
(they/them, she/her)
Out of basically any fighter I've played, I think this does the most legwork in reaching for the dream of understandable, execution-streamlined inputs without deliberately framing the game and its control methods as a minimalist interpretation of the genre; you're still doing the same things and using largely the same conventions as in other games but it's all more readily comprehensible thanks to the surrounding design. It's in the auto-combos, and also the Moon Skills which function as a third variation on specials next to the standard moves and EX versions--all distinct in use cases, working off of different resources, and also in how you perform them, with the Moon Skills having the most direct inputs out of the tree, with just one direction and two buttons/a shortcut. If you're a pad player, there's basically nothing to adjust as the default set-up covers everything the game will ask of you, and learning movesets is easier too as the input types are very uniform and standardized across the cast with very few exceptions--and the motions that are present aren't execution nightmares to begin with. I think there's always the fear from some that peeling away the layers of button input mastery will diminish the genre in what it's good at and why it's enjoyable, but that hasn't manifested here at all--if anything, it's more fun to learn when the mind can be occupied primarily with concepts like positioning and the flow of the match instead of fretting whether or not a move comes out as intended.

All the systems work really well too within that framework. This kinda niche within the niche that Melty Blood is part of--the airdash anime fighter with magic sigils and pyrotechnics off every move--is a very particular aesthetic and mechanical baseline that's so distinctly its own thing that one cannot mistake it for anything else, but the excess that's associated with the field is also much reduced in here even though it's one of the originators of the cliche. Characters aren't overstuffed with personal resource mechanics that drown the interface in piles of unintelligible symbology, the pace of matches while very fast operates on a shared baseline between opponents so it never departs legibility, and the meter management that exists--health, magic, moon--is all interwoven in a symbiotic relationship that's intuitive to internalize in practice as the effects are so clear and immediate in how they impact play. It's one of the least convoluted complex games I think I've ever played, and every action that happens during battle when the mechanics interact--the shield counters and them being countered in response, the clash of precisely colliding attacks, the mobility options that start high and can be buffed higher--never sticks out as a lull in the pace of a match as the kind of cinematic waffling isn't really part of the game's language. Maybe the Last Arcs, but those are the punctuation comeback maneuvers and so allowed the momentary flourish. If you're overpowering the opponent, you won't see any of yours.
 

Alixsar

The Shogun of Harlem
(He/him)
In the proper thread now:
Uh so I never in a million years thought I'd ever 1) play Melty Blood and 2) enjoy it but 3) here we are, it's hella fun

I am obviously not great at it, but it's fun to mess around with. There's only 14 characters but basically every archetype you'd want is covered and there's some WILD shit in it. There's one pet character, which is actually two characters who you can play individually with their own moves and tricks, or together as a tag team/pet combo with altered movelists of both characters and some INSANE interactions and set ups. There's an oki monster, a frame trap monster, a rushdown nightmare, Sagat but on steroids but he's Alucard, a "grappler" (more of a rushdown/armor character but he has grabs too), two zoners with tricky movement and rushdown options, Saber from Fate/night is there (?!?!), and so is Jam from Guilty Gear but she's a tiny girl. Everyone is really different, but fun, and I'm kinda even having a hard time settling on a main because everyone is fun. The "Shield" system makes for some wild rock/paper/scissors stuff, the combo system is similar to UNIST (in other words, just simply doing combos feels fun), the moon gauge is fun to manage...

It's wild. It's wild! If anyone is on PC and wants to get poorly zoned by my Vlov, let me know.

One thing I forgot to mention, and that became very apparent after playing last night as a different character each game, is that while everyone has their own specials and interactions, a lot of the game's system knowledge transfers over from one character to another. Obviously you won't be optimal but there's a framework for each character that once you understand, lets you build off of pretty easily. The auto combo system is basically exactly the same as Dragonball FighterZ. I didn't play much of UNIST, but it did feel similar to this, so this game feels like an unholy union of DBFZ and UNIST, which is KINDA perfect? The dearth of movement options makes basically everyone a rushdown/mix-up character to an extent and once you embrace that the game starts to cook.

CONTENT WARNING

Oh, and also; if you're like me and started thinking "oh I wonder what this character's backstory in the visual novel was" and decide to look up the Type Moon wiki that has a summary of the visual novel's plot...don't do this. I REPEAT DO NOT GOOGLE YOUR CHARACTER'S TSUKIHIME* BACKSTORY. Maybe the Tsukihime remake isn't as bad but...there's SO MUCH rape. There's SO MUCH rape, and child rape specifically!!!!!, and just...fucking...FUCK. It's so awful. It's SO AWFUL

Melty is fun to play but I can't help but feel awful playing it now knowing it rose from the cesspool of an intensely exploitative and awful eroge from 20 years ago. Like, I knew it was bad but JESUS it's bad. Good fucking Lord. Supposedly the Tsukihime remake isn't as bad in this regard but there's no way I'll ever try to find out because FUCKING CHRIST.

...it's still a fun fighter though, and I'm glad they've been able to move past this awful trash. But part of me can't help but feel weird looking at the cast that's mostly female and thinking that they all originally existed as sex pest fodder in an eroge. That's not them anymore, but it was, and it's just...weird. It's weird. It doesn't help that Saber from Fate is ALSO there and Fate has a very similar background to Tsukihime. Like, French Bread has managed to create multiple gorgeous and deep 2D fighters, on the back of two porn games from the early 2000s. What? How...it's mind boggling.

* Tsukihime is the visual novel from 2000 that Melty took it's characters from
 
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Peklo

Oh! Create!
(they/them, she/her)
It's part of the game's origins that everyone wishes wasn't there (probably even Type-Moon at this point), and since the visual design aesthetic as far as how characters are presented in the Melty branch doesn't align with it at all, it's easy enough to compartmentalize if one's willing to. This or anything else by Nasu isn't something I'd ever highlight positively for the writing, but I am fascinated by it for its crystallized and commodified sensibilities as perpetual and franchised juvenilia that de-emphasizes and de-escalates the exploitation from the source material massively as it goes.
 

Fyonn

did their best!
If it helps, iirc the pornographic content in Tsukihime was farmed out to a different writing staff. It has powerful "I want this to sell, so it has to be eroge..." energy. Once the remake comes out, I assume it will be wholly excised from the canon.
But also, yes, Tsukihime has some fucking vile content in it.
 

Peklo

Oh! Create!
(they/them, she/her)
Sexualization in Type Lumina that I actually like: it's a story about vampires, so it's inherently going to deal in these thematics on some level even as a fighting game, and most potently it's seen in the amazingly named Michael Roa Valdamjong. As a body-invading reincarnating vampire anarchist, he's the closest anyone in the cast comes to that classic conception of vampires as threats defined by their sexual natures and conduct, and it's communicated in just how this dude looks: blown-open dress shirts, abs for days and nights, the works. He is objectified in a way none of the child-coded or girl and women characters are, which is exceptional enough on its own for the genre or media in general. There's also been a subtle evolution in just how that sexualization is conveyed, as his Fabio-esque romance novel cover flowing locks bearing of the earlier games is now given way to a shorter haircut and low-cut pants that recast his niche as a wiry, lithe punk rock frontman aesthetically, for a different type of sex symbol incarnate. I think that's a big strength of the game in that it leaves its sauciest treatment to expressly the adults in the cast, who are often also men; Vlov as the effective replacement to Nrvnqsr Chaos is also a shift toward a sensuality that wasn't present before in the archetype he represents.
 

Peklo

Oh! Create!
(they/them, she/her)
Other super cool things about the game:
  • spend that in-game currency on every character's design pages. They're effectively curated spritesheets showcasing specific frames for each character, and contrasting them side by side with their original sprites where possible (which is most of the time as most in the game's cast are returning characters). It's really interesting and I don't remember any other fighting game with the required history to have taken the opportunity for this kind of highlighting of its past.
  • Raito's still doing the music and still killing it. The expected moods and tones for how fighting game music should sound like are in the best of cases totally rejected, and the game's always aurally interesting as a result. He even sings one of the credits themes despite not being a trained vocalist, and it's really charming.
  • I've talked about the unvarnished appeal of the character and even game interface style, and that aspect remains consistent in the stages too. They are just calm and quiet diorama snippets of modern day mundanities, the street corners and city parks where none but this cast clash in their occult battle dimensions. So many other fighters strive to impress with density in scenic detail or outlandish vistas, and Melty's always gone for serene urban fantasy instead.
  • the story modes aren't built for challenging anyone who knows what they're remotely doing in a fighter, but the special boss rush mode, either in its Miyako-exclusive narrative context or free play with any character of one's choice probably pushes the CPU side of the game as far as it can go. It's touted as an "impossible" mode within the game's text, and while an oversell, it is very fun to try one's mettle against, especially at a lower skill level.
  • the Melty Blood Archives is DLC only accessible at a monetary premium, so I don't think most will go for it, but as I am a mark for this series I was curious enough to do just that. What you get with it is probably one of the most comprehensive and substantial digital artbooks around, including developer interviews, series release histories, thorough biographies of characters, play mechanics discussion, ending galleries, concept art showcases, notes on Type Lumina's roster's design concepts, song lyrics, and 50+ music tracks to listen to while you browse, encompassing the game's soundtrack and selections from the previous releases. There is a lot there, and though expensive, I think I got enough in return.
 

Peklo

Oh! Create!
(they/them, she/her)
A DLC character was announced and I'm really pissed off about it. My kneejerk glib jab was "like some Fate Illya shit" and honestly the denouncement doesn't need to go much further as that's one of the worst parallels you could draw to any media, within the Type-Moon "family" or no. All the good things I've had to say over the years about Melty's approach to sexualization aren't negated by this, but they are prevented from being applied to the work holistically, anymore, so long as this kind of designwork lives in it. A misstep as great as any I've seen. In case the intent is somehow in doubt, here is a biography for the character directly from the game's official site--behind a link instead of an embed as the trailer above, because this character is a half-naked child, and spotlit because of the phrasing in said bio blurb that is calling attention to those design elements as transparently as it can muster.
 
You’re right about the design being bad but I really doubt any character from Tsukihime Remake will be changed. Though besides Noelle, I can’t think of any other character that has a design that bad.
 

Peklo

Oh! Create!
(they/them, she/her)
I don't follow Tsukihime at all beyond what bleeds over as source material into Melty, as the material is far better served in that context, so I don't know what the potential roster for the game's continued existence would even look like. The issue here is not only that the character exists, but that they curated a spin-off fighter's cast to incorporate them--maybe in their read it's what "the audience" wants, but my perspective isn't informed by that. It's not a rejection of whatever's new either, as someone like Vlov is equally as newly introduced, and works well within the precedent and tone of previous designwork in the series. There's a pretty big reason why I only interact with Type-Moon works in a limited context as defined by the fighting games derived from them, and it is to avoid material like this.
 

Peklo

Oh! Create!
(they/them, she/her)

Apology accepted, the best it can be under the circumstances. Aoko is probably the character that embodies all the design tenets and aesthetic appeal that made me imprint on Melty as a kid in the first place; if the new shit is suspect then at least the old staples are being done justice. Put on your t-shirt and jeans and ready the punch and kick lasers.
 

Kirin

Summon for hire
(he/him)
It really says something about the state of female fighting game characters that someone in a white t-shirt and blue jeans reads as one of the most refreshing designs I've seen in ages.
 

Alixsar

The Shogun of Harlem
(He/him)
I was just talking about this with a friend and we established what we're calling the "Pedophile to Jeans" spectrum of anime character design. And hey, that means Melty runs the whole spectrum!
 
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