For as long as I can remember, I’ve had a tendency of coming up with ideas for sequels to some of my favorite video games. I’m pretty sure that some of my previous works have made that pretty clear, but it goes back even further than that. I mentioned in the final part of my Retrospective on the Classic MegaMan series that I’d come up with a few concepts for titles in that series when I was younger. It goes back even further than that, though: when I was barely in grade school, I was already coming up with ideas for new characters in games like Sonic the Hedgehog or Mortal Kombat. These days, terms like “OC” would be thrown around, but my reasoning back then was a lot more innocent: it was just a way to entertain myself.
As such, I’ve always had something of an itch to come back to some of these ideas. Even before the beginning of Retronaissance, I’d written a few random blog posts on the subject of various sequels I’d like to see and how I’d like to see them done. More recently, we’ve got the examples of such series I’ve done like “Retro or Reboot?” and “Sum of Its Parts”, though each of these series would often add their own unique spins to the concept, rather than just being a straight design document. The closest I came to the original concept was my first “Under Reconstruction” article, detailing a potential remake of Ys V. Still, none of these quite sated my almost gnawing need to do a straight write-up for a sequel. So, here we are – with absolutely no experience in the video game industry, I’m nothing more than an “armchair developer”, so I welcome you to Armchair Dev.
In Armchair Dev, I’m effectively setting out to produce my own takes on sequels to games I like in the form of design documents. Don’t expect any sort of consistent length between entries in this series: some games are just more likely to invoke a much broader reaction out of me than others. These documents will be a bit more segmented than other articles, with various headings and subheadings relating to whatever categories I consider necessary when discussing each concept
And what better way to kick off this series than with a game I’ve been craving for roughly two decades now: a fourth entry in the Darkstalkers series. If we discount Capcom’s various fighting game crossovers, Darkstalkers is clearly their second most popular fighting game franchise: a distant second to Street Fighter, but still relevant enough to see references even to this day, in games like Project X Zone and even Marvel vs. Capcom Infinite. Capcom did attempt to revitalize the series last-gen by way of a compilation two-pack, Darkstalkers Resurrection. The title’s irony was only visible in hindsight. Coupling Night Warriors: Darkstalkers’ Revenge (my personal favorite) with the more popular Vampire Savior (or Darkstalkers 3, as most people call it), Capcom was obviously trying to recreate the magic of such re-releases as Street Fighter II Turbo: Hyper Fighter and Marvel vs. Capcom 2, trying to feel out the potential audience for a new game in the franchise, but sales were disappointing.
While Capcom has merely said that their plans have been shelved, it’s safe to say that the Darkstalkers are likely dead and the most we’ll see of them are cameos from Morrigan and a handful of others in the occasional crossover title, leaving the vast majority of the game’s lore and universe lost to us even beyond the foreseeable future. I see things differently. With Capcom focusing more on the eSports side of fighting games, it’s clear that they need to be a little less conservative when it comes to experimenting with new forms of monetizing some of their titles. As Street Fighter is their key fighting brand, it would be nearly suicidal to take unnecessary risks and poison the brand’s reputation – after all, it could be argued that games like Street Fighter EX3 and the earlier iterations of Street Fighter III impacted the brand negatively in the long run, leading to its hiatus, which Street Fighter IV reversed with its safer return to form. On that note, however, the monetization of Street Fighter V was healthier even during its dry period than the more traditional Marvel vs. Capcom: Infinite, which appears at this point to be on death’s door. Therein lies the rub: Darkstalkers has a dedicated fanbase that hungers so much for a new game that they outright rejected Capcom’s attempt at gauging interest with re-releases. We’re left with a simple juxtaposition: a small, but rabid fanbase that desires a new game and a company that appears to be experimenting with new ways to prop up a genre that saw its heyday in the long-dead arcade scene.
All that being said, I present my take on a fourth Darkstalkers game.
My core idea behind Darkstalkers 4 can be summarized in a phrase: Capcom’s answer to Killer Instinct. While Capcom has a tendency to prefer being innovators in their own rights rather than simply mimicking their competitors, Killer Instinct’s unorthodox success is one that I’d hold up as an example for the future of the fighting game genre. While being one of the greatest success stories on what is either a distant second or even a third-place platform in a console generation isn’t a shining recommendation, it was KI’s sheer longevity that I find so inspiring: a free-to-play fighting game that literally launched with the Xbox One itself managed to survive with new content and balance patches well into 2017. The 2013 reboot of KI managed four years of support, despite the game’s original developer being bought out by Amazon. I can’t help but be impressed.
I’m honestly convinced that some of the decisions made regarding Street Fighter V were inspired by Killer Instinct 2013. The only problem is that they handled things backwards: instead of offering a free “base game” with various levels of transactions for content, SFV went for a base $60 cost while giving players the potential to earn important content with in-game currency. No doubt a bold move, but considering how lackluster SFV was at launch, it definitely led to the game suffering from some major growing pains for the first couple of years. With the advent of Arcade Edition, Capcom’s premier fighter is finally well worth its initial $60 price tag, but considering how many people were turned off when the game launched in 2016 and throughout 2017 – especially when compared to KI’s solid four years of growth – it was an obvious misstep in hindsight.
As such, I suggest that Darkstalkers 4 be Capcom’s first attempt at a true free-to-play console (and ideally, PC) fighting game. Of course, given the fact that Capcom required partnerships to develop their last two fighting games – with Sony providing major funding for SFV and Disney effectively taking control of Marvel vs. Capcom Infinite – it would still be imperative for Capcom to both get this game on as many systems as possible and avoid fracturing the userbase by implementing crossplay between systems, just like they did in SFV. With Sony as the lone hold-out in terms of console cross-play, it becomes difficult to determine whether a PS4/PC or XBO/Switch/PC roll-out would be more beneficial.
In terms of the game’s price point, I’d suggest outright stealing Killer Instinct’s system. The “base game” of Darkstalkers 4 would be a free downloadable demo, with only 1 rotating playable character available. The free character would be playable for a period between 1-2 months, before a different character is selected. In retrospect, I assume that when Capcom was marketing SFV, the major selling point was less the game itself and more the sheer number of online opponents made available to their customers. This would explain why Capcom gave users the option to unlock future characters for free – an option MvCI lacked. Offering a free, stripped-down version of Darkstalkers 4 would do a much better job of capitalizing on that strategy. Obviously, characters would have to be purchased one way or another – more on that soon – and in cases where a player already owns that month’s free character, they’ll receive another random choice from the remainder of the roster.
On that note, I’d love to see a return of the Fight Money concept from Street Fighter V. Obviously it should be rebranded to something more fitting for the Darkstalkers universe, but for the purposes of this article, I’ll just stick to the existing “Fight Money” term. Of course, I do think it needs a bit of an overhaul, particularly in the way it’s earned. The online component should revert to the way it was during SFV’s beta: at least a small amount of FM should be earned when fighting online, even when losing a match. Even a miniscule amount like 5FM would do a lot to motivate less-skilled players to continue playing online matches and contributing to the health of the community. I’d also take inspiration from Netherrealm Studios’ mobile card fighting games and allow a compromise for earning Fight Money through single-player content: the first completion would pay out a very large amount, but future attempts would pay out at a severely reduced rate.
Likewise, I’d also suggest expanding on the amount of content that can be purchased with fight money. Individual characters can still be purchased with Fight Money, but attempting to do so from the free version alone would be extremely difficult, though not impossible. That or perhaps earning Fight Money would be suspended while playing the free version, with any amount earned deposited as a massive lump sum once a character is purchased.
Purchasing the core content of characters would take on three forms, not unlike what Killer Instinct did in its first two seasons. Individual characters could be purchased for $5 apiece, perhaps with the inclusion of a single extra premium costume. The medium price point – between $20-30 – would nab the entire season of characters in a bare-bones fashion, just the characters and nothing else. Then, there would be a premium package: all of the characters, with an extra premium costume per character, plus some additional features. Maybe a free copy of Darkstalkers Resurrection – or perhaps an even more significant re-release – maybe a large lump sum of in-game currency. Just some bonuses that would cost Capcom very little, while enticing consumers to purchase it due to its perceived value. Obviously, that last package would ideally cost somewhere in the $40-50 range. Future installments of content would offer similar price points: effectively selling season passes without the typical initial $60 investment, an idea I definitely wouldn’t mind seeing attempted in a fighting game.
Of course, the most important part of any video game is easily the gameplay itself. With regards to fighting games, I’d break it down into two equally important core components: mechanics and roster. I’ll be handling both of these in their own respective sections.
Mechanically, I’d draw a lot from the latest game in the series, Vampire Savior (aka Darkstalkers 3). While Night Warriors is my personal preference, it’s clear that VSav is a superior game from a purely mechanical standpoint. For example, DS3 went from the standard rounds system used in Capcom fighting games to using downs: effectively a lives system where players had two whole lifebars to burn through and health isn’t replenished after one player is defeated. I’d love to see a return of the Downs system in a fourth Darkstalkers game (or any new Capcom fighting game, for that matter), but I am a bit concerned: after all, Killer Instinct has used the exact same system in all three of its games. Still, considering the novelty of such a system in Japanese fighting games, I’d definitely keep it.
ROUND REBEL LIFE 2, FIGHT!
Likewise, there’s the recoverable damage system, where permanent damage is colored red and white damage can be recovered after a short period of time. Again, a similar system has appeared in Killer Instinct 2013, but considering how similar it is to similar systems found in tag team fighters, I’m sure that mechanic will have an easier time avoiding direct comparisons.
I love that little flame movement when characters take damage.
Likewise, you’ve got to deal with the various uses of the meter. In Darkstalkers 3, 1 bar of meter can be used to perform Enhanced Special (ES) Moves, Extra Special (EX) Moves and the Dark Force mechanic. I’ll try to cut through the confusing terminology as painlessly as I possibly can, by comparing each of these to relative counterparts found in Street Fighter games. VSav’s EX Moves, despite their name, are effectively like Street Fighter’s Super Moves (Critical Arts, Super Arts, etc.). ES Moves, on the other hand, are equal to the EX Moves found in Street Fighters III, IV and V. Dark Force, on the other hand, is a completely different beast, with no real equivalent until SFV’s V-Trigger: a power-up activated via a button combination that grants each character a unique ability for a brief period of time.
In the past, I considered tying Dark Force to a “Revenge Meter” mechanic, not unlike the Ultra Combos in SF4. Half a bar could perform the traditional power-up, while saving an entire bar would allow for a much more powerful “Dark Force” attack, not unlike those aforementioned Ultra Combos. Since then, I’ve changed my mind – adding new meters would simply drag down the importance of the standard meter. Also, keeping all of the gameplay mechanics tied to a single bar would make a new Darkstalkers game pretty unique compared to other modern Capcom fighters. As such, I’ve come to the conclusion that ES Moves and Dark Force activations should cost 1 bar apiece, while EX Moves would cost anywhere from 2 to 3 bars, depending on the amount of damage they deal.
Street Fighter V, eat your heart out.
The game utilizes a more flexible combo system, opting for chain combos over links. It only makes sense, the original Darkstalkers is considered one of the ancestors of what would eventually become the Marvel vs. Capcom series of games, and it’s shown in every iteration of the franchise. Frankly, I’d just keep that as-is – the 1-on-1 nature of the Darkstalkers games allow these mechanics to differentiate themselves from the more chaotic Marvel titles.
There are a few other mechanics present in VSav that feel worth salvaging. First and foremost, is how the series has generally handled projectile collisions. While most fighting games have the two fireballs cancel one another on impact, Darkstalkers goes for a more momentum-based system: whichever projectile has more momentum behind it – usually the more recent of the two projectiles – pushes the other out of its way, at the cost of some of its own force. “Pursuits” are a common technique that allow players to attack downed opponents. As such, downed characters can wake up straight up, forward or backwards – though this isn’t particularly uncommon, especially in modern fighting games. Pushblocks, a hallmark of the defensive options in the Marvel games, were also present in Vampire Savior; as well as Guard Cancelling, which is functionally identical to Street Fighter’s Alpha Counters and more recently, V-Reversals.
Of course, then there are old trappings common in Capcom fighting games of the era that have been ditched in modern games. For example, the entire Darkstalkers series had the option to choose between multiple game speeds, a feature that was discontinued even before Capcom revitalized their stake in the genre with the original Street Fighter IV. As much as I loved this functionality back in the day, I wouldn’t be heartbroken if it didn’t return. The generally accepted rules for VSav in a tournament setting is to use the “Turbo 3” setting, so that seems like the ideal speed to try to match in a new iteration of the series. Likewise, many iterations of Darkstalkers 3 included the option to enable Auto-Block (exactly what it sounds like), another hallmark of Capcom fighters from the mid-90s. Considering the fact that Capcom seems to be attempting to court a more casual audience, I feel like bringing back auto-block would be a good idea when it comes to teaching new players the ropes. Ideally, this could also be accompanied by some form of Simple Mode, like those found in some of the early Marvel games. To make up for these advantages, I’d suggest dampening the player’s health (for Auto-Block) and/or damage (Simple Mode) by anywhere from 5-10%, just to make things even. Capcom tried something similar in Street Fighter x Tekken, but unfortunately, they tied it to the unpopular “Gems” mechanic. I’d simply go for a traditional menu on the character select in the case of a Darkstalkers 4. Also, differentiate players who are and aren’t using these mechanics. Maybe change the tint of characters using either mode, just to serve as a visual cue for players or force these settings to be set beforehand in online matches and allow players the option to filter them out.
In general, I think that many of the elements from previous games in the series like Night Warriors and especially Vampire Savior should be retained, but also streamlined and modernized. One particular oddity in the classic Darkstalkers titles were their tendency toward, shall we say, “unique” inputs for special moves. Nothing exactly on par with some of the most infamous fighting game inputs, but in the early games especially, there was an odd tendency toward “down-to-up half-circles” (that’s the best way I can describe them) and other motions that just felt awkward in practice. I’m not asking for the game to be dumbed down to say, Marvel levels, but keep it within the realm of the Street Fighter games this time around.
I’ve always argued that a fighting game is only as good as its roster – and Darkstalkers 4 should be no exception. Looking at the launch line-ups for games like Killer Instinct 2013 and Street Fighter V, I’ve decided to go with a more classic number. At launch, I’d expect DS4 to have a total of 10 playable characters: the same number available in the original Darkstalkers from 1994. Not particularly a huge number, but it should allow for a diverse assortment of characters and considering my take on DS4 has been conceived as something of a budget title with lots of support in mind, I’d rather have a smaller and more polished base roster to work with from the beginning.
Still one of my favorite designs for a character select.
The roster breakdown, on the other hand, is something I’ve dreaded coming up with. When it comes to fighting games, my tastes tend to deviate from the norm, even in the most niche of titles. Instead, I’ll merely start with a breakdown of how I feel the roster should be situated: a majority of old characters, with a few new original characters to add new life to this undead franchise. Originally, I’d settled on a “9 old to 1 new” ratio, but I think that “8 old to 2 new” would also be a feasible choice. My preference still lies with the former, however. After all, most of the appeal of the Darkstalkers series comes from the universe itself, and by extension, the existing cast.
With that being said, I do have some picks for who I’d consider viable choices for returning characters, which I’ve ranked in order from what I’d consider most to least likely. Many of the characters in the earlier Darkstalkers games had a tendency towards versatile movesets that diminished each character’s identity. As such, I’ve got suggestions for how to reimagine characters in order to give their playstyles unique and cohesive identities – not unlike how Street Fighter V handled many of the returning characters in its own base roster. That being said, I’ve left some popular choices off my list and I’ll explain my omissions after I’ve gone through the ten characters I’d expect to see in a new Darkstalkers game. I’ve also come up with an idea for a “new” playable character I could see as a viable choice among even the most purist of Darkstalkers fans.
My first character is clearly the most obvious choice possible. It’s to the point where most people don’t think of Morrigan as a Darkstalkers character, but rather “Darkstalkers is the series where Morrigan came from”. Appearing in more crossover games than I can count – though strangely not every single one – Morrigan is the de facto mascot of the series and has been for quite some time. It just wouldn’t be a Darkstalkers game without her.
Archetype: Honestly, I’d keep her as-is. Considering the sheer amount of experience people have had with Morrigan in recent releases compared to other characters in the series, she already has a modern iteration to use as an effective template in Darkstalkers 4. Give her the same treatment Street Fighter V gave Ryu – she’s equally as iconic in her respective series. As such, Morrigan makes sense as a character meant to ease newcomers into the Darkstalkers series as a whole: easy to learn, but with plenty of depth when mastered. Her moveset is varied, boasting a projectile, “Shoryuken” anti-air and even a command grab. Bring back Valkyrie Turn as an EX move, alongside Darkness Illusion and Finishing Shower (with new, manageable inputs, of course) and for the love of God, just bring back Lilith as her shadow clone. She showed up in Tatsunoko vs. Capcom, for crying out loud!
Character number two seems a bit like a weird choice: bringing in Darkstalkers’ other resident “shoto-like” character so quickly may feel a bit premature. Fun fact – Demitri was originally the main character of the series. In fact, he was the title character in Japan: the titular “Vampire”. There’s also the fact that he’s one of the most prominent characters in the series – sharing the spotlight with only one other in that “Darkstalkers Are Not Dead” trailer from what feels like a lifetime ago – yet never appeared in a Marvel game. Still, cameos in Project X Zone and Capcom Fighting Jam have kept Maximoff relevant to at least some extent, so he’s no wild card.
Archetype: There’s really very little I’d change. His stats were already different from Morrigan, effectively making him the stronger Ryu to her faster Ken. Drop his “Negative Stolen” command grab, to further differentiate himself from Morrigan, but give him a new special move to compensate. Also, definitely include the Midnight Bliss: it’s a divisive element of the character, but it seems to have more fans than detractors. Just include the Midnight Pleasure – the version where he just eats his opponent without turning them into a sexy lady – to please everyone.
Perhaps the second most prolific character in the series, Felicia has gotten a bad rap as of late, but still manages to consistently show up in various crossovers. She hasn’t appeared in quite as many as Morrigan, but actually managed to appear in one that the succubus was left out of. As such, it would just feel wrong to leave her out of a new game in her series of origin. Her costume may raise a few issues – some have even speculated that this is why she was left out of the latest Marvel vs. Capcom – so a more eSports-friendly redesign may be in order, but as long as her original outfit is made available as an alternative costume, everything should be fine.
Archetype: Felicia’s movelist varies from game-to-game, so trying to create a complete version of her fighting techniques seems like a good place to start. Many of her techniques over the years have cemented her position as a rushdown “pixie” character, relying on close-range combos as her best avenue for damage. As such, I’d mix-and-match my favorite moves from her various iterations to create a fleshed-out, cohesive character concept. Take the Rolling Buckler from MvC3 – where it had numerous follow-up techniques, as opposed to just the uppercut; bring back the Rolling Scratch (follow-up and all) and Sand Splash from Night Warriors and keep the VSav iterations of Delta Kick, EX Charge and Cat Spike. Felicia’s Hellcat technique should also return but heavily modified: rather than an up-close command grab, I picture it starting from a pounce. The medium iteration would act like a command grab from the pounce with a short hop – best example I can think of is Hakan’s Oil Dive from Super Street Fighter 4 – while the heavy iteration would be a strike, with better range but the potential to be blocked. Keep her standard EX Moves and she should be good to go.
Demitri’s co-star in the aforementioned “Darkstalkers Are Not Dead” concept trailer, this ghoulish Australian death metal rocking zombie is among the most popular characters in the series, despite his lack of appearances in any Capcom-developed crossovers. Of course, that’s likely just due to the animated nature of the character: when rumors swirled of a Capcom character in MvCI so impressive, “the animators deserve a raise for getting this character into the game”, Lord Raptor (going by the moniker of “Zabel Zarock” in Japan) was one of the most common guesses for the character’s identity. After all, Raptor’s animations are among the most impressive in the series’ history.
Archetype: Another high-speed character, Raptor has traditionally had high attack strength, but ended up with below-average health. As such, I’d probably exaggerate this in a new Darkstalkers game and turn him into a glass cannon-type character: high offense, but low defense. With this in mind, I’d keep Raptor’s moveset similar, though with modified inputs – Raptor’s one of the most prominent examples of those weird inputs I mentioned earlier.
I’d argue that Hsien-Ko (or Lei-Lei, if you’re Japanese) is probably the third most popular Darkstalker character, but that’s mainly based on her appearance record in crossovers. Appearing in games like Super Puzzle Fighter II Turbo, Pocket Fighter and more recently, Marvel vs. Capcom 3 and Project X Zone, a lot of people clearly have a soft spot for this Jiang Shi. She’s also my first character choice that didn’t appear in the original Darkstalkers, making her debut in Night Warriors: Darkstalkers’ Revenge.
Archetype: Unfortunately, the love for Hsien-Ko has never really translated to her playability in fighting games. Generally ranked as a low-tier character in most of her appearances (and merely mid-tier at her best), Hsien-Ko is among the slowest characters in the series with low health and defense and decent attack. As such, I’d simply keep her low speed, but boost her attack and defense substantially, effectively making her a heavy-hitter, keeping her utility at both close- and far-range. Keep her motions from VSav, and she should be good to go.
In my experience, Jon Talbain (alias Gallon) was among the most highly-requested Darkstalker characters to appear in the recent batch of Marvel games. Considering the fact that Infinite added MegaMan X – by far, the most rabidly requested character for MvC3 – it stands to reason that Capcom would be likely to include the kung-fu werewolf in a new Darkstalkers character.
Archetype: Much like Felicia and Lord Raptor, Talbain is a rushdown-heavy character, relying on a balance of strength and speed. Generally considered a top-tier character in Night Warriors and Vampire Savior, it seems fair to retain the character’s abilities. While Felicia and Lord Raptor would represent specific sub-types of the rushdown archetype, Jon would end up being a more balanced, standard variant, with equal emphasis placed on combos and strong attacks.
My reasoning for including Anakaris is sound but unorthodox. Anakaris appeared in both Marvel vs. Capcom 2 and Capcom Fighting Evolution – and was even a high-tier character in the latter – giving him more exposure when compared to the rest of the series’ cast. There’s also the worry of including too many female characters, given Darkstalkers’ reputation as a “waifu fighter”, so adding a little testosterone in the form of a dried-out, yet somehow bulked-out mummy doesn’t hurt.
Archetype: Anakaris has generally filled the role of zoner in most of his appearances, it feels fitting to keep him in this role. Most of his attacks are long-range, meant to keep his opponents away from him, meaning that he fits in with the trapper archetype, meaning that he works best when pinning his opponents out from close-range. He can curse enemies, rendering them helpless but small; inhale enemy projectiles and cough them up ad nauseum (pun intended) and even perform a mid-range grab, wrapping his opponent in bandages and swinging them back and forth before slamming them into the ground. Many versions of Anakaris had some decent rushdown capabilities – he even has a divekick – but I’d downplay those elements to emphasise his ranged capabilities.
The fourth and final Darkstalkers character that appeared in Marvel vs. Capcom 2, B.B. Hood (or Bulleta, as she’s known in Japan) made her debut in Vampire Savior and has been a cult-favorite ever since. She’s appeared in SNK vs. Capcom: The Match of the Millennium on the NeoGeo Pocket Color and more recently, as a boss character in Project X Zone. She even managed to appear in Cannon Spike, a free roaming shoot-‘em-up game featuring a variety of Capcom characters.
Archetype: B.B. Hood’s standard moveset appears to have a little bit of everything: projectile attacks, a powerful strike and even a command grab. It leads to an interesting array of attacks, but little cohesion when it comes to strategy. However, her normals are where an identity can be surmised. Firing uzis and tossing and dropping landmines juxtaposed with her missile-heavy moveset and Dark Force implies that B.B. Hood would be best considered as a zoner, but I’d keep her other attacks for the sake of flavor. Her speed and mobility has always been important, making up for the short range of some of her normal attacks. Focusing on the zoning aspects of B.B. Hood would provide an interesting contrast to Anakaris, who has the longest-ranged normals out of the entire cast, while being among the slowest characters in the game.
At this point, my choices become a little more esoteric. Sasquatch is probably no more popular than most of Darkstalker’s remaining cast, in terms of the fandom. However, when it comes to the tournament scene, the character’s considered top-tier in both Vampire Savior and Night Warriors to this day, so there is clearly at least some kind of love for the character, even if it’s strictly functional.
Archetype: Of course, the real reason I’m choosing Sasquatch is due to what he represents. The Darkstalkers games never really had any pure grapplers – likely because almost every character had at least one common grab – Sasquatch generally has at least two such moves in his repertoire, making him a prime candidate. Coupling that with the fact that his Big Snow projectile was replaced with a shorter-range (but otherwise functionally identical) Big Breath in Vampire Savior, along with his other moves make him perfect as a close-range fighter. I’d simply take his moveset from VSav and give him back his Big Cyclone from NW, to give him more tools to get close the distance between him and his opponent.
By this point, the last three characters I’d even consider for the game are about equally likely in my eyes: after all, I’d shoot for a ten-character base roster, with at least one original character, so this is honestly more about covering every character I’d personally consider for an initial slot. Q-Bee is, by no means, a popular character, even in the context of a niche series like Darkstalkers. This isn’t really helped by the fact that she was only playable in Vampire Savior (and technically, Vampire Savior 2, but that doesn’t really count as a new game), though she did made appearances in the Card Fighters games, Namco x Capcom and both Project X Zone games. However, she was considered a top-tier character in VSav, which is why I’d consider her worthy of inclusion.
Archetype: As with B.B. Hood, Q-Bee’s moveset is kind of…all over the place. She’s got two command grabs, an aerial assault and even an attack similar to Chun-Li’s Lightning Legs. Her EX moves are a giant ball of honey that immobilizes her opponent and an attack that allows her to summon her hive to attack. I’m tempted to reimagine Q-Bee as a puppet character, simply due to the legions of soul bees at her disposal, but they’d clearly be support rather than Q-Bee’s main source of damage, and I worry about attempting to add a puppet character to any game with Morrigan in it, considering her use of Astral Vision. Still, I’m confident that the concept can be differentiated enough. Perhaps the P-Bee drones can appear in new special and EX moves added to Q-Bee’s current repertoire.
Rikuo’s been a mainstay of the Darkstalkers series from the very beginning, only sitting out in Vampire Savior 2. On the other hand, his appearances outside the series have been pretty sparse. Still, this curiously attractive fishman (better known as Aulbath in Japan) has been mid-to-high-tier for the entirety of the series. Perhaps that’s a poor justification for including him, but it seems valid to me.
Archetype: Rikuo suffers from the same “jack-of-all-trades” movesets that many Darkstalkers characters have, but in this case, I feel it may be a strength. Make him an all-around character: shotos typically fulfill that archetype, but having a non-shoto variant would add some depth to the roster. Keep his moveset from VSav, but bring back Screw Shot from Night Warriors. Rikuo’s generally been a character that generally uses his projectiles to disable opponents, allowing him to get in close to deal major damage, that seems like a pretty good basis for the character.
Those ten characters are the ones I’d consider the most likely. Admittedly, anyone of them that didn’t make it would be a shoe-in for Season 2, along with Huitzil – I just can’t justify him being in the base roster, no matter how much I love him – and Bishamon – probably my least favorite character in the franchise.
Darkstalkers fans have probably noticed a host of omissions regarding my potential roster. Compared to many fighting games, especially Capcom’s, the Darkstalkers series has a pretty big emphasis on storyline. By the end of Vampire Savior, quite a few characters’ futures can be called into question. Pyron is generally assumed to have been killed and absorbed by Demitri at the end of Night Warriors. Lilith has clearly been absorbed into Morrigan – a fact that would hopefully be represented in a fourth Darkstalkers game, unlike the latest Marvel vs. Capcom games. Thus, Pyron and Lilith are off-the-table, at least for the base roster. However, there are other characters that we can surmise have met with unfortunate fates. Given Jedah’s goal to reconstitute both Makai and Earth’s souls into a single perfect being, it can be safely assumed that he was defeated at the end of Vampire Savior, and may very well have died once again in the process. Granted, the ending in Vampire Savior 2 implied that Jedah can easily revive himself, so maybe he could appear as an unplayable boss in the initial release, while becoming playable in a future season.
Likewise, while most fighting game endings tend to be non-canonical, the Darkstalkers series appears to take a “broad strokes” approach. For example, in Night Warriors, Jon Talbain regains his humanity; Felicia becomes a famous celebrity; Rikuo meets a surviving female of his species and the two settle down and have a child; and Hsien-Ko and Mei-Ling give up their lives to save their mother’s soul, only to be reincarnated as a new pair of twins. All of these story elements end up being canonical in Vampire Savior’s storyline, so it’s safe to assume that many of the endings in Vampire Savior would likely be considered canonical in a fourth Darkstalkers game. After failing to bring his sister back to life, Victor gives up his life to revive her.
Finally, there’s Donovan. In his Night Warriors ending, he ends up succumbing to his tainted blood, effectively becoming a vampire in his own right. Capcom has tried to keep Donovan’s fate ambiguous, but the presence of “Dee”, a hybrid character with Donovan’s head pasted on Demitri’s body, in an arranged version of Vampire Savior (only present in the Japan-exclusive Vampire Darkstalkers Collection on PS2), seems to imply that Donovan’s grisly fate may have come to pass. On the other hand, Donovan himself did appear in the home versions of Darkstalkers 3, with an ending. However, given the similar presence of the deceased Pyron, as well as the fact that his ward Anita hadn’t aged a day, despite VSav taking place several years after NW, makes me think that a terrible fate did end up befalling Donovan after all.
Seems pretty cut and dry to me.
That’s not to say that I’d leave these characters out of the game entirely – quite a few of them have some pretty big followings – I’d just suggest that Capcom should find a way to bring these characters back while logically following the canon established in previous games. If Capcom does end up bringing back any of these characters, I hope it doesn’t end up happening in a “I didn’t actually die” manner, sort of like how they revived Gouken in Street Fighter IV. Fortunately, Nash’s resurrection in Street Fighter V was handled a lot better, so I have some confidence that Capcom would put some effort into revitalizing these defunct characters.
At the same time, there should definitely be some new blood added to the game, and it needs to take place from the very beginning. Night Warriors made the bosses from the original Darkstalkers playable and added two completely new characters on top of that. Vampire Savior added another four, which came at the expense of three characters from the previous game, though it’s hard to say if hardware limitations were the sole cause of their removal – at the very least it led to the creation of both Vampire Hunter 2 (to bring the old characters into the new engine) and Vampire Savior 2 (which replaced 3 existing characters in the VSav roster, allowing the NW-exclusive characters a chance to combat the new characters that arose in their absence). As such, it’s safe to say that Darkstalkers games generally rely on adding new members to their cast, and regardless of the mixed reception towards many of Capcom’s more recent attempts at creating Street Fighter characters, relying entirely on nostalgia from the beginning feels like a big miscalculation.
I’m not going to bore you with fanfiction-level pitches for original characters or even talk about what iconic characters from myths or horror movies would make good choices for new characters. I just have one suggestion that Capcom should keep in mind: try bringing in an older Anita as a playable character. This isn’t even an entirely new concept, unused data found in the arcade version of Vampire Savior implies that both she and Huitzil (alas, poor Phobos!) may have been planned as playable characters, but were likely left out due to space limitations. Dee’s ending in that Vampire Darkstalkers Collection I mentioned earlier uses a sprite that appears to be modelled after the design found in the arcade version’s data, along with two still shots that seem to have been used for both the versus screen and a victory screen, respectively. All of this artwork matches up perfectly with the character design found in the unused content, which leads me to believe that Anita was pretty far along in development before being scrapped.
Is this the little girl I carried?
Hopefully, that would mean that there was already a moveset concept far enough along for the character, which Capcom could recycle and use in a Darkstalkers 4. Of course, due to Capcom’s reluctance to comment on Donovan’s fate, it’s also possible that they may avoid using Anita in general. However, both Night Warriors’ and Vampire Savior’s storylines have made allusions to her growth and power: Donovan’s ending in Night Warriors shows her as a grown woman, while Jedah’s ending in Vampire Savior makes reference to an unknown “ruler of humans”, making nothing clear aside from her gender. On the other hand, Street Fighter V itself seems to be pushing its series’ particular storyline forward, filling in the gaps between earlier games in the canon and III, which seemed like a dead-end for the series storyline as recently as the previous game. Perhaps Capcom’s becoming bolder and we’ll finally get some answers to whatever questions we may have about the fate of the popular Dark Hunter and his young ward can finally show off some of her incredible potential. With all of that in mind, Capcom may decide to save Anita for inclusion down the line and go with a completely original idea in the base roster. From a storyline and popularity standpoint, Anita kind of reminds me of Jubei from Blazblue: both characters have been established as extremely powerful in canon, but Capcom and Arc System Works respectively have dragged their feet on making them playable. I just hope that if Anita isn’t in the base roster of a new Darkstalkers game, that she becomes playable sooner rather than later.
Back in the 90s, all you really needed for a fighting game was an Arcade mode for single-player and a versus mode to allow two players to compete head-to-head. Anything else felt like a bonus. At this point in time, consumers are a lot more discerning. While the most hardcore players of the genre feel like any resources spent on anything that isn’t the versus mode is a waste, mainstream audiences generally prefer a great deal of single-player content. In recent years, Capcom had suffered difficulties when trying to court both audiences, so let’s see if we can find a way to make both groups happy.
First, let’s take a look at the additional modes – that is, anything besides the standard Arcade and Versus modes – present in previous home versions of Darkstalkers games, if only for inspiration. The first game to add any additional modes was the home port of Darkstalkers 3 on the original PlayStation. These new modes include Training (a staple in the genre today), Collection (which allowed players to unlock artwork, music and the arcade mode endings for repeat viewings) and most importantly, Original Character. In what was clearly a predecessor to World Tour mode in Street Fighter Alpha 3, Original Character Mode allowed players to choose any character from the main roster, edit their colors and names and play through multiple run-throughs of Arcade mode in order to power them up, boosting their strength, allowing them to start with more and more full Super Meters and even increasing the number of downs they have available. There wouldn’t be another new mode until Darkstalkers Chronicle: The Chaos Tower on the PlayStation Portable. Fittingly dubbed Tower, players would select three characters and try to tackle a long tower, filled with opponents. Completing certain tasks like finishing an opponent with an EX move would change the path taken in the Tower itself, leading to quicker routes. Enemies become more and more dangerous the higher a player reaches, and the mode only allowed for interrupt saving, and that’s only due to the mode’s length.
In my defense, it’s really hard to summarize an entire game mode into a single image.
Let’s start with the obvious modes: the multiplayer. The usual should suffice, both local and online versus modes, allowing for fights with human opponents, the latter of which likely using a new iteration of Capcom’s proprietary “Kagemusha” netcode. Throw in a “VS CPU” mode and that should keep most hardcore players happy. Personally, I’d want to see a 2-on-2 tag mode as an option – sort of like the Variable Battle in Street Fighter Alpha 3 MAX – simply because it would be interesting to see Capcom add a tag option in a game that didn’t rely upon it as a standard mechanic (the most recent game I can think of that tried this was the reboot of Mortal Kombat). That seems a bit outside of the scope of this kind of game though.
Then there’s the single-player modes. As Street Fighter V has taught us, Arcade Mode is a must. In Darkstalkers 4’s case, I’d suggest using Arcade Mode as the basic story mode at launch, simply due to a small roster that could have the potential for expansion. A cinematic Story Mode wouldn’t be available at launch, but rather once the game’s roster is large enough to bring such a mode to its full potential. Ideally, the Arcade Mode would work similarly to Vampire Savior’s: with rival battles, minor story segments and different boss fights per character. Of course, given my early proposed roster doesn’t have any obvious boss characters, but ideally the Arcade Mode would be updated as new characters are added to the game, with expansions made to existing characters’ storylines.
As for extra modes, I’d love to see Darkstalkers Chronicle’s Tower Mode return in a new Darkstalkers game. It seems like a much more interesting concept than SFV’s Survival Mode, leading to a greater deal of replay. Considering the addition of Fight Money, bringing in the Weekly Missions from Street Fighter V would also be a good idea. Training Mode and Trials round out the game’s single-player offerings, with the potential for more content down the line.
While most people would argue that a game should only be judged on its gameplay, it’s just not realistic in practice. Before one can play a game, they must have their senses enticed by the sights and sounds of the game in question. If that weren’t the case, then The King of Fighters XIV wouldn’t have been derided for its PS2-quality visuals and this industry wouldn’t be obsessed with pushing graphical quality to its limitations, despite the diminishing returns. The Darkstalkers games are clearly among the most stylish out of all of Capcom’s fighting games, to the extent where I’d argue they might even be the most stylish games Capcom has ever produced in its entire history. As such, a true successor to the series would have to live up to those expectations.
First and foremost, there is the game’s tone. Despite sharing a Teen rating in North America with other Capcom fighters like Street Fighter and Rival Schools, the games themselves contained much more adult content compared to their contemporaries. Characters would be dismembered in standard attacks – Jedah used to decapitate himself in his Guard Counter – causing the game to be a much gorier affair than other Capcom games at the time outside of Resident Evil. Likewise, most of the female cast members were far more sexualized compared to other fighting games at the time. Morrigan in particular could be counted upon to deliver double entendres: she was a succubus after all, a literal sex demon.
One second, you’re carving out your enemies’ entrails…
Obviously the 90s were a long time ago, and graphical resolutions have skyrocketed since then. Likewise, the all-seeing eye of the Entertainment Software Ratings Board has focused a lot more on Japanese content since those days. As such, if Capcom attempted to do some of the stuff they attempted back in 1994, it would probably net them a Mature rating… and I’m actually completely fine with that.
…the next, a robot’s a one-man (bot?) band.
Darkstalkers is already a niche franchise and I’ve seen a loud minority of the Street Fighter fanbase – particularly the ones who wanted a Mortal Kombat crossover – crying out for Capcom to try experimenting with an M-rated fighting game. I wouldn’t want Darkstalkers to be toned down from its mature, yet wacky tone in the original ’90s releases and considering the fact that these days, the games’ content would be placed under greater scrutiny, I say Capcom should just throw caution to the wind and deliver a worthy successor. That’s not to say that I want Capcom to go out of their way to shoot for a Mature rating: I just want the same style of content present in the earlier titles to be present in a new one, with no worries over censoring content to hit a specific rating. That being said, avoiding the dreaded Cero Z rating – effectively the Japanese counterpart to the rarely-seen “Adults Only” (AO) ESRB rating – is crucial, but given the fact that Capcom’s a Japanese company to begin with and most of the content that could potentially earn said rating would be perfectly hunky-dory in America, aiming for a Mature rating seems like a safe bet for retaining the series’ tone in a new entry.
In an ideal world, a fourth Darkstalkers game would consist of high-definition, hand-drawn 2D graphics, similar to Skullgirls, but on a much grander scale. Alas, the days where we could expect companies to undertake a project in that style are long gone, so clearly, a new Darkstalkers game – and in fact, any other future Capcom fighting games – will likely use a 2.5D style: 3D models facing off on a two-dimensional plane. While sprites and hand-drawn 2D animation will always have a certain flair, 3D models are generally easier to market to the general public, cheaper to design in the long run and best of all, allow for additional flourishes, like alternative costumes that would generally require completely redrawing characters in traditional 2D games.
So, with a heavy heart, I acknowledge that 3D models are clearly the more realistic choice for any new game in the series. However, special care must be paid to the animations. Fortunately, we do have at least some small pieces of evidence that Capcom may be up to snuff in this regard. On a system as powerful as the Wii – itself, on par with consoles from the previous generation – Capcom was able to achieve Morrigan using Lilith as a shadow double in Tatsunoko vs. Capcom, a 2-on-2 tag-team fighting game. Likewise, Morrigan (sans Lilith, unfortunately), Felicia and Hsien-Ko were able to be recreated relatively accurate in Marvel vs. Capcom 3, which had the twin disadvantages of being a 3-on-3 fighter and being developed for two systems with severely narrow bottlenecks when it came to RAM.
Of course, even characters like Felicia are gonna need at least five models.
Of course, the most relevant indication I have is also the most recent. In Marvel vs. Capcom Infinite, Jedah Dohma was added with extreme detail and work put into his animations – a gilded rose in what was otherwise a pile of manure. Given the current swarm of rumors around MvCI, specifically that the entire game’s budget was on par with a single season of DLC for Street Fighter V, that would seem to imply that achieving a 10-character roster with the same level of animation quality from scratch – which isn’t even entirely necessary, given the existing assets for three of the characters I’ve listed – isn’t exactly out of the realm of possibility.
Even by today’s standards, this is amazing.
With that in mind, a fourth Darkstalkers game – regardless of budget – should definitely go for a more abstract look compared to its creator’s contemporaries. Street Fighter V tried to bridge the gap between realistic and bizarre visuals, with mixed success. Marvel vs. Capcom Infinite, on the other hand, went for an even more realistic look, a fitting choice given the game’s emphasis on the Marvel Cinematic Universe, but the visuals suffered greatly as a result. Darkstalkers 4 should go in the exact opposite direction, favoring a more abstract style.
Try to recreate those gorgeous backgrounds too.
We’ve seen this work in lower budget fighting games – despite it’s low graphical fidelity, ARIKA’s Fighting EX Layer is generally considered a joy to look at, due to its emphasis on aesthetics over impressive graphics. I’d argue the same for The King of Fighters XIV, but I’m probably in the minority, considering the rough state of the visuals when the game was first revealed. Perhaps the best example would have to be Microsoft’s Killer Instinct revival, a game that didn’t deliver on impressive graphical quality, but still managed to create an appealing look that made it one of the most popular Xbox One exclusives throughout the console’s entire experience – one that even the discerning eyes of PC gamers were more than impressed with.
Detailing the kind of art style I’d like in a new Darkstalkers game is difficult. My mind automatically seems to default to a cel-shaded look, likely due to the fact that I’ve recently watched the Night Warriors OVA from several years back. Despite criticisms surrounding the piece, I felt like it did an amazing job recreating the style and substance of the Darkstalkers series in general. Frankly, I wouldn’t mind something like that “Darkstalkers Are Not Dead” trailer I kept mentioning earlier for a final look of the game. Considering how old that concept trailer must be by now, recreating the particular dark, exaggerated style in a full game shouldn’t be too difficult for Capcom to achieve, especially with a small introductory roster of 10 characters.
Imagine this, but in 3D.
It cannot be understated how important the artstyle has been for Darkstalkers throughout its entire history. Boasting among some of the best-drawn 2D sprite work of all-time, Darkstalkers felt like a direct response to Street Fighter. Perhaps in an effort to offset some of the game’s darker material, characters would often take on cartoony, exaggerated proportions and expressions, making the game almost as enjoyable to watch as it was to play. The visuals in these games definitely pushed Capcom’s CPS-2 hardware to its limit and produced among the most beautiful backgrounds in the entire fighting game revolution of the 1990s – rivaling even those of SNK. (Seriously, if you’re unfamiliar with these and a huge fan of pixel art, look up backgrounds for both the Darkstalkers games and SNK’s later titles on the NeoGeo hardware, you won’t regret it.)
Usually, when I write about video games, I have a tendency to listen to video game music to help me focus. When writing about a series I particularly enjoy, I stick to music from those particular games. I originally didn’t intend on doing a section regarding the game’s audio – I’m not much of a composer and frankly, listing off a dream team of voice actors feels inconsequential – but as I was listening to old songs from the games themselves, rearrangements and even original fan pieces inspired by the series, I was reminded of Marvel vs. Capcom Infinite’s soundtrack, the latest game to feature compositions from the Darkstalkers series, and how lifeless the game’s compositions were. I decided to listen to the two songs (Morrigan and Jedah’s themes) once more, to convince myself that they weren’t as bad as I remembered.
I didn’t get far in either track before I shut them off. To make matters worse, I compared them to other recent iterations of Darkstalkers themes, yet Marvel vs. Capcom 3 and Tatsunoko vs. Capcom’s iterations didn’t evoke any of the disgust I felt listening to Infinite’s compositions. I ended up doing a little research and found that the game’s composer, Eishi Segawa, had mostly done work in film and television: MvCI was the first video game credited to him. I’m inclined to believe he was chosen for his background in an effort to make the game sound more “cinematic”, so I’m not going to blame him for the poor showing, rather Capcom and Marvel for once again perpetuating the idea that “cinematic” has to be synonymous with “bland”.
That being said, I still have my concerns about Capcom’s musical output as of late. I’d say that Capcom’s recent attempts at scoring their fighting games have been less good and more “mixed”. There have definitely been some amazing rearrangements of classic themes and original compositions in Capcom’s recent output, but it seems just as likely that a bland take or an annoying new song is just as likely to crop up in any given soundtrack.
I’d probably want a new Darkstalkers game to have music that evokes the same kind of tone that the original CPS-2 compositions did, but that’s a difficult thing to really quantify, especially against modern sound technology. The musical themes from Darkstalkers, Night Warriors and Vampire Savior all managed to capture their own settings, while still sounding similar enough to form a cohesive soundtrack, yet the way that these two conflicting goals were achieved was likely due to the technical limitations at the time, as opposed to despite them. Having said that, I wouldn’t suggest using the classic instrumentations in a new game, simply because it feels like in many cases, attempting to directly recreate the instruments from older video game hardware often leads to a more calculated and less enjoyable sound.
Instead, Darkstalkers 4 should embrace newer technology with its musical compositions. At the same time, it should definitely pay homage to the sounds of previous titles, which brings up a question: what would the more realistic equivalent of the music in the original Darkstalkers games even sound like? There are a few obvious answers – Lord Raptor’s themes have generally gone for a heavy metal vibe; Anakaris, Hsien-Ko and Bishamon’s music have always tried to represent stereotypical notions of their countries of origin; Huitzil’s themes have been mechanical with tons of brass instruments in their composition; Felicia’s themes have been upbeat dance numbers (with plenty of meowing added for good measure); and Green Scream (along with Rikuo’s other themes) tends more towards natural sounds, attempting to recreate various forest settings. With all that being said, there were a few instruments that are abstract and difficult to discern any real-world equivalents. Likewise, Darkstalkers’ compositions would generally incorporate sounds that managed to sound otherworldly despite the clear limitations of the sound hardware. These sound effects have a tendency to show up in fan compositions and arrangements, but not as much in officially licensed tracks… and I don’t know how I feel about that.
I suppose Morrigan’s theme provides the best basis for comparing and contrasting official arrangements of Darkstalkers music, simply because of the entire cast, she’s the most likely to be present in crossover games, therefore I would have a lot of material to work with. Tatsunoko vs. Capcom’s original Japanese soundtrack performed Morrigan’s Night Warriors theme in a style not unlike smooth jazz, and I think it’s my personal favorite official modern take on the composition, though I’m not sure if that’s because of my musical tastes or how well this new arrangement matched the original composition. The version in Marvel vs. Capcom 3 sounded a bit more artificial and bombastic, but managed to keep a jazzier sound with a great emphasis on a synthesized saxophone. Project X Zone reimagined the same theme with a greater emphasis on synthesized sound, which while accurate, just ends up sounding hollow. The sequel went with Deserted Chateau and gave it a more orchestral sound, which just seems wrong to me for some reason. Marvel vs. Capcom Infinite went back to the Night Warriors theme and gave it a techno club sound, which seems incredibly wrong to me for some reason. Maybe it’s because the original composition gets overpowered throughout the track, but low-quality arrangements seem to be a recurring theme in that soundtrack in general.
While a jazz motif seems to fit with Morrigan’s theme, it seems out-of-place with themes like Victor’s solemn dirges, Sasquatch’s more playful and upbeat theme or the aforementioned heavy metal of Lord Raptor. As such, it become imperative for Capcom to shift from style to style depending on the composition in question. Multiple composers would likely sidestep this problem entirely, but there must be cohesion between the entire sound team in order to match the spirit of the classic compositions.
There is one more thing I feel I have to mention if I’m going to be thorough about any new Darkstalkers game’s soundtrack: individual victory themes for each character on the roster. They need to return. While more recent iterations of Street Fighter and Marvel vs. Capcom have stuck to a single theme for character victories, this was a constant in both series for the most part. Meanwhile, even from the very beginning, Darkstalkers attributed unique themes to each character after winning a match. I see no reason to break this beautiful tradition, as they serve to further differentiate each character, giving them a more unique persona – most notably in Vampire Savior, where characters didn’t really have individual stages, and by extension, stage themes.
Also, miss the contrasting win/lose poses from the first game.
This brings up one final, yet major question: new compositions or rearrangements? I’d personally go with both, taking a similar stance to Street Fighter V: with character themes being retained, but new, original themes for characters with less iconic themes and new stages. Characters from the first two games in the series clearly have existing themes, while Vampire Savior characters don’t have any specific themes, though they are generally associated with existing themes: for example, B.B. Hood was given the War Agony theme in Match of the Millennium and Jedah was given a remix of the Fetus of God stage music in Marvel vs. Capcom Infinite. It could be argued that the VSav characters could get brand-new themes – like Karin and R. Mika, who eschewed their leitmotifs from Street Fighter Alpha 3 in favor of new compositions – but I’ll leave that up to Capcom. After all, considering the sheer amount of recreations of old stages found in SFV, it’s entirely possible that all of those areas in VSav could reappear and it would be odd for them to lose the songs associated with them. Having said that, I wouldn’t mind if Darkstalkers 4 went for entirely original compositions as well, while selling new arrangements of classic themes as cosmetic DLC.
That brings us to the voice acting. Ideally, we’d be looking at a dual audio situation, much like Street Fighter V, as opposed to just an English voice cast like in Marvel vs. Capcom Infinite. Of course, given Darkstalkers’ relative popularity in both regions, that seems like a given – or at the very least, if the game only has one set of voice acting, it would likely be Japanese. Regardless, it seems likely that the voice cast used in Marvel vs. Capcom 3 – and in Morrigan’s English voice actor’s case, Infinite – would return if Capcom were to ever make another game in the series.
With all that being said, there are really only two voice actors I would want to come back in a fourth Darkstalkers game – and they’re both for the same character. I’d want Yuji Ueda and Scott McNeil to reprise their respective roles of Lord Raptor in Japanese and English respectively. Considering the fact that Ueda has reprised the role of Lord Raptor as recently as Project X Zone and has still been playing characters for Capcom – specifically, Blanka in Street Fighter (though it’s unknown if he’s returning for SFV) – I think he’s pretty much a lock for the role. Scott McNeil, on the other hand, hasn’t really worked as much in video games, though he did do voice acting in Dead Rising 2.
Of course, most of what I detailed in this write-up is meant for the game’s launch. Killer Instinct managed to launch with a similar amount of content but proved so successful, it ended up getting two more seasons worth of content across four years. Ideally, Darkstalkers 4 would also end up being successful enough to obtain additional content down the line. Of course, Capcom seems to have a tendency of greenlighting at least a single additional season of extra content, regardless of the game’s success. However, given the free-to-play nature of this pitch, Capcom may count the initial release as the only guaranteed content for the game, withholding future funding until the game proves successful.
Each of Killer Instinct’s seasons included eight characters, though the first two seasons also included bonus characters reworked from existing members of the roster (Shadow Jago and Omen, respectively), while the third season was followed by what was dubbed “Season 3.5”, consisting entirely of three characters similar to the bonuses in the first two seasons. Meanwhile, the DLC seasons in both Street Fighter V and Marvel vs. Capcom Infinite consisted of six characters apiece. In the case of Darkstalkers 4, I would suggest a compromise: the usual six characters that Capcom usually does, but with the addition of a seventh bonus character, free with the season pass but available as a separate purchase, at a cheaper price than a standard character.
I foresee the game having roughly two additional seasons if the initial release ends up being successful. The first would consist of four returning characters (likely whoever gets left off my proposed roster, along with Bishamon and Huitzil), two brand-new characters and Lilith as the season’s bonus character – a big part of the reason why I’m so adamant about her model being included as one of Morrigan’s art assets. The third season would bring back the remaining old characters, along with a few more newbies. Whether or not the game continues to receive support after that would likely depend on the popularity of the original characters created for the game.
While reading over this article, my editor pointed out that guest characters would be a good idea for content in a new Darkstalkers. While he suggested Dante (from Devil May Cry), I’ve also heard people mention Tessa and the rest of the cast from Red Earth (or War-Zard). Arthur and Firebrand from the Ghosts ‘n Goblins series also come to mind. Generally, I’ve been against the concept of guest characters in the past, but given their ubiquity in modern games, my stance has mellowed. My only stipulation is that they wouldn’t be added to the game until after every character from the previous games is playable.
Once Capcom decides to end support for the game, it would make sense to release a physical version with all of the content from every season of the game included, much like Killer Instinct’s Definitive Edition. Perhaps, Capcom would do two versions of this, a cheaper standard version and a more expensive version with additional physical goods, just to sweeten the deal for collectors and die-hard fans.
Thus concludes the first edition of Armchair Dev. What do you think? Am I completely off-base with my pitch for a new Darkstalkers game or do you think free-to-play would be an interesting avenue for revitalizing the cult classic? Do you think my choices for the base roster were among the most popular characters in the series or did I forget anyone? Feel free to sound off in the comments below.