Regardless of your stance on the matter, there is no denying that a great many hours have been and continue to be dedicated to simulating the intoxicating complex motions and contortions of the two mounds of flesh adorning a female’s chest in various media such as 2D drawings, traditional animation, and video games. In this essay, I will delve deep into its history, evolution, and potential future in mainstream video gaming.
UNDERLYING ALLURE
Due to the rhythmical thrusting nature of intercourse combined with the female's lack of breast support from removed attire, one would be hard-pressed to witness a sexual encounter that does not feature an accompanying display of attention-drawing bouncing breasts. As a result of this mental association, breast bouncing in more innocent non-sexual contexts still conjures up strong mental images of the sexual act itself. Driven by the oh-so-true adage "sex sells," creators of mainstream video games use this association to their advantage so as to imbue their titles with a unique titillating factor while remaining within the confines of relative social acceptability. Breast bouncing has proven to be an amazingly lucrative and low-risk aspect of many game developers' business models since it can be portrayed without yielding to the somewhat demographic-restricting "mature" rating from the ESRB. Side note: Speaking of the ESRB, they seriously need to consider updating their list of content descriptors to include "Breast Bouncing" as it is LONG overdue... It would help to inform gamers who appreciate such displays while simultaneously helping to prevent offending those individuals who have strong opposing feelings.
The display of bouncing bosoms has completely permeated video gaming during its 16 year evolution. The underlying reason for its longevity and detailed focus lies in the fact that video game females often forgo traditional and conservative attire in favor of revealing outfits that simply do not support their breasts very well. As a result, game developers have little choice but to address this lack of support by modeling the breasts' unrestrained motions with much more detail than would be necessary with more conventional attire, lest they receive negative reviews claiming their game is unrealistic, unpolished, or graphically inept. Developers who omit such jiggling on their scantily-clad leading ladies also risk alienating them from lists such as GameDaily's Top 50 Hottest Game Babes. The fact that 12 of the top 20 on that list are well known for their motion-prone breasts proves that a little bounce goes a long way. On the other hand, characters like Nariko from Heavenly Sword who support their breasts in a manner more befitting a powerful warrior already have one strike against them... Unable to rely on kinetically drawn gazes to their motion-challenged mammaries, such characters must depend more heavily on appearance, attire, personality, voice acting, and gameplay interactivity to make them successful and memorable additions to the world of gaming.ORIGINS: THE BOUNCING KUNOICHI
In 1992, a female ninja named Shiranui Mai joined the ranks of SNK’s Fatal Fury and King of Fighters (KOF) series and had the distinct honor of jump-starting a unique trend in the blossoming video game industry. Her formula for success came from a unique combination of (i) her well-endowed character design, (ii) attire that provided virtually no breast support, and (iii) an up-and-down bouncing combat ready stance. Together, these factors yielded the very first in-your-face display of breast bouncing in a video game, providing an unprecedented titillation factor that enhanced the already enjoyable gaming experience. Mai’s character design helped pave her way to being one of the most iconic female video game fighters in history.
The KOF series was received so well by the gaming community that SNK released sequels on a yearly basis. In KOF '96, Mai’s breasts took on even more life when she was gifted with a new side-to-side combat ready stance. When one compares the number of animation frames in her stance to those of the other female characters, it quickly becomes apparent how much effort specifically went into showing off her bouncing bosoms. Side Note: If Mai ends up making the cut in the completely reanimated King of Fighters XII, gamers can likely expect to see the most epic 2D bounces ever drawn.
Since Japanese society enjoys one of the highest tolerances for erotica in mainstream media, gamers were no doubt delighted to have Mai’s bosoms bouncing all over Japanese arcades. The more prudish U.S. also wanted to reap the financial rewards of importing this great series of games but did not share the same fondness for Mai’s motion-induced mammaries, apparently believing that such imagery was inappropriate for the general public. Therefore, in one of the most bizarre acts of censorship in all of video gaming, Mai's breasts were completely re-animated for the U.S. release. As shown in the comparison animation to the left, all 18 frames of her ready-stance were retained. However, her static chest stands out like a sore thumb amongst her bouncing hair, arms, legs, and clothing, making her look oddly stiff and detracting from her character's otherwise dynamic visual grandeur.
Seriously, I cannot help but laugh at the overall silliness of Mai's censorship. At the time KOF '96 was released, the first three Mortal Kombat games had already portrayed violence in ways never before seen or imagined. Whereas Mai’s one-second loop of clothed bouncing breasts was deemed unfit for public display and completely censored, perverse visual depictions of extreme violence such as decapitations, spine rippings, heart pullings, and full-body skin peelings were completely sanctioned and all over arcades thanks to MK. This obvious disparity is a prime example of how different societies have varying levels of acceptance for public sexuality and violence. Fortunately, Mai’s nonsensical censorship has finally discontinued as I confirmed in the recent U.S. PS2 release of KOF XI. One cannot help but wonder: If arcades were still prevalent in the U.S., would we still be seeing such absurd censorship of even the most trivial sexual content?BREAST PHYSICS: THE EVOLUTION
Before the advent of powerful home consoles capable of 3D gaming, artists were limited to pain-staking creation of individual 2D sprites for each frame of a bouncing animation. With the release of 3D-capable consoles, however, female characters could be rendered with enough polygons and detail at a frame-rate high enough to warrant the need to more accurately portray breasts. Enter "breast physics engines": mathematical models intended to simulate the pliant and supple nature of breasts as they respond to their owner's physical motions. Over the years, I have had the distinct honor of witnessing eight distinct and major breakthroughs as various companies experimented with these engines.
(1) Relative Movement - Early engines allowed for simple pre-rendered relative up/down movement between the breasts and torso, but the breasts themselves were depicted as firm, unyielding masses. Example: Prior to their evolution into the aroused jello-textured wonders they are today, Taki’s breasts began their claim to bouncing fame in Namco's arcade and PS1 classic Soul Edge. Gamers were rewarded for a win by being treated to a primitive but noticeably sizable bounce during her victory pose. It is perhaps this specific low resolution jiggle that served as the catalyst for transforming Taki's breasts into one the most recognized pair in video gaming. Aside: Taki's nipples deserve special mention as being the most renowned in all of mainstream video gaming... From their humble beginnings in Soul Edge as overtly pronounced surface textures with clearly distinct nipples and areolae that adorned the tips of her thinly covered breasts, Taki's perpetually erect nipples have enjoyed prominent attention in all official art ever since. In fact, her nipples are so distinguished now that developers of Soulcalibur IV even went to the extent of fully rendering them underneath her red leotard... or so I read.
(2) Breast Shape Deformation – As a critical aspect in replicating proper breast behavior, the ability to portray deformation was a major milestone in the development of breast physics engines. One of the first such engines was developed by Terminal Reality and wonderfully executed in Bloodrayne 2. In response to her various attack motions, Rayne's breasts deformed while undergoing a single dampened return bounce. To further draw attention to Rayne's chest, the game also featured a larger breast size option which could be activated by entering the secret "juggy mode" code. Perhaps most impressive was the fact that different outfits resulted in different degrees of bouncing, depending on how well each ensemble supported her seductive mounds. The video below shows Rayne in her black form-fitting evening gown which yields the most bouncing of all her outfits. Although different attacks and actions resulted in different bouncing direction and severity, her breasts were still limited to various pre-programmed animations which were exactly the same for any given action or attack, whether it be a simple body turn or an acrobatic somersault.
(3) Dynamically Rendered Jiggling – Perhaps the greatest breakthrough in breast physics history was the achievement of a variably dynamic "jiggle" in which the breasts reacted in real-time to the severity of their owner's movements. A perfect example is Fiona from Capcom’s Haunting Ground as showcased in the video below. Depending on the intensity of her player-controlled movements, Fiona's springy breasts reacted accordingly, rebounding several times before eventually returning to their nominal chest-resting position, although not without a visually detracting "uni-breast springboarding" phenomenon. By hacking into the game, a player could also choose one of six different breast sizes (seven for her hidden costumes), with larger sizes having an even more energetic response. Capcom clearly put a lot of effort into Haunting Ground's varying breast size physics engine, yet they did not include any in-game option for the player to choose her bust size. Why the developers spent so much time and effort to encode multiple breast sizes that were never officially featured in the released product remains a mystery...
(4) Compressive Force Distortion - I take my hat off to the Namco developers who worked on the breast physics engine in Soul Calibur III... They actually put the time and effort to simulate how breasts deform when subjected to a compressive force, even though this display would never normally occur in-game. The video below shows how the breasts of the well-endowed shopkeeper Valeria realistically flatten out and spread apart when she presses her chest against the floor. This attention to detail is absolutely remarkable... Previous engines would have simply had her breasts clip through the ground unresponsively. The real challenge now is for game developers to find creative yet legitimate ways to showcase this unique aspect of their physics engines. ^_^
(5) Independent Breast Physics - Tecmos's Dead or Alive (DoA) series originally began strictly as a series of deep fighting games, but a spin-off Xtreme series, which consisted of volleyball and other mini-games, focused specifically on showcasing how detailed their breast physics model had become. Although many people claim that DoA Xtreme 2 introduced the industry-first concept of an independent breast physics engine which permitted the left and right breasts to respond asynchronously from one another, Soul Calibur III actually holds that honor, as one can clearly see in the previous video of Valeria above. This was a significant step up from the unsightly "mirror image" bounce inherent in previous engines. Although the engine from DoA Xtreme 2 did succeed in taking this new independent bouncing aspect to exaggerated levels, it had the unrealistic side-effect of causing the breasts to jiggle excessively even after their owner had long since stopped moving. However, many gamers appreciated the unique visual captivation that it offered since breast bouncing had never been seen in such an over-the-top fashion before. Admit it: It's hard to tear your eyes away from Helena's independently bouncing bosoms no matter how unrealistically energetic they may be... They almost have a life of their own.
(5) Independent Breast Physics - Tecmos's Dead or Alive (DoA) series originally began strictly as a series of deep fighting games, but a spin-off Xtreme series, which consisted of volleyball and other mini-games, focused specifically on showcasing how detailed their breast physics model had become. Although many people claim that DoA Xtreme 2 introduced the industry-first concept of an independent breast physics engine which permitted the left and right breasts to respond asynchronously from one another, Soul Calibur III actually holds that honor, as one can clearly see in the previous video of Valeria above. This was a significant step up from the unsightly "mirror image" bounce inherent in previous engines. Although the engine from DoA Xtreme 2 did succeed in taking this new independent bouncing aspect to exaggerated levels, it had the unrealistic side-effect of causing the breasts to jiggle excessively even after their owner had long since stopped moving. However, many gamers appreciated the unique visual captivation that it offered since breast bouncing had never been seen in such an over-the-top fashion before. Admit it: It's hard to tear your eyes away from Helena's independently bouncing bosoms no matter how unrealistically energetic they may be... They almost have a life of their own.
(6) Varying Size Bouncing - Unlike Team Ninja, Namco has come to understand that not all breasts are created equal and have provided a host of female fighters in their Soul Calibur series that have a refreshingly wide range of breast sizes. From the cute flat-chested Amy & Talim, to the moderately-sized Xianghua & Seong Mi-na, to the massively endowed Sophitia and Ivy, this breast size diversity allows for a fascinating variety in depictions of bouncing. Namco recently struck pure gold with their release of Soulcalibur IV which utilizes the most well-developed and robust breast physics engine to date that beautifully balances realism and fantasy across a wide variety of breast sizes. SC4’s option-filled custom character creation mode has such depth that players can choose from one hundred breast sizes that bounce appropriately based upon their size. This far surpasses the options provided in other games' custom-character modes, such as Mortal Kombat Armageddon (21 breast sizes) and Top Spin 3 (11 breast sizes). Marvel below at the jaw-dropping demonstration that an appreciative fan put together showcasing the utter magnificence and attention to detail of SC4's physics engine as it portrays the various female forms. This truly breathtaking display shows how far video game breast bouncing has progressed since 1992.
(7) Direct User-Controlled Bouncing - While playing through Metal Gear Solid 4, I was ecstatic to learn that it features the first attempt in mainstream video gaming to allow players to directly control the motion of breasts. Konami utilized the new sixaxis technology built into the PS3 controller, and by shaking the controller during any cutscene with Rosemary, the gamer can cause her breasts to inexplicably jiggle. However, this ingenious concept is limited to only three pre-rendered bounce animations, all of which are sadly independent of the severity and direction in which the controller is shaken. The bouncing also has no impact on the game whatsoever... If anything, it should have provided a psyche boost not unlike the motivational between-round fist tapping for Little Mac in the original NES Punch Out.However, in late 2008, the developers at Mystic Game Development completed iBoobs, an iPhone demo application that ingeniously combines the phone's built-in accelerometer with a breast physics engine. As showcased in the video below, shaking the iPhone causes the on-screen bikini-clad breasts to react accordingly, jiggling in response to both the direction in and severity at which the phone is shaken. Although this monumental advancement in the world of interactive breast bouncing was a significant improvement from Rosemary's rudimentary user-controlled bouncing, Apple ultimately cancelled the release of iBoobs', claiming it was too offensive.
(8) Bare-Breasted Bouncing - Supporting Characters - Okay, I realize this is more of a thematic breakthrough than a technical one, but it is significant just the same. Namco Bandai's Afro Samurai game for the PS3/XBOX360 features the most daring breast bouncing display yet. Upon entering an elaborate room in the second level, the player will encounter a topless exotic dancer who joins her three companions, their collective bodies forming a long Chinese dragon tattoo hinting at a shared history between them. Hidden beneath their sexuality, though, lie deceptively strong portrayals as adept and agile swordswomen, the most difficult opponents up to this point in the game and easily my favorite video game depiction of kunoichi to date. Anyone who insultingly categorizes them as "ninja strippers" will have to answer to me.
The ensuing combat which fills the room with the first gameplay depiction of bare-breasted bouncing ever in a mainstream video game does not fail to disappoint thanks to: (i) a robust cel-shaded breast physics engine with dynamic rendering that keeps the bouncing in a supporting role instead of being unrealistically over-the-top, (ii) the kunoichi's agile movements as they continuously dodge, duck, and spin away from the player's attacks, and (iii) the large dragon tattoos that accentuate the breasts' subtle distortions. It's downright cruel, though, that the player is forced to heartlessly dispatch these sexy nameless vixens so early in the game without an opportunity to learn more about them.
Not only was I impressed by how well Namco Bandai was able to push the limits of eroticism in a cel-shaded visual medium, I was amazed at how much effort was spent on these extremely minor characters who were so regrettably short-lived. In addition to providing each of the four kunoichi with individually unique visual designs, the game developers even went so far as to provide unique breast sizes that bounce differently as well as varying nipple textures... Bravo! From left to right:
Kunoichi #1 - Seen seductively sliding down a pole upon entering the room, this girl has a medium-sized bust with red nipples and wears heart-shaped earrings, black elbow gloves, and black stockings.
Kunoichi #2 - This flat-chested maid-themed girl wears a white headdress, stockings, and miniskirt. Although her areolae are the smallest of all four girls, her pink nipple texture is by far the most pronounced.
Kunoichi #3 - The only one with footwear and without stockings, this girl is adorned with a red flower over her left ear and has a breast size and nipple design that look almost identical to those of the first kunoichi.
Kunoichi #4 - The most intricately designed of all, this bespectacled girl with hair chopsticks and torn black stockings boasts massive breasts, more so than that originally conceived in the official concept art above, with fittingly large pink nipples.
PERSONAL THOUGHTS
The ensuing combat which fills the room with the first gameplay depiction of bare-breasted bouncing ever in a mainstream video game does not fail to disappoint thanks to: (i) a robust cel-shaded breast physics engine with dynamic rendering that keeps the bouncing in a supporting role instead of being unrealistically over-the-top, (ii) the kunoichi's agile movements as they continuously dodge, duck, and spin away from the player's attacks, and (iii) the large dragon tattoos that accentuate the breasts' subtle distortions. It's downright cruel, though, that the player is forced to heartlessly dispatch these sexy nameless vixens so early in the game without an opportunity to learn more about them.Not only was I impressed by how well Namco Bandai was able to push the limits of eroticism in a cel-shaded visual medium, I was amazed at how much effort was spent on these extremely minor characters who were so regrettably short-lived. In addition to providing each of the four kunoichi with individually unique visual designs, the game developers even went so far as to provide unique breast sizes that bounce differently as well as varying nipple textures... Bravo! From left to right:
Kunoichi #1 - Seen seductively sliding down a pole upon entering the room, this girl has a medium-sized bust with red nipples and wears heart-shaped earrings, black elbow gloves, and black stockings.
Kunoichi #2 - This flat-chested maid-themed girl wears a white headdress, stockings, and miniskirt. Although her areolae are the smallest of all four girls, her pink nipple texture is by far the most pronounced.
Kunoichi #3 - The only one with footwear and without stockings, this girl is adorned with a red flower over her left ear and has a breast size and nipple design that look almost identical to those of the first kunoichi.
Kunoichi #4 - The most intricately designed of all, this bespectacled girl with hair chopsticks and torn black stockings boasts massive breasts, more so than that originally conceived in the official concept art above, with fittingly large pink nipples.
PERSONAL THOUGHTS
Having remained fairly impartial and objective thus far, let me say that I seriously tire of the growing number of obtuse criticisms against the depiction of breast bouncing in video games. I respect that everyone is entitled to their own opinion and that it is impossible to please everyone, but I get distraught when I read articles that inappropriately bash the talented video game artists who strive to provide their audiences with the highly detailed physics engines required to portray such a complex and dynamic part of the human anatomy. People need to realize that games are merely forms of entertainment intended to provide respite from reality by whisking gamers away to wondrous fantasy worlds. Gorgeous scantily-clad women fighting in life-or-death situations is not your typical everyday event, so why should such fantasy-world content be specifically restricted by making their breasts less fantastical? Whatever the case may be, such insensitive comments are completely irreverent of the hard-working and talented pioneers who endeavor to recreate the beauty of the human form in this relatively new artistic medium.
On several occasions, I have purchased games that I knew I probably would not enjoy playing but still desired to own so as to observe and analyze how far simulated breast bouncing had progressed as well as financially support the companies who invested in it. I truly applaud the developers of games & series such as Ninja Gaiden, Tomb Raider, Devil May Cry, Dead or Alive, and King of Fighters that not only feature such detailed attention in their portrayal of breasts, but are also completely fun in their own right. I am frustrated, though, that most all mainstream developers nowadays simply do not have the courage that Interplay did in 2000 when they released Giants: Citizen Kabuto, a game which featured a topless (though sadly, bounce-free) female lead that the player actually controlled throughout most of the game. Such exquisite topless character designs would serve as refreshingly unique challenges for modern developers, allowing them to showcase their progress in apparel-free breast bouncing physics. What company will dare to follow in Interplay's footsteps and release the first mainstream video game that features a topless, breast bouncing playable lead? It will happen eventually... The questions are simply "who?" and "when?"In regards to Apple's decision to cancel iBoobs, I feel they really dropped the ball. Instead of seizing a golden opportunity to cash-in on what would have no doubt been a top-seller, Apple is basically relinquishing their profits to another company who will no doubt take advantage of this concept in the future. I am also confused by their definition of "offensive" given their existing library of other similarly suggestive apps (iJiggle, Wobble, iGirl, iFloaty, Shake Mates, and Pull My Finger). Seriously: Are clothed bouncing breasts more "offensive" than seeing girls lap-dancing or having their clothes removed?
I eagerly await the day that mainstream game developers build off of Mystic Game Development's creativity and integrate similar in-depth breast bouncing interactivity in future games. Like peanut butter and jelly, breast physics engines and accelerometers/sensors were made for each other, and I feel that their marriage in mainstream gaming is near at hand. Which company will be the first to take this unique concept, maintain interactivity and responsiveness, and release a full blown breast-bouncing rhythm game ala Samba de Amigo? ...Anyone?
BREAST PHYSICS: THE FUTURE
Breast bouncing will continue to coexist with video gaming for as long as heroines are depicted in revealing and non-supportive clothing. Although it has come a long way since its initial conception, evolving into a sort of complex rag-doll physics engine localized to the female chest, there are still even more detailed facets that have yet to be explored. I am hopeful that increases in console processing power as well as continued engine tweaking fueled by the ardent competition between experts at Team Ninja and Namco Bandai will eventually introduce us to four aspects of breast bouncing that are currently sorely lacking: (1) variation and user control of breast firmness, (2) creative uses of the "compressive force deformation" aspect as included in Soul Calibur III, (3) more realism and variety in how different types (or states) of attire support the breasts as they bounce, and (4) innovative reasons for direct breast control that actually affect gameplay. If the fascinating preview below for Ninja Gaiden 2 Sigma is any indication, the continued future evolution of video game breast bouncing is bright indeed.
11 comments:
A fantastically in-depth piece of work; I thoroughly enjoyed reading your commentary on a subject so sadly lacking in eloquent defense. I was especially impressed by your discipline in the withholding of your personal dissatisfaction with popular conceptions of and reactions to simulated breast physics-- that section's placement in the essay speaks volumes for your patience and self-control. A well-researched, strongly conceived and informative piece: keep up the good work, as it has today earned you a new reader. ^^
Thank you so much for the feedback and compliments, Reginald. I try my best to distinguish my writings from the upsetting plethora of subjective rants and opinion-focused essays out there by instead focusing (mostly) on fact-based objectivity.
As you surmised, I have some very strong emotions on the upsetting under-appreciation of breast bouncing physics. Although a lot of research was involved, I have the distinct pleasure of being a gamer who saw the evolution of simulated breast physics from its initial conception. Having yet to read an article that truly takes this subject seriously, I wanted this essay to help serve as a fact-based defense for all the hard-working individuals who continue to refine this enchanting visual display.
I am glad that you appreciated my resolve in not veering into an upset subjective rant. I thoroughly enjoy writing about these types of topics, but reading feedback such as yours makes the writing experience even more rewarding. Thank you again. ^_^
I learned a LOT from this essay, mostly because I haven't had the opportunity to play some of the mentioned games.
Good work. I linked to your essay on my blog, I hope you don't mind.
Oh, and I believe Rival Schools was first with the independently bouncy breasts.
I'm glad that you found my essay so informative, AC. Thank you for the compliments, the essay link on your blog, and for following mine. :)
Thanks also for the info on Rival Schools. I will definitely investigate, but I'm not sure how much luck I'll have since the game is over a decade old. Would you happen to have any videos that showcase its breast physics engine? If not, do you know if it was pre-rendered or real-time dynamically rendered?
Very nice analysis!
However, I'd like to add something.
I distinctly remember that, way before DoAX, the original Dead or Alive fighting game became widely known mainly because of its' "bouncing boobs" feature. It was one of the main highlights of the game, and a big talk at the time!
Here is an example:
http://vids.myspace.com/index.cfm?fuseaction=vids.individual&VideoID=33269771
Keep up with your good work, bye!
Thanks for the compliments, Barabbas, as well as the very informative video link. Although Soul Edge (1995) did come out before the first Dead or Alive (1996), you make a great point: Dead or Alive is one of the few (only?) games to list breast bouncing as an official option in the config menu. Do you, or anyone, happen to know of any other games that had "breast bouncing" as a user-controlled option? After a little research, I think I might just integrate this unique aspect into my essay.
Thanks again!
Glad to be of help! Sadly, I don't remember of any other games that allowed disabling bouncing breasts - on the contrary, recent games are quite focused on emphasizing them, as your analysis proves.
By the way, it seems that in recent games the bouncing breasts physic models are being applied increasingly often to male pectorals, too. The TV Tropes site contains a rich list of examples, including both male and female characters.
Bye!
Barabbas: Yes, male characters are starting to benefit from the algorithms originally created for bouncing breasts. A perfect recent example is Rufus from Street Fighter 4... Without the development of breast physics, I suspect his character design would never have been conceived.
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