Kakuto Chojin: Back Alley Brutal
North American cover art
Developer(s)Dream Publishing
Publisher(s)Microsoft Game Studios
Director(s)Kunihiko Nakata
Producer(s)Yoshikatsu Kanemaru
Designer(s)Seiichi Ishii
Kunihiko Nakata
Writer(s)Makoto Goya
Composer(s)Hiroshi Utsuyama
Platform(s)Xbox
Release
  • NA: November 12, 2002[1]
  • JP: January 1, 2003
Genre(s)Fighting
Mode(s)Single-player, Multiplayer

Kakuto Chojin: Back Alley Brutal (Kakuto Chojin for short), known in Japan as Kakutō Chōjin: Fighting Super Heroes (格闘超人 ファイティング スーパーヒーローズ, Kakutō Chōjin Faitingu Sūpāhīrōzu), is a fighting game for the Xbox gaming console published in 2002 by Microsoft Game Studios. The game was the sole product of developer Dream Publishing, a studio created by members of DreamFactory and Microsoft. It was originally created as a tech demo to show off the graphic capabilities of the Xbox, before the decision was made to turn it into a full game. A few months after its release, Kakuto Chojin was pulled from distribution amidst controversy surrounding the religious content featured in the game.

Gameplay

Kakuto Chojin is a fighting game generally set in a three-dimensional arena, similar to 2001 games such as Tecmo’s Dead or Alive 3 and Namco’s Tekken 4. There are thirteen fighters, each with their own arena. Each character has two styles of fighting; the "Kakuto" style is the only one available at first, with the "Chojin" style acquired after beating Story mode with a character. Kakuto Chojin attempts a different fighting system in that it lacks buttons meant specifically to punch and kick, instead assigning controls to high, middle and low attacks, along with the ability to unleash a special attack. The left trigger allows for free movement around an arena, while the right trigger is used for blocking and an attack modifier. Besides the Story mode, there are the standard Practice and Vs. modes. Kakuto Chojin allows for a Battle Royale with four players at once.

Characters

Development

Kakuto Chojin: Back Alley Brutal was developed by Dream Publishing, a subsidiary of the fighting game company DreamFactory and publisher Microsoft Game Studios. The game was first introduced as "Project K-X", a technology demonstration for Microsoft's then-new Xbox console, at the Spring Tokyo Game Show in 2001.[2] Seiichi Ishii, head of the project's development, stated that the prototype only ran at a frame rate of 30 frames per second, but was doubled when the team molded the demo into a finished product.[3]

Reception

Kakuto Chojin, though heavily hyped and praised for its graphics, received "generally unfavorable reviews" according to the review aggregation website Metacritic.[4] Critics and gamers cited its shallow gameplay, weak Story mode, and lack of bonus material. Game Informer described it as a Tekken ripoff; coincidentally, a portion of the Kakuto Chojin development team were indeed ex-Tekken developers.[9] In Japan, Famitsu gave it a score of two sevens, one six, and one seven for a total of 27 out of 40, while Famitsu Xbox gave it a score of one seven, one six, one nine, and one eight for a total of 30 out of 40.[8]

Controversy

Kakuto Chojin was pulled off store shelves in early 2003 due to accusations of containing offensive religious content.[17] The recall allegedly stemmed from Quran verses chanted in the background of the theme song for the Middle Eastern character Asad.[18] Microsoft senior geopolitical strategist Kate Edwards consulted with an Arabic speaker within the company. This latter person vehemently objected to the release of Kakuto Chojin due to its "incredible insult to Islam"; the game still debuted in North America in the publisher's belief that the content would not be noticed.[18] According to a Microsoft spokesperson, the company was pressured into destroying un-shipped units of Kakuto Chojin containing the chant and attempted to reissue the game as an amended product. However, many uncensored copies still inadvertently made it to retailers.[19] This included locales in which such material is particularly sensitive, like Saudi Arabia, where the issue became headlines news.[20] Three months later, the Saudi Arabian government formally protested, forcing Microsoft to withdraw the game worldwide.[18]

References

  1. ^ "Kakuto Chojin - Xbox - GameSpy". xbox.gamespy.com. Retrieved 2023-05-27.
  2. ^ Ahmed, Shahed (March 30, 2001). "Spring TGS 2001: Microsoft reveals Project K-X". GameSpot. CBS Interactive. Archived from the original on January 10, 2022. Retrieved November 24, 2013.
  3. ^ Goldstein, Hilary (September 6, 2002). "Kakuto Chojin Interview". IGN. Archived from the original on October 25, 2017. Retrieved November 24, 2013.
  4. ^ a b "Kakuto Chojin for Xbox Reviews". Metacritic. CBS Interactive. Archived from the original on February 5, 2019. Retrieved January 13, 2018.
  5. ^ Marriott, Scott Alan. "Kakuto Chojin - Review". AllGame. Archived from the original on November 15, 2014. Retrieved January 13, 2018.
  6. ^ Edge staff (March 2003). "Kakuto Chojin". Edge. No. 121. p. 104.
  7. ^ EGM staff (February 2003). "Kakuto Chojin: Back Alley Brutal". Electronic Gaming Monthly. No. 163. p. 154. Archived from the original on January 6, 2004. Retrieved January 13, 2018.
  8. ^ a b "Kakuto Chojin encensé par la presse japonaise" [Kakuto Chojin praised by the Japanese press] (in French). Gamekult. December 2002. Retrieved January 13, 2018.
  9. ^ a b Barber, Chet (January 2003). "Kakuto Chojin". Game Informer. No. 117. Archived from the original on December 1, 2003. Retrieved January 13, 2018.
  10. ^ Four-Eyed Dragon (November 20, 2002). "Kakuto Chojin Review for Xbox on GamePro.com". GamePro. Archived from the original on February 6, 2005. Retrieved January 13, 2018.
  11. ^ G-Wok (November 2002). "Kakuto Chojin Review". Game Revolution. Archived from the original on October 1, 2015. Retrieved January 13, 2018.
  12. ^ Kasavin, Greg (November 11, 2002). "Kakuto Chojin Review". GameSpot. CBS Interactive. Archived from the original on May 9, 2019. Retrieved January 13, 2018.
  13. ^ Suciu, Peter (December 12, 2002). "GameSpy: Kakuto Chojin". GameSpy. Archived from the original on September 7, 2015. Retrieved January 13, 2018.
  14. ^ Bedigian, Louis (November 18, 2002). "Kakuto Chojin - XB - Review". GameZone. Archived from the original on March 7, 2008. Retrieved January 13, 2018.
  15. ^ Goldstein, Hilary (November 5, 2002). "Kakuto Chojin Review". IGN. Archived from the original on July 7, 2015. Retrieved January 13, 2018.
  16. ^ "Kakuto Chojin". Official Xbox Magazine. January 2003. p. 84.
  17. ^ Varanini, Giancarlo (February 6, 2003). "Kakuto Chojin recalled". GameSpot. CBS Interactive. Archived from the original on November 29, 2013. Retrieved November 24, 2013.
  18. ^ a b c Brown, Paul (August 18, 2004). "Microsoft pays dear for insults through ignorance". The Guardian. Archived from the original on September 5, 2014. Retrieved November 24, 2013.
  19. ^ Bishop, Stuart (February 7, 2003). "Kakuto Chojin pulled in US and Japan". Computer and Video Games. Future plc. Archived from the original on October 19, 2012. Retrieved November 24, 2013.
  20. ^ Kumar, Matthew (April 9, 2008). "Q&A: Englobe's Edwards Talks Gaming's 'Geocultural Risks'". Gamasutra. UBM plc. Archived from the original on October 11, 2014. Retrieved November 24, 2013.