Hopefully Tekken 7 turns out good. Tekken 6 may have some sloppy things about it (ex: hopkicks), but overall, it was quite balanced and, for better or worse, there’s actually a variety of people who win tourneys (and the U.S. is finally stepping up against the Koreans/Japanese in skill).
I just hope that we don’t get a rushed, garbage console port that kept out features for no reason (Command Capture) and forced features that nobody wanted (Scenario Campaign).
so what is the final Boss for T7 going to be ? we already had japanese oni in T5 , ancient diabolical mummy in T6 , HANDSOME VAMPIRE LIKE THE ONE FROM TWILIGHT ??
( i hope they get a character that looks like Donnie yen , and does wing chun )
Now…if they’d just add a few characters, like, oh, a Tony Jaa-esque character with a more fluid Muay Thai style that focused on agility, fluidity, and awesome throws with creaking bones and crazy acrobatics. Bruce doesn’t cut it. He’s traditional Tkb. It’ll be interesting to see what new fighting styles they introduce in 7.
It also makes it easy to see who the hyper-defensive Tekken fans are.
I say that Tekken 6 still reuses animations from T1, whch is a FACT. I get called a button masher.
I say that Tekken sequels reuse a VERY LARGE quantity of animations from the game preceding it (another FACT). I get called a button masher.
Lol, whatever.
Anyways, I’ll probably end up buying this one, too. I hope it takes a cue from T4 from an innovative standpoint (not from a balance standpoint). T4, even if it was horribly broken, made huge strides in advancing the series. A huge boost in personality, mobility, environment…a greater emphasis on the ground game. All it needed was a version 2, like every other Tekken game got.
Hopefully the gap between T6 and T7 will be the same gap between T3/TTT and T4. Or better yet, the gap between T2 and T3…but that’s unrealistic.
You know, I see these type of statements made about the mechanics of just about every fighting game out there, and I have to wonder where they come from. In order for this to be true, we have to believe that there were a lot of people who weren’t going to play Tekken until they heard about the Rage function. “You know, I don’t really like Tekken. There are a lot of characters, a lot of stuff to know…Wait, what? I can do more damage when I am whittled down to a sliver of life? SOLD BABY!!!” We also have to believe these same people would drop it if that one thing were taken out. Just because a developer says they are adding something to appeal to more players or “casuals” doesn’t automatically mean their effort was successful, or that’s the main reason people bought the game. I think people are looking at an influx of new players and automatically assuming they are coming because of these supposed “casual friendly” mechanics. In all my years I have seen a lot of fighting games, and their players, come and go. With each new release, no matter the franchise, you always saw an influx of new players. Either there is a whole mess of assumption going on, or the internet has made everyone in the world psychic except me.
Woa, man… You are taking what I said way out of proportion. I already said that I wasn’t making the assumption on rage in particular. I have no idea if casual players “Actually like rage in particular”. Saying that rage would lower the amount of casual players playing Tekken was a generalization on my part (The generalization being : casual players liking mechanics that close skill gaps).
If you just want to talk or argue about something because you’re bored, I’ll be happy to do so… but lets go to another subject that hasn’t already been put to rest. vvvv
I know you want to know where those “statements about easier mechanics” come from? These statements are probably (at least for myself) based off of common knowledge, and obviously game developers have caught on to this common knowledge as well.
Take Virtua Fighter for example. There really isn’t a scene for this game in the US, yet people will testify that the game takes so much skill to play.
If you look at SF4 (not saying the game takes no skill) where people get rewarded with ultras for losing (not to mention the easy reversals), it’s pretty popular among casuals, at least compared to Virtua Fighter… Hell, compare it to other Street Fighters besides SF2. It seems to be a lot more successful (correct me if I’m wrong?). VF had advertisements and commercials, just like SFIV did… Virtua Fighter has 3D graphics just like SFIV does… but the game still fails in comparison when you look at sales (again, correct me if I’m wrong) Hell, we got games that are so bad that people argue whether they are fighting games or not (Smash) but they still sell more than other fighting games… It seems to me like easier games sell a lot better… This is why, “these types of statements are made”. Pretty much common sense.
If you own a business (such as CAPCOM), you always take into account what has been successful and unsuccessful in your market. If you see that sales are high for “simple” / “easy” games… as a businessman, you will want to develop your games to cater toward that criteria. This is probably why Smash was dumbed down (more than it already was), Tekken added Rage, and SF4 added Ultras. They’re called smart business decisions…
Edit: Too long to read version: take a marketing class.
Actually, I was just using your comment about the Rage system as a jumping off point. I have seen the same thing in the MVC3 threads, SFIV threads, and probably fifty other. What you say is common knowledge is only that if it can be measured and proven. The developers of “Insert Game Here” said that they implemented “X Mechanic” to appeal to casuals. A lot of people bought the game. The problem I have is that people seem to be immediately making the leap that the majority of those sales to casuals were not only a direct result of that, but the main reason they picked up the game. To be honest, I don’t see how we could really know either way without a lot of real feedback. Simply pointing out how big the dollar signs are, or that games that didn’t have those mechanics sold less doesn’t really answer the question either. But the assumption that casuals bought the game because they thought it looked like something they wanted to play never seems to be made.
I actually dropped SF and Tekken and went back to VF only sometime ago. Let me tell you, the reasons for VF’s unpopularity go** way** beyond in-game execution and people’s perceptions of how technical it is. From the days when putting a VF player and a Tekken player in the same thread was like watching a fight between a mongoose and a cobra, to SEGA’s myriad boneheaded decisions with regard to console ports, their stupid arcade machine lease policy, and their almost complete absence of anything resembling competent marketing, it’s almost too painful to watch. By the way, if you play VF, add me and I’ll see you when FS drops.:wgrin:
We’re actually on the same page about more than you probably realize. I didn’t mean to make you feel like I targeted you or anything, your quote was really just a small catalyst in a larger point I was trying to make about a lot of sweeping statements I have been seeing lately.
I hope you’re not insinuating that I called you these things. And I hope you’re not saying I’m “hyper defensive”. Its pretty simple, some people knew what they were talking about and some did not.
Well, we agree there. I, also, appreciated the direction T4 went system-wise. The only problem being the balance issues but like T5 5.0 to DR these could have been fixed with a revision/upgrade. I’m was pretty dissapointed to see they instead went with the framework of T5 and T6 but I eventually came to appreciate and like those games too after a long time. I’m pretty late, but not having a PS3 I didn’t get to spend time with T5 DR and I assumed it would be as problematic as T5 for PS2. I’m happy to say I’m enjoying it now and even though I missed the boat when it was popular I managed to convince the Tekken players near me to indulge in it so I could experience it as well. Although I’m mainly focusing on T6, I’m glad I’m able to have a taste of DR and I regret that I didn’t get to try it back then.
Anyway, the article mentioned something about a “different system”. So maybe a throw back to T4’s frame work is what we’ll see. Either way, looking forward to it.