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1. Tekken 7: 10 Essential Features
Every Fan Wants To See
http://www.gamebasin.com/news/tekken-7-10-essential-features-every-
fan-wants-to-see
Few games on this Earth have the instant‐appeal and nostalgic brain‐tingle of Tekken – the series
is one of the most successful gaming franchises of all time, and with 41 million copies in the bank
it’s pretty much the only other franchise alongside Street Fighter that springs to mind when
thinking of fighting games (although we’vegot you covered if you just thought of Mortal Kombat
too). With a completely bonkers anime story that’s so ludicrous you just have to love it, the past
entries have seen everything from demonic great‐grandfathers coming back from the grave to tiny
orange dinosaurs and even overly‐flatulent scientists all taking part in The King Of Iron Fist
Tournaments, but even that is not where the appeal lies, although it’s certainly a large part of it.
No, Tekken would not have maintained it’s stature on the top pedestal if not for one of the most
accessible‐yet‐deep gameplay systems in all fighting games, comprised of every major martial art
under the sun. It’s a system that’s become to be known as a game having ‘Tekken controls’ whereby
you have two dedicated punch and kick buttons, along with combinations of them producing
throws and other special moves. Many gamers remember their first Tekken experience, as well as
discovering one of your friends was one of “those people” who’ll button‐bashed their way through
every fight as Eddie Gordo. Yeah, you know who you are. Over the years the series has never really
dipped or had a particularly bad title, and so it’s with a huge fan fervour that with Tekken 7 the
hype machines are kicking into overdrive. With nothing confirmed and everything up for grabs,
what do you want to see in the new game?
10. Custom Fighters
2. We’ve had everything from stacks of elaborately designed hats and hairstyles, to palette‐swaps on
original character designs and any number of random objects – all can be tacked onto the
established fighters, however what we’re yet to see in any Tekken game is a completely custom
fighter, built from the ground up by you to be the King of Iron Fist. Sure one of the most
meticulously laboured‐over aspects of the game – and any fighting game – is the balancing of
fighters amongst the roster, as any who played Tekken 2 will remember how you could just spam
the likes of Devil or Angel’s eye‐lasers, barely giving your opponent any chance to get up. Therefore
if some sort of creation system is to be implemented, a give and take mechanic would have to go
alongside it when allocating standard and special moves. With most characters’ basic moving
speed being the same across the board (unless you’re a more weighty chap like Kuma or True Ogre)
it would all come down to having a trade‐off between choosing a slow charge‐up move like Paul
Phoenix’s punch, or being able to dole out a quick Law‐style backflip‐kick. The way to make this
work would be choosing some ‘signature moves’ that open up more options down a similar path,
but locks away any combo of special moves the developers could flag as problematic when used
repeatedly or together. With such an elaborate character editor already in place and online play
becoming a bigger staple of the game already – why not let us take part in the tournament
ourselves with our own moveset?
9. Jin’s Karate Stance
4. Even thought the power of the next gen consoles is going to allow Namco to go crazy with the
character‐creation tools, Tekken 6 was already fairly stacked when it came to the amount of fighters
to pick from. As referenced in the previous point about Jin and his progression, it would be better
to double‐down on a a core set of fighters that are as diverse as possible, instead of having many
that are occasionally skin‐swaps with slightly different moves. It runs the risk of being compared
to Virtua Fighter in this regard, but who do you know who plays Tekken that doesn’t have a
favourite character born out of the core set that’s been around for years? It’s extremely rare
someone is going to pick Kunimitsu over Yoshimitsu, or Baek over Hwoarang. So far it’s been the
likes of the Tag Tournament games where Namco go hog wild and throw everyone in for the sake
of it, but it’s definitely a wise move to keep up what has been the case in the numbered instalments,
and make every character feel as diverse as the last.
7. A Tekken Force Mode Done Right
The Force‐style modes have appeared in various incarnations since the series’ (controversial) best
Tekken 3, through 5′s clunky Devil Within mode and 6′s Scenario Campaign, which was fine albeit
a bit messy in terms of onscreen enemies and animations. Many who played T3 or 4 will remember
this original mode as one of the best 3D approximations of what a fully‐realised crossover between
Tekken and Streets of Rage would’ve looked like, and when we were wading in and scissor‐kicking
swathes of bad guys, it was perfect. For Tekken 7 though many fans would love to see a return to
this side‐scrolling style, albeit with some more context‐specific animations. As we’ll cover later in
this article, the versions of the characters we see in cutscenes often feel far more powerful than
what their in‐game movelists would lead you to believe, so having multiple‐enemy takedowns and
environment‐specific finishers would be perfect. Along with this, the only issue 3 and 4 suffered
from was an occasionally spotty lock‐on mechanic, as the Force mode was still essentially operating
on a 2D plane, being that when you switched to other enemies you would only be able to grapple
them directly – it’s something that ties back into the idea of taking down multiple enemies at once,
and perhaps having a button‐toggle towards some area‐clearing moves would remedy the problem.
7. power meter your opponent is going to put into an animated exchange, a Mortal Kombat vs. DC
style in‐air fighting mechanic or something entirely new, Tekken rarely explores new avenues within
their core gameplay. Sure Tekken 4 had an instant‐reversal move and a much bigger focus on
positional play within the fighting arenas, thereby putting focus on getting your opponent up
against a wall to deal out some massive damage, but aside from this and T6′s introduction of the
more‐damage Rage mode, or the combo‐specific Bound moves, there hasn’t been a whole lot of
progression in over a decade. The Injustice showdowns are particular fun to play out, not just for
their betting mechanic but also for the visuals of seeing the fighters back up a few steps,
trade some insulting lines, and then run head‐first into each other, causing a screen‐wide explosion.
Being that the Tekken roster is packed to the brim with alliances and rivalries, having character‐
specific dialogue in these exchanges would be perfect.
3. A Phenomenal Campaign
Back in 2011 Mortal Kombat 9 came out of nowhere and delivered everything a fighting game’s
campaign should be. That is to say, what’s better than indulging in a fighting game’s core mechanics
just for the sake of it? Having some drive and a sense of purpose, that’s what. MK9 set up a series
of fights interspersed with cutscenes that were rendered so well they looked in‐game – so as soon
as you felled one opponent, they would start talking and it would lead to some expertly written
exposition, before another attacker may appear and you’re instantly thrust back into combat again.
There was no waiting, no load time, you were constantly engaged in the events of the story, and
as soon as the time to take action was upon you, it was game on. Now, Tekken has always been a
very traditional beast, incorporating incremental additions to its gameplay, but this structure for a
story‐based mode is something that would transfer directly over. Anyone who’s grown up with the
series and/or finished the previous story modes knows just how satisfying and fan‐pleasing those
ending cinematics are, and with next‐gen technology pushing in‐game graphics to a similar level,
let’s have one long interrupted session of gameplay and cutscene that meld together perfectly.