In Tekken 8, landing that big, clean hit is more advantageous than ever, due to the new Heat System.Įach character in Tekken 8 has certain signature fighting moves that, when they connect, will send them into a Heat State, with white-hot flames shooting out of them. In Tekken, when you land a miraculous death fist with Paul, you know that it’s your chance to follow up with some big damage while your opponent is incapacitated. The other reason why Paul’s death fist feels so good is that Tekken 8’s primary design philosophy is one focused on rewarding aggression. Which is great for me, a Paul and Law main. Even though the soul of the game feels nice and familiar, the game’s presentation looks sharper and fresher and it feels like the huge generational leap forward that this series deserves. ‘But it’s still, you know, “Why does this cost so much? If you already made 7, it should cost half that much, because you can just take build on top of it!’īut seeing Tekken 8 in motion at this stage of development suggests that the team managed to get there in the end. ‘Considering Tekken 7 sold 10 million copies… you’d think that would get some goodwill,’ Harada pondered. Harada spoke about the fact that the company deals in several entertainment areas like toys and anime – not just video games – and was not always completely on the same page as developers when it came to the demanding pace of the advancements and expectations in game development. The team’s biggest hurdle was the budget required to push the new game forward enough to have it meaningfully feel like it deserved becoming the next numbered entry in the series, rather than a half-step, as the team has done in the past.Īnd a lot of that involved convincing the higher-ups at Bandai Namco Entertainment. ‘You don’t notice until you take a step back, but games have evolved so much in such a short time,’ said Katsuhiro Harada, Tekken series director, as translated by Murray. ‘As such, the cost of creating them has increased exponentially,’ he lamented, speaking to some of the challenges in developing Tekken 8. Even the particles of dust that fly off a character when they block an attack look impressive – and truth be told, I didn’t realise it was even supposed to be dust until now.įrameborder="0" allow="accelerometer autoplay clipboard-write encrypted-media gyroscope picture-in-picture web-share" allowfullscreen> The ambient lighting makes everything feel cinematic when things are still, and dynamic lighting from Tekken’s signature hit effects light up the stage like fireworks. The sweat, pores and veins that protrude from the fighters are uncomfortably detailed – as you’d expect from looking at new-generation visual rendering. The details on each character model, as well as the environments and how each fight affects them, is fantastic. There’s at least a six-year technology gap between titles, and Tekken 8 being built in Unreal Engine 5 – the first fighting game to use the new, future-facing tech – with all characters being reconstructed from scratch.Īs a result, the animations have a wonderful smoothness and flow to them as you transition between different strikes, movements, and attacks. Part of that is due to just how good Tekken 8 looks. Unreal blood, sweat, and tears Image: Bandai Namco Entertainment And let me tell you, death fists feel a lot more satisfying in Tekken 8. A few days later, I was doing the same thing in Tekken 8. When the Tekken 8 character trailer for Paul Phoenix was released, I was inspired to spend the night handing out death fists to people online in Tekken 7. But I don’t know if I can go back to it after playing Tekken 8.
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