Breast physics

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The exaggerated breast physics of Street Fighter V (seen on Chun-Li on the right), which were later changed in a patch Street Fighter V breast physics.gif
The exaggerated breast physics of Street Fighter V (seen on Chun-Li on the right), which were later changed in a patch

In video games, breast physics or jiggle physics are a feature that makes a female character's breasts bounce when she moves, sometimes in an exaggerated or unnatural manner.

Contents

History

Mai Shiranui is a popular fighting game character who is a notable early demonstration of breast physics technology. An example of Mai's famous breast-bounce effect as seen in 2010's The King of Fighters XIII, in which her design and stance are based on her first appearance in the Fatal Fury series. MAI KOFXIII stance.gif
Mai Shiranui is a popular fighting game character who is a notable early demonstration of breast physics technology. An example of Mai's famous breast-bounce effect as seen in 2010's The King of Fighters XIII , in which her design and stance are based on her first appearance in the Fatal Fury series.

The first video game in which breast physics were a notable feature was the fighting game Fatal Fury 2 (1992), which featured the fighter Mai Shiranui, who had noticeably jiggly breasts. [2] Pronounced breast physics have since remained a staple feature of many fighting games, perhaps in part because these games contain fewer character models than other games and can therefore afford to animate their characters in more detail. [2] The Dead or Alive series (1996–), in particular, has become identified with the "outlandish" physics of both its fighting moves and its female characters' breasts; [2] its developer Team Ninja created the term "breast physics". [3]

On occasion, this aspect of fighting games has caused particular attention, such as when the 2016 game Street Fighter V had the fighter Chun-Li's breasts move like large water balloons when she was chosen as the second player's character in the selection screen. Although this behavior was noticed by media even before the game's release, it remained present in the released version of the game. [4] The game's publisher Capcom attributed it to a bug and later removed it by a patch. [5]

In reaction to the prevalence of big, bouncy breasts in video games, games writer Jenn Frank initiated a "boob jam" in 2013. [6] The purpose of the initiative was to create games that deal "with an aspect of female breasts other than the fact that they're sexy and fun to look at". [7]

Technology

Breast physics is an application of soft-body dynamics, the field of computer graphics that focuses on physical simulations of the motion and properties of deformable objects. In a game with 3D graphics, character models are composed of a skeleton of "bones" connected with joints and covered by a "skin" of textured polygons. These virtual bones do not necessarily correspond to the bones in real humans, but are required to make anything move. To make breasts or other body parts move, video game animators make the bones' joints move according to the physical rules of the game's engine. [2]

To effect breast movement in most 3D games, the breast's bones are equipped with "springs" that make the breasts bounce when the rest of the skeleton moves. The setup and strength of these springs determines the strength of the breast bounce. Alternatively, the motion of the breasts may be governed by custom-written software, but this is more time-consuming and therefore rarer than using springs, which are a built-in feature in many game engines. [2]

Unnatural breast physics

Some video games feature breast movements that appear unnatural or exaggerated. [2] This may result from limitations of the "springs" system, which is better suited to animating rigid bodies rather than soft objects like breasts. [2] In some games, however, exaggerated breast physics are intentional. This may be caused by increasing the bounce effect in order to make it noticeable even when a character is standing still and talking, which may result in wildly exaggerated bounces when she actually moves. [2]

Ultimately, however, according to game developer Tim Dawson, if a video game features unnatural breast movements, "it's because somebody wanted them to look that way". Not only female bodies but also male bodies are often intentionally exaggerated or unrealistically portrayed in video games. [2]

Breast physics in individual games

Games noted for exaggerated breast physics

Games noted by video game publications for their exaggerated breast physics include the following:

Games otherwise noted for their breast physics

See also

Related Research Articles

The fighting game genre of video games involves combat between multiple characters, often one-on-one battles. Fighting game combat often features mechanics such as blocking, grappling, counter-attacking, and chaining attacks together into "combos". Characters generally engage hand-to-hand combat, often with martial arts, but some may include weaponry. Battles are usually set in a fixed-size arena along a two-dimensional plane, where characters navigate the plane horizontally by walking or dashing, and vertically by jumping. Some games allow limited movement in 3D space, such as Tekken, while some are set in fully three-dimensional environments without restricting characters' movement, such as Power Stone and Naruto: Ultimate Ninja Storm; these are sometimes referred to as "3D arena" fighting games.

<i>Virtua Fighter</i> (video game) 1993 video game

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Tekken is a Japanese media franchise centered on a series of fighting games developed and published by Bandai Namco Entertainment. The franchise also includes film and print adaptations.

<span class="mw-page-title-main">Mai Shiranui</span> Fictional character from Fatal Fury

Mai Shiranui is a character in the Fatal Fury and The King of Fighters series of fighting games by SNK. Introduced in 1992's Fatal Fury 2, the character was originally conceived as a male character named "Ninja Master", but when a request was put in to include a female character in the game they revised the concept entirely. For the game's sequel Fatal Fury 3 they considered replacing her with another female character, but due to heavy fan request she returned instead and has appeared in nearly every entry in both the Fatal Fury and King of Fighters series since.

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Dead or Alive is a Japanese media franchise centered on a series of fighting games developed by Team Ninja and published by Koei Tecmo. The gameplay of the series is primarily composed of fast-paced hand-to-hand combat in a 3-Dimensional playing field that began with the first game released in 1996, followed by five main sequels, numerous updates, spin-offs, printed media, a film adaptation, and merchandise.

Kasumi (<i>Dead or Alive</i>) Dead or Alive character

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<i>Dead or Alive 2</i> 1999 Video game

Dead or Alive 2 is a 1999 fighting game developed by Team Ninja and published by Tecmo. It debuted in arcades in 1999 and was later ported to the Dreamcast and PlayStation 2 home systems in 2000. It is the second main entry in the Dead or Alive fighting series following the original Dead or Alive (1996). Several enhanced editions of the game were released, including the updates Dead or Alive 2 Millennium and Dead or Alive 2 Hardcore.

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<i>Dead or Alive</i> (video game) 1996 video game

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<i>Dead or Alive Xtreme 2</i> 2006 video game

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<i>Dead or Alive 5</i> 2012 video game

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<i>Dead or Alive 5 Last Round</i> 2015 video game

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<i>Dead or Alive 6</i> 2019 Video game

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References

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Further reading