I swear, these designs for Kazuya and Xiaoyu are ALL WRONG.
Dear reader, I sit down to write this today with a growing case of Tekken withdrawals.
"But how can that be, Craig," you might ask, "when there have been so many new Tekken games recently?" Well, it's true enough that we are currently experiencing no shortage of Iron Fist branding. The problem is that not a lot of it is what I want Tekken to be.
Tekken Card Tournament (which I never got around to reviewing in full) is an interesting idea with some very simple, solid gameplay mechanics that just about anyone can pick up in minutes, a dedicated support team tirelessly working to sort out any issues brought up by the user base, and if nothing else has spawned an actual physical Tekken trading card collection, which will doubtless plague my magpie mind for a good long while yet. But, it's very worrying that so many balance issues and tech errors are still being found in a game that's been available to the public for so long, and the in-game card marketplace - which lets anyone with sufficient real-world funds simply buy the best possible cards for their character right from the get-go and gain a ludicrous advantage - basically takes what balance there is and snaps it over its knee like a Venom'd-up Bane (I stand by the assertion that limiting premium purchases to the random booster packs, while perhaps frustrating for some, would be a major improvement). On a personal note, the need for a constant internet connection kinda leaves me in the cold - I can't really play it 'on the go' so having the game on my Kindle is a bit meaningless, and playing the browser version feels odd because it's much too simple a game for a whole laptop...
Then there's
Tekken Revolution (which
I've already covered) and that hasn't really held my attention either. In fact, I don't think I've gone back to it even once since posting that write-up in June. That's partly down to snobbery - Nina's still not in it so I don't care - but mostly, it's because the game feels hollow to me.
Revolution is 95% copied assets from
TTT2, which I already own; the stuff that's genuinely new is limited to flashier effects and some inferior music choices. Yes, I know, as I said in my post, that this is a Tekken game for other people who are a lot less obsessed with the series than I am...but the fact that it's now taken up the lion's share of the developers' attention has resulted in me feeling like I've been left out in the cold. Also: vampire Lili?
Vampire...Lili? The prosecution rests, your honour.
So I've been thinking a lot about the future, and that inevitably means the
still-gestating Tekken X Street Fighter, which will counterbalance Capcom's effort by forcing those movement-challenged World Warriors into an arena where the 3rd dimension exists on more than just a cosmetic level. (hey Harada-san, free idea - shoot a commercial for the game which solely consists of Ryu fruitlessly firing hadoukens at Heihachi, who dodges every single one by moving one step to the side while Ryu's eyes boggle and he screams, "WHAT KIND OF WITCHCRAFT IS THIS S***?!") After playing a hell of a lot of
TTT2 and tentatively dipping my toe into the freezing waters of
SFXT again, I've come up with a bunch of points that, IMO, Namco would do well to keep in mind as they plan their next opus. GET READY FOR THE NEXT BASELESS SPECULATION!!