Concord Game Character Redesign: Asmongold Reacts
In the gaming world, no title is immune from public scrutiny, especially when it delivers below expectations. That’s exactly what happened with Concord, a game that landed with such a thud, it quickly became the talk of the community—for all the wrong reasons. YouTuber Asmongold, known for his biting commentary and fearless takes, recently weighed in on Concord’s demise, reacting to a video by Critical Art 64, where character redesigns were showcased. Asmongold’s reaction, sharp humor, and deeper insight into the issues behind the game's failure provide a perfect commentary on the intersection of game design, identity, and audience expectations.
The Rise and Fall of Concord: A Brief Overview
Before diving into the specifics of Asmongold’s reaction, it's crucial to understand the context. Concord was poised to be a competitive hero shooter, a genre that requires distinctive, memorable character designs to succeed. Unfortunately, Concord's character designs fell flat, failing to captivate players. The game became infamous for its uninspired and unappealing visuals, with Concord suffering a swift death, lasting less than a week after its release. This failure prompted a wave of reactions, with Critical Art 64 deciding to take matters into their own hands by offering redesigned characters, sparking Asmongold’s reaction.
Asmongold on Concord’s Design: Where Did It All Go Wrong?
From the moment Asmongold presses play on Critical Art 64’s video, it’s clear this isn’t going to be a soft critique. He opens with his signature dry humor, stating, “Oh boy, oh boy, my contribution to the dog-piling of the Concord demise, lovely.” He then eagerly delves into the content, embracing the chaos of Concord's original designs while reveling in the mockery.
The game’s characters, particularly Baz, Amari, and Daw, are the primary focus of Asmongold’s reaction. Each of these characters, as Asmongold notes, appears to be a mishmash of poorly executed ideas. Baz, for example, looks like "a bad Guardians of the Galaxy cosplay," with Asmongold likening her appearance to "Whoopi Goldberg playing Morpheus in The Matrix." His sharp wit doesn't stop there; he points out the inconsistencies in her design, mocking her oversized, impractical boots and "flippy do" knife-throwing mechanic, which completely fails to match her bulky appearance.
Redesigns: A Breath of Fresh Air
Critical Art 64’s redesigns bring a stark contrast to the original visuals, and Asmongold is quick to praise them. One of the standout moments in his reaction is when he compares Critical Art's new version of Baz to the original, calling it a massive improvement. “I like this one, this is great,” he says enthusiastically, noting how slimming down Baz's silhouette and enhancing her agility makes far more sense for a character that throws knives.
But it’s not just Baz that gets a makeover. Amari, another central character, undergoes a complete transformation, going from a clunky, awkward design to a sleek, seven-foot-tall super soldier. Asmongold can’t contain his amusement at the dramatic shift, observing how Critical Art 64 “totally changed it, and she doesn’t look anything like she looked before.” His enthusiasm grows as he notes that the new design not only makes Amari more visually appealing but also aligns better with her role as a tank character. “It’s cooler,” he states simply.
The Underlying Issues: Identity and Appeal in Game Design
One of the more thought-provoking aspects of Asmongold’s commentary is his analysis of why Concord’s original designs failed so spectacularly. According to Asmongold, it’s not just that the characters looked bad; it’s that they were designed in a way that felt pandering, trying to appeal to modern notions of diversity without considering what actually makes a character interesting or fun to play.
“Women don’t like playing ugly fat characters,” Asmongold bluntly declares, tackling the uncomfortable truth that, in trying to represent diversity, Concord may have leaned too heavily into stereotypes, forgetting that players, regardless of gender, want characters that are visually appealing and relatable. He even compares the desire for attractive characters to the popularity of male characters like Leon from Resident Evil and Dante from Devil May Cry. These characters are beloved not just for their abilities, but also because they look good doing it. Asmongold’s argument is that it’s not inherently sexist or wrong to design characters that people find attractive—it’s simply what players want.
He expands on this idea when discussing Daw, who looks, in Asmongold’s words, “like Ned from Spider-Man went on a ski trip to gay Mountain.” The design, Asmongold suggests, is less about making a cool, memorable character and more about fulfilling some misguided notion of diversity. He laments how the character is “visually grotesque,” a far cry from the type of design that players want to cosplay or gravitate toward in-game.
A Lesson in Design: Cool, Diverse, and Not Boring
Ultimately, Asmongold’s reaction to Concord and its redesigns underscores a broader lesson for game developers. Diversity in games is essential, but it can’t come at the cost of fun or creativity. As he says, “You can make cool, diverse characters without making them lame or day,” citing Deadlock as an example of a game that has successfully managed to incorporate diversity without sacrificing visual appeal or player engagement.
It’s clear that Concord failed not just because of its gameplay, but because it couldn’t connect with players on a visual or emotional level. And as Asmongold astutely points out, game design is ultimately about giving players characters they want to spend time with—whether that’s because they’re fun to play, they look cool, or both.
Conclusion: Will Concord Rise Again?
As Critical Art 64's redesigns show, Concord’s characters could have been great. With better design choices, a clearer understanding of player expectations, and more attention to detail, the game could have been something memorable. For now, though, it’s a cautionary tale of how not to design characters in a hero shooter.
Asmongold’s hilarious, insightful commentary on Concord is a reminder that gamers aren’t just looking for diverse representation—they want characters that are cool, fun, and appealing. Whether or not Concord will ever get a second chance remains to be seen, but if it does, developers would do well to take notes from Critical Art 64’s redesigns—and Asmongold’s reactions.
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