it's a successful musical style, a culinary dish, a movie series, or a video game... if
people have loved it for years, you don't completely change it... you build upon it. This has
been the theory of TEKKEN since its inception. TEKKEN 7 continues the
formula that built its foundation over 2 decades ago, but adds some major elements
that highlight and exaggerate the best of what TEKKEN is.
It might be easy for some to forget TEKKEN 7
was a successful and innovative arcade fighting game before it hit consoles.
The arcade version of TEKKEN
7 innovated by being the first fighting game to host network battles
between different arcade locations (including Japan Vs. Korea). The arcade
version has also kept up to date with the console version post-release via
online updates. In an arcade, players can choose their side (left or right) even
if both players pick the same side, as the camera will adjust on the stage for
the player's choice - another first for fighting games. Arcade players
can use their smartphones to view their records, purchase character
customizations, and edit their characters. All of these innovations could only
be enjoyed by players lucky enough to still frequent to arcades. TEKKEN
is one of the only fighters left to still use the classic "arcade
first, then console" development process from years past. And there are
pros and cons to this old school game-design format, of course...
There are pros and cons to this old school format, of
tradition with every major installment of TEKKEN, Namco utilized their arcade launch
finalize, and fund the console version. This meant most fans overseas had to wait over 4 years to
own a new TEKKEN game (since 2012's TEKKEN Tag Tournament 2).
While the wait probably hurt TEKKEN 7 more than it helped, Bandai Namco's commitment to releasing a final,
"fully-tested and balanced-by-pros" product before asking fans to
purchase a console version is something admirable in this current generation of
7 brings the hype like no TEKKEN before it.
At its core, TEKKEN 7 introduces some great new ideas to fighting games... and to TEKKEN
itself. Back in the day, when you put your quarters into a shiny new arcade fighting
game, there were always those "ahh haa" moments when you saw something
100% original, whether it was something visual, or related to the
gameplay. TEKKEN 7 keeps this arcade dream alive in several ways.
TEKKEN 7 carries itself as a pinnacle of sorts. That's quite a statement... but
nearly everything that put the series on the map has
returned in a bigger way. Besides a few fan-favorite classic characters being on
the M.I.A list, there's not much from older games to "miss" necessarily,
but there are some major changes to shake up TEKKEN's traditional
Super moves (Critical Arts), Rage Drives, and Power Crush. These new mechanics can either be your best
friend or your worst enemy. The good news is, it's
not difficult (at all) to make these mechanics your new friends.
TEKKEN 7's new
gameplay systems are intuitive,
fun to incorporate into your playstyle, and... best of all... the "spammer-types" who would try to
abuse these mechanics are easily punishable by fighting game fundamentals.
As a series,
TEKKEN has kept serious players coming back by never straying far from its
roots, implementing "slight yet significant" innovations
with each new installment. Keeping serious players in mind is a particularly important aspect for a game like TEKKEN. While
gameplay still feels like good old TEKKEN, it introduces some of the boldest changes to date.
Arts (AKA "super moves") have finally been implemented in TEKKEN,
and are enabled only when a player's health is low (signified by a flashy new
Rage meter activation effect). Rage Arts are by no means foolproof, but can absorb opponents' attacks and
can catch an aggressive opponent off guard. Think of a Rage Art as a one-shot "(possibly) get out of jail free"
idea replaces the "Tag Crash" from TTT2, and when timed right,
can enable a big comeback.
On the flipside of the coin, Rage Arts are also among the easiest moves
to punish when blocked, providing beginners a basic example of how to defend and punish
properly in TEKKEN. Smart and patient players can easily "bait out"
a (spammy) opponent's random Rage Art (and finish them off with style).
Rage Arts by themselves can create some amazing moments during gameplay - for example, the
defending fighter being able to block the Rage Art, even if their attacks got
absorbed (if the move has
fast recovery frames). The slow motion and camera work during Rage Arts is
also excellent, which only add to the potential epicness and unpredictability of
a tense match.
Rage Arts are possibly most effective when used inside of a proper combo, tacking on big damage when
connected. Even though the damage scaling of Rage Arts is pretty fair, I wouldn't
Rage Arts took off slightly less damage overall. Interestingly, unlike some
other fighting games with "super moves", TEKKEN 7 Rage Arts aren't
something you see every single round (or even every set). For a variety of reasons, Rage Arts aren't an imperative part of
TEKKEN 7's gameplay... but
merely that "get out of jail card" when needed.
TEKKEN 7 provides another way to
use the Rage meter besides Rage Arts... Rage Drives. Instead of a big super
seamlessly initiate a speedy Rage Drive either during a combo to extend
it, or to simply surprise an opponent with it. Rage Drives are character-specific and have unique
effects... for example: some launch opponents high into the air, some send opponents flying backward fiercely
into the wall, and some bound opponents on the ground - creating time for an
stomp or ground throw. Some Rage Drives are exclusive moves for certain characters, others are
variations of attacks or previously impossible combinations, and several even have cancels for
various mix-ups. I personally enjoy using Rage Drives more than Rage Arts...
they're a lot of fun to experiment with.
the perfect guest character for TEKKEN.
Attacks take the place of "Bound" moves. In past games, Bound moves were a great way to mix up the
style and timing of your combos. Screw
Attacks serve the same exact purpose, but send the opponent
spiraling toward the ground (and in my opinion, look cooler than Bound). Each character has several moves that function as Screw Attacks,
coming in the form of either single attacks or multi-hit combinations.
Lastly, Power Crush attacks enable an "armor"
effect which allows the attack to continue even when hit - but the attacking fighter will
still take damage from their opponent.
While a seemingly powerful new ability,
any player that tries to rely on Power Crush can become predictable and easily picked apart
by smart fundamentals and punishes.
Now it makes perfect sense why 2013's TEKKEN Revolution experimented with
Invincible Moves. Thankfully, TEKKEN 7's Power Crush attacks are much
more easily punishable than Invincible Moves - and feel more like a true TEKKEN
Akuma is the first ever guest
character to appear in a TEKKEN game. By adding the veteran,
original OG, fan-favorite Street
Fighter icon to the playable roster, Lord Harada and
company gave every 2D fighting game player worth
their salt a reason to
try out TEKKEN 7... even if they're not adequately skilled in 3D fighters.
That's why Akuma is the perfect
introductory character to welcome new players to TEKKEN. Plus, Akuma is arguably the all-time
most badass martial artist from Street Fighter, making him a perfect fit against
TEKKEN's roster. They took it a step further by
incorporating Akuma into the actual storyline, which is a gutsy
unprecedented move - and it worked pretty well in the end.
The second guest character for TEKKEN 7, Geese
is yet another unimaginably perfect fit. TEKKEN 7 is officially the first
fighting game to venture into the "dream idea" of a Namco Vs. Capcom Vs. SNK
title. As is, it's a dream come true for us old school players... and it
getting my hopes up for a full-fledged crossover someday in the future. The fact that these icons have
their classic 2D play-styles, projectiles, a super meter, and input-heavy
combos... is not only an amazing achievement for TEKKEN 7, but also a
preview of what we can expect out of a future "TEKKEN Vs. Street Fighter" project
from Bamco. The raw 2D mechanics, unique jumping style, and combo style brought
to the table by Akuma, Geese (and Eliza) provide new and fun ways to play TEKKEN.
They're not just guest characters, they are new "game engines" for
TEKKEN 7. When you look at the facts, these are the most innovative
"guest" characters to appear in a fighting game in a very long time.
lifelong Capcom, SNK, and Namco fan... I couldn't be more ecstatic.
In the mid/late 1990's, TEKKEN games grew to extreme popularity without pretty graphics as one of
their main selling points. Times sure have
changed... because TEKKEN
7 is easily one of the most visually appealing fighting games of this era. If you're
not playing TEKKEN 7 on a PS4 Pro (and a 4k TV) or a high-end PC in 1080p
or higher, you're missing out on the best-looking 3D fighting game to date.
Sadly, the standard PS4 version looks a bit washed out and soft. Alas, to fully appreciate TEKKEN 7's visuals requires you to
update that 2013 vanilla PS4 technology.
The PS4 Pro enhancements are very significant
on a 4k TV and mirror the stunning quality of the arcade version. (Upscales
to 1080p, aliasing gets cleaned
up, skin and clothing textures pop, and everything just looks insanely crisp.)
Even better... the PC version running in Ultra Settings is a step towards
graphical perfection, blasting crispier clothing & skin textures, clearer stage
detail, better shadows, better bear fur, motion blur settings... (and throw in some beautifully gorgeous stage mods that
dramatically change up the lighting and pop the details, while you're at it).
Coming in fat last place, the Xbox One version is the worst-looking of the
(and panting) at a lowly
good news is, all versions are solidly locked at 60fps with zero slowdown. One thing's for sure, TEKKEN still looks like TEKKEN... and absolutely should.
Notable visual effects that must be talked about? For starters, Namco finally
delivered on showing "sweat" detail in-game (anyone remember that T6 Jin Kazama trailer)?
The sweat that builds up on characters' bodies
throughout the match is one of those finer details that you really notice on PS4 Pro/PC.
Special move effects, impact effects, and rage effects all look spectacularly
well. I also love how stage / floor damage stays as it is for the entire round. Clothing
physics have also taken a technical step forward... it's been a while since clothing animation caught my eye in a fighting game.
TEKKEN 7's sexy / flowing new costume designs smartly highlight these
clothing animations. The dynamic movement of King's cape, Kazuya's long coat, or
Master Raven's springy dreads spring around are all great examples of these new
physics. TEKKEN 7 might actually have the most realistic and most
fun-to-watch clothing movement of any fighting game to date.
TEKKEN 7 is THE spectator 3D fighting
game. The slow-mo camera, the smoothed-out combos, the super moves, the crispy
graphics... TEKKEN 7 is
visually engaging TEKKEN in ages. The ORGANIC HYPE created by TEKKEN 7's
slow-mo camera is truly innovative to fighting games (and I won't be surprised
if future developers "copy" this idea in the coming years). Slow-mo's
and super moves visually inform even inexperienced viewers that "something cool is about to happen"...
helping them follow the action. The results of a match in T7 can be so
varied, that you never know what might happen near the end of a
round or during a slow-mo. For the record, slow-mo activates when both fighters are low on health
and "lock-in" their movements so a K.O. is possible. Fighters can even continue fighting after the slow-mo
sequence occurs if no attacks end up connecting.
(It looks badass. Nuff said.) Very few fighting games these days contain any
"special" element that doesn't happen very often. While other games'
camera angles and cinematics force-feed the "idea" of epic in repetitive
cinematics, TEKKEN 7's in-engine slow motion effect is something
100% innovative and new to fighting games. The basic slow-mo effect after K.O. is also
satisfying and nicely upgrade TEKKEN's overall aesthetics.
The new Unreal Engine 4 graphics engine is the perfect opportunity to
introduce a new in-game storyline for TEKKEN. The Mishima's
once again take center stage in an in-game story that blends cinematics
seamlessly with gameplay. The battle between son
and father, Kazuya and Heihachi, has always been an intriguing, emotional battle
over the past six story sagas, and finally reaches its conclusion in T7.
The main story features some other characters besides Mishima such as Lee,
Nina, and Alisa. The various
story battles were mostly well-chosen, and bring the kooky form of epic you'd
expect from TEKKEN. My personal favorite moment is being able to play
through the TEKKEN 5 Honmaru battle with Kazuya, Heihachi, and the Jack-4's. (Them Jack-4
ragdoll physics are hilariously great.) Story mode even has some entertaining "mini-games"
along the way, so
it's not only fighting (like some other fighting game story modes of recent
times). Story mode doesn't hold your hand too much, but does feature "Story
Assist" buttons that allow beginners to press buttons and do some cool
I get to
play as "Kid Kazuya" in Story Mode? ...Dreams really do come
The Mishima Saga story mode assumes you know something about the series...
which is a smart direction. TEKKEN is a 23 year-old series; you should know something about
it by now.
While the "cinematics into gameplay" is smooth and very
well-executed, there are some moments that fall flat. The
beginning is sleepy and awkwardly narrated by some medicated-sounding gentlemen who
sounds like he's never heard of TEKKEN until he got the job to narrate this
also an odd (and unnecessary) choice to have the
"narrator" play a major role in the storyline - making him a
character of his own. The voice actor's lack of energy and motivation sadly
kills some of the nostalgic / good vibes story mode has to offer.
Thankfully, the story starts to come together a few chapters in, and is an enjoyable playthrough.
As of late, I find myself disliking video game story modes
that drag on and on with cliche after cliche. The Mishima Saga, at the
very least, offers something different and not as predictable as a typical
Joe-blow action movie. There are 4 difficulty levels in Story - which is nice,
as the harder difficulties present a legit challenge even for experienced players.
The AI is particularly fun on the Hard setting. I was grinning when CPU Nina was hitting
chain throws on my Heihachi...
love a good CPU AI that can style on you. There's also a battle where you
control Alisa against Nina. Now, I'm not an Alisa player... at all... but after the
retry against Nina on Hard, I had quite a few moves
and combos with Alisa memorized. That's when I had an epiphany: This is a great and fun way to
start learning a
Too bad Namco didn't have the funds or the time to create a cinematic experience
for every character in the game. Now that would be a fun "Arcade Mode"
experience I could get behind.
Sadly, TEKKEN characters outside of the main story mode aren't represented with proper endings or side-stories like in past TEKKEN
games. This is sure to displease the casual crowd. The "Character Episodes" are equivalent
to the length and overall vibe of PacMan
These lazy cutscenes leave much to be desired, as they don't develop character
storylines or personalities... certainly a major downgrade from past story elements in TEKKEN games.
Once again, the production of the Mishima Saga makes me wish every TEKKEN character had
cool cinematic fight scenes to experience, at least. Other TEKKEN characters
besides Mishimas definitely
deserve their time in the spotlight.
customization mode packs fewer features than past games, but is still
As far as TEKKEN 7's newcomers go...
Katarina, Lucky Chloe,
Claudio, Shaheen, Gigas, and Kazumi Mishima all interestingly provide their own unique spin on
how a TEKKEN character works. The purely new characters offer
more streamlined / condensed movesets than most returning veterans, but their
play-styles seem to "teach" various fundamental lessons of TEKKEN
/ 3D fighting games. Each of them is arguably "easier" to use than
most veteran TEKKEN characters, another interesting design choice. For
example, techniques like Katarina's spammy kicks and Claudio's ridiculously fast
launcher will frustrate some players early on, but some simple defensive study
should teach players how easy it is to punish even the most effective attacks or
attack-strings. The newcomers' personalities don't quite live up to the icons (due to the lack of in-game story
content)... but their animations,
fighting styles, and onscreen presence should inspire many players to pick up
Beginning in TEKKEN
5, the series "set its own standard" for customization in fighting games
(since most other fighting games don't even have a customization mode). Naturally,
returning fans expect ALL of the features from the older games to return, but
sadly that isn't the case in T7. First
the good news... Namco's excellent Color Edit mode has returned, and
returning costumes have more palette options. All characters
(except Jack-7, for some odd reason) were given brand new costumes, and they're
arguably the best in the series. Using Color Edit on these
badass new costumes alone is
hours of fun. Like they did with TapOut in 2009, Namco
collaborated with New Japan Pro Wrestling and included (free) Kazuchika
Okada and Bullet Club clothing items. There are plenty of new tops and bottoms to mix & match, as
On the downside, there are reused items from TTT2.
Some items are nice to have return, others not so much. Sadly, the
emblem editing from TTT2 is gone, so certain options (for the die-hard
creators) are more limited this time. Also, dumb items like deer heads, shower heads, and butterfly
wings probably shouldn't exist.
Speaking of costumes, Namco brought back several iconic outfits from classic
games (such as TEKKEN 2, TEKKEN 4, and T5:DR),
which old school players will appreciate. It might not be popular opinion, but
I personally love seeing classic
costumes and clothing items revamped into a new graphics engine. TEKKEN 7's amazing
visuals, new camera angles, new texture technology, and new animations allow you to appreciate these nostalgic
costumes in a new light. (On
that note, this philosophy has actually been a trademark of the series since the
very beginning. It's always nice to see classic things that you appreciate from
the earlier games recognized and updated.)
While TEKKEN 7's customization mode lacks a few features from prequels,
it does bring some new ideas to the table. New
customizable health bars, player panels, titles, and custom artwork panels, for
example. Just like in TTT2, you can customize your Versus Screen panels
with amazing 2D artwork from Jbstyle, Junny, Shunya
Yamashita, and Tomio Fujisawa. Several other video game artists also did some
pieces with their (sometimes comedic) takes on
charismatic fighters. In an era of fighting games where "art" is
becoming a thing of the past, it's nice to see Bandai Namco actually put some
care into preserving the 2D artwork of fighting games. And if you don't care
about such things, you're part of the problem.
you're not training in the dojo... Ultimate TEKKEN Bowling!
So what's missing in TEKKEN 7? ...What could be better? For one, Online
needs some work. After spending years in the online modes of T5DR, T6, TTT2,
and TR, one would hope for something more than just another basic online
mode. Colorful online lobbies with 3D avatars (and mini-games) in Arc System Works
fighting games might've
spoiled me, but a little more excitement and more rewards in TEKKEN 7's online
mode would be welcome.
TEKKEN 7 is also missing "online events" or any kind of hub that
rewards players for logging in daily or weekly. Even TEKKEN
Revolution had these events, so I'm very surprised T7 went without this
feature entirely. While dedicated players will fight online for
free, weekly online events
help a game feel "alive," and have become a staple in
other recent games... TEKKEN 7 not having events could hinder its performance
with less-driven players who remain on the fence.
Alongside the majority of serious players, I wanted to see an improvement
in the PS4 version's input lag. Thankfully, Bandai Namco successfully delivered
the input lag fix in December 2017, bypassing the Unreal Engine 4's added
latency and dropping overall input lag by 2 frames. (That's a huge performance
improvement, in case you don't know).
Thank you Harada! Game developers like these are the ones you want to support,
folks. I find TEKKEN 7's netcode to be mostly decent, but weirdly unstable against certain players. Better punishment for
rage quitters would be nice, too.
Sadly, the Replay Save option is gone from past titles, which makes things
slightly more difficult for content
creators such as myself. Besides that, online is still solid enough to keep me
coming back, and Bandai Namco does a lot of things right with online - which
may take for granted. Ranked match is still done right, as players earn unique
ranks for each character in the game, not just one overall rank. This makes
learning multiple characters fun and rewarding, as you can track your progress
with each individual character.
8-man Online Tournaments are a cool idea, and something new for fighting game
online modes... but it might be more trouble than it's worth. Online tournaments
can be fun with friends, but there isn't much motivation to sit through a
tourney and get "prize money" after you unlock everything in the game (which doesn't take long).
On a related note, achievements / trophies in TEKKEN 7 are unbecomingly easy to
not a good look for TEKKEN when all of the trophies can be earned with
very little time and skill involved (which is ironically the opposite of what TEKKEN is all
about). Trophies may not seem like a big deal... but potential
" new students" to TEKKEN
may think they
have "beaten" TEKKEN 7 after earning these "kid-friendly"
Sad to say, some gamers these days need more motivation to actually
learn how to play a fighting game.
When it comes to improvements to TEKKEN 7's gameplay, there's not much
I'd want changed... but I think alternate Rage Arts & Rage Drives would be a
great addition in a future (major) update. A few characters' Rage Arts are
visually unappealing and uninspiring... so more variety would be great. Some
characters like Paul Phoenix have cancelable Rage Drives, resulting in combo
mix-ups. More characters should have these types of variations!
In closing, TEKKEN 7 features some great extra modes, including
Jukebox (PS4 exclusive), Gallery (PS4 exclusive), and Ultimate TEKKEN
While character endings are missing in T7, having immediate
access to hours of classic endings, intro movies, and high quality
artwork - from every TEKKEN game ever made... nearly makes up for it. TEKKEN
7's Gallery possibly has the most content I've ever seen in a fighting game
Gallery mode. Like TEKKEN Tunes in TTT2, Jukebox lets players to listen to the
entire soundtracks of every TEKKEN game, and use any track on any
stage (including stage transitions). It's truly an excellent mode to showcase TEKKEN's high
quality music over the years. TEKKEN 7 also features VR Mode exclusively
for the PS4 VR headset, which basically allows you to watch a match play out in
VR... nothing to write home about really. Last but not least, the DLC Ultimate
TEKKEN Bowl is an unexpected throwback to the TTT1's classic bowling
mode. Ultimate TEKKEN Bowl has surprisingly gorgeous visuals and bowling pin
physics, and for a random mini-game, it's high quality stuff. (Too bad
there's no online bowling though.)
||October 3rd, 2019
Yuichi Yonemori (Director)
Shunya Yamashita, Tomio Fujisawa, JBStyle
PlayStation 4, Xbox One, PC
Feb. 18th, 2015
Mar. 18th, 2015
July 5th, 2016
Arcade - TEKKEN 7: FR update)
June 2nd, 2017
Mishima, Heihachi Mishima, Asuka
Bryan Fury, Lili
Rochefort, Leo Kliesen, Feng
Wei, Steve Fox, Paul
Law, King, Ling Xiaoyu, Hwoarang,
Sergei Dragunov, Lars, Alisa,
Katarina Alves, Lucky Chloe,
Shaheen, Jin Kazama, Devil
Rizal, Gigas, Yoshimitsu,
Jack-7, Kazumi Mishima,
Bob, Master Raven, Lee Chaolan,
Gordo, Eliza, Akuma,
Howard, Noctis, Lei
Wulong, Anna Williams, Craig
Marduk, Armor King, Julia
Tekken 2, Tekken 3,
Tekken 4, Tekken
5, Tekken 5: Dark Resurrection, Tekken:
Dark Resurrection, Tekken 5: Dark
Resurrection Online, Tekken 6, Tekken
6: Bloodline Rebellion, Tekken 7:
Fated Retribution, Tekken Tag Tournament,
Tag Tournament 2, Tekken
Advance, Tekken Hybrid, Tekken
3D: Prime Edition, Tekken Revolution,
Street Fighter 5
9.5 / 10
7.0 / 10
9.5 / 10
9.5 / 10
/ Sound Effects
9.0 / 10
8.5 / 10
8.5 / 10
9.0 / 10
Options / Extras
9.0 / 10
Intro / Presentation
8.0 / 10
Replayability / Fun
10 / 10
9.5 / 10
9.5 / 10
Review based on PS4 Pro / PC
An honest game like TEKKEN 7 is the reason I'm
still dedicated to fighting games
after all these years. TEKKEN 7 gets the fundamentals right, very very
right. What you see is what you get...
a tried-and-true, deep 3D fighter that takes years to master. What you do with it is your choice. (I personally enjoy learning 10-15+
characters and uploading matches & video compilations, which keeps me busy for
years. Also, there has never been a better time for entering tournaments and getting good at TEKKEN, since the competitive scene
has never ever been better.) In retrospect, told you TEKKEN 7 was good in 2015... what I didn't know is that Bamco had a "SF4 level" hit on their hands that would redefine fighting games in eSports and the FGC. TEKKEN 7 is so huge that even
pro Street Fighter players have come over to the TEKKEN side. My, how times have changed since 2009. I like what I'm seeing.
TEKKEN 7 truly is "back to basics" TEKKEN, without
sacrificing much depth from the prequels. T7 offers a brilliant balance of new and
returning mechanics, making for a fun, rewarding, and accessible fighting game. Relearning old mains and learning newcomers is
intuitive and as fun as ever. The new mechanics are great tools to help new
players enjoy TEKKEN (and give them a fighting chance against 20+ year
veterans)... but as
always, higher-skill strategies and fundamentals by smart players will prevail.
high-skill ceiling, casual players having a "chance" for a comeback
using a Rage Art, Rage Drive, or Power Crush should encourage more players to enjoy TEKKEN 7 for
many years to come.
The science of what each character can do, and what each character can do
in specific match-ups... presents limitless options. TEKKEN 7 is a sandbox of skill and possibilities. Other fighting
games these days are not as much of a sandbox, forcing you into specific repetitions or
gimmicks. Possibly my favorite aspect of TEKKEN was always the freedom of creativity
the game gives you for not only each character, but the open-ended combo system.
TEKKEN 7's combo system is as familiar as ever, but now there's an emphasis on
"prettier / harder-hitting" moves. New and old moves have been brilliantly retooled
- giving combos in T7 a fresh look and feel. This aesthetic design element is an important enhancement for spectators, and at the same time, healthily mixes up combo
options for veteran players.
Timing for advanced, longer combos is still as precise as ever, with some
characters being very execution-heavy (Akuma, for one). However, if you're not savvy enough
to hit those longer combos... there are several powerhouses that
can deal big damage with 2-hit, 3-hit, or 4-hit combos... just like the old
days. Creatively throwing Rage Drives and Rage Arts into combos make for even more fun.
Perhaps not quite as much fun as TTT2 in combo creation, but still very fun.
Even though the console version of TEKKEN 7 isn't "overloaded with content"
like the past few TEKKEN games (which didn't win those games
any awards or high ratings from mainstream reviewers btw ), there are some very
why TEKKEN 7 stands out above most others in
recent times. There are also some harder-to-see reasons that players have to
discover for themselves, by actually playing the game.
If you bought TEKKEN 7 to play TEKKEN, you have your work cut out
for you. There's so much to learn, and Bandai Namco's excellent Practice mode
has all the training options you could ever want (and more). If you're a more casual
fan who enjoys single-player modes, well... maybe you should invest your time
into a 1-player
game, not a fighting game. TEKKEN 7's story campaign is more than I'd
ever expect from an arcade fighting game, and while it leaves you wanting more,
it's the most fun I've had with a fighting game story mode in quite some time.
The Mishima Saga was a fun play-through, and that's more than I can say about
several other fighting game / video game story modes in recent times.
If you grew up with fighting games like me, "story" was never a major part
in enjoying the game. Story is a nice "bonus" for a fighting game... and can be an important tool in getting new players
interested in said series. To state the obvious, story modes were never the reason us
arcade kids popped 100's of dollars of quarters into arcade machines back in the
80's and 90's. We threw quarters in to get good at the game, so we could play
longer and keep our spot. However, seeing Bandai Namco put such a high production value into TEKKEN
step in the right direction, and at least they're being "competitive"
in this new era of fighting game story modes. I think and hope we'll see bigger and better things
in future TEKKEN story modes.
Since I often comment on how other companies market their fighting games, I will make
a few notes regarding T7. The PR and advertising leading up to TEKKEN
7's release was... questionable. For the entire time T7 was in
development, it seemed like the high-ups at Bandai Namco were "too busy" with other big names like Smash Bros and
POKKEN Tournament (and other anime games) to properly market their trademark
The game also took too long to come out...
and the communication / news updates leading up to the release left much to be
desired - especially when compared to how other companies (overly) market their
games. I traveled to
several tournaments to play TEKKEN 7 early, and appreciate Namco's
support at major tournaments by bringing the game there, but the wait still
felt like forever.
The good news is... Bandai Namco taking 3 or 4 years to develop a fighting
game and not rush out a product, shows
in a lot of ways. Some other company might've released 2 or 3 versions of
the game on console by now - asking fans to buy it multiple times over, making
only small adjustments
along the way. But no. Good old Bamco asks you to buy their game only once, and
that's admirable these days. However, T7 is so damn good... I know many
players who bought the game on multiple platforms. That's
when you know a fighting game is good.
If you "require" more content than what TEKKEN 7
offers to enjoy a fighting game, you probably would've been bored with the 90%
of arcade fighting games back in the day. Do you even play fighting games, bruh?
TEKKEN 7 has more to do offline than most other
current-gen fighting games (but you really should be putting most of your time into learning
your characters, anyway). TEKKEN 7 is a fighting game built to last, a game meant
to be studied and played. A company who created a fighting game to be
"casually played for 3 months and put down"... is a company that did
not make a real fighting game.
Most of the "greatest of the great" fighting games of all time didn't
have a fourth of as much content as TEKKEN 7. Even though many
casual TEKKEN fans
would love more content and effort... one can't fault Namco for putting most effort
into balancing, eSports presence, and actual gameplay longevity. With future DLC characters, stages,
and other content planned, there's a lot to look forward to.
Worth mentioning... with other competitors in the fighting game genre "cashing in"
on mainstream superheroes and other household-names, it's nice to see some actual
through-and-through fighting game characters represent us here in 2017.
I was happily surprised to hear TEKKEN 7 sold 2 million copies in under 3
months. Those are great numbers for an arcade fighting game in the current gaming climate
/ demographic. It's nice to see old school fighting game characters still
selling in today's market.
Tutorial modes seem to be another talking topic within the fighting
game community these days. According to "Harada data," in-game tutorial modes are
the least-played modes in past games. I can understand that, because even I don't
use in-game tutorials... I use Youtube. I think Bandai Namco should put a Tutorial
tab on the main menu with a search bar... and it should link to Youtube.
The FGC / TEKKEN community puts so much work into fighting game
tutorials, more work and time than Bandai Namco would ever be willing to put
into an in-game tutorial mode. Why would Bandai Namco do all that work when the
community does it for them? That said, support content creators and tutorial
makers. They put out some great videos that WILL help you improve your game.
However, I still wouldn't mind seeing a "fun" but effective in-game
TEKKEN tutorial that assists players who
might've missed the last few iterations, and still have no clue about the deeper gameplay
elements. It definitely wouldn't hurt, but I still don't feel in-game tutorials
are "necessary" in this day and age.
As I always like to say in my TEKKEN reviews... as a 20+ year dedicated player, I don't ever want
TEKKEN to change "much". Baseball players like to play Baseball,
Billiard players love Billiards just as they are, and TEKKEN players... you get the
idea, we love our TEKKEN.
I welcome the gameplay updates, and even though I occasionally feel
"robbed" by getting hit with a Rage Art, I understand their purpose in
the game (and I do love punishing players who try to rely on such things).
As great as it is... TEKKEN 7 still leaves me wanting more. A
third major T7 update to could be the recipe for a near-perfect game. I'd like to see the
return of some classic characters, and empty slots on the character select
screen keep my hopes alive. As with every quality fighting game, you get out of TEKKEN
7 what you put into it... just like real life martial arts training. Now get
off your ass, stop making excuses, and get good. ~TFG