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Fighting Games Weekly | Sept 29 - Oct 5 | 4th place wins a cake

CPS2

Member
Dogura long sets need to keep track of how much coke he's drinking. If he gets to 16 cans he unlocks new abilities.
 

Village

Member
So how do we feel about Ultras in Tekken?

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Best mishima

Also I'm fine with it, it seems you have to combo into which makes sense because side steps.
 

Dahbomb

Member
Unless things change I will probably be skipping out on console version of T7. Will probably still get it on PC (just to support FGs on PC) but I don't see myself playing it too much. It's basically Tekken Revolution with Ragearts and invincible moves replaced with hyper armored moves.

I am not too impressed with what has been shown thus far.
 

Nyoro SF

Member
Well... I'll reserve my judgment after the game has been released.

Many promising games these past few years have turned shitty, and a few poor looking games have evolved into great installments.
 
Unless things change I will probably be skipping out on console version of T7. Will probably still get it on PC (just to support FGs on PC) but I don't see myself playing it too much. It's basically Tekken Revolution with Ragearts and invincible moves replaced with hyper armored moves.

I am not too impressed with what has been shown thus far.

Why not wait till game is done and released first before making that call? Seems early.
 

Sayah

Member
Unless things change I will probably be skipping out on console version of T7. Will probably still get it on PC (just to support FGs on PC) but I don't see myself playing it too much. It's basically Tekken Revolution with Ragearts and invincible moves replaced with hyper armored moves.

I am not too impressed with what has been shown thus far.

That's what location tests are for. People that feel the same way as you will probably provide their feedback and if it's a big enough complaint, they'll fix it for the arcade version. And whatever faults are then in the arcade version will be addressed for a well-balanced console release. What you're seeing isn't the final version. It's early testing so it's moot to make your purchasing decisions already.

But from what I'm gathering, this is what a lot of casual players wanted. Especially people complaining about difficulty learning Tekken (movement, juggles, wakeup, etc). All of this has been completely retweaked judging from the videos.

In addition, despite some changes that I'd rather not see (i.e. removal of bound), I'm really excited for this as are a lot of other people.

Tekken community doesn't like the new Tekken already?

How am I not surprised.

Who said that?

Aris and mostly everyone on his stream was hype.

I am so pumped for it. The only con I see (from my perspective) is the potential lack of bound but I'm hoping the new mechanics compensate for that or they allow more time for air juggling.
 

Sayah

Member
Also, per the impressions of AllenShrz who went to the location test: The frame rate was bad so it's not clear if bounds are really gone or if backdashing has been nerfed. It's hard to tell at this point I guess.

There's still October 4 and 5 for the location tests and all the top Tekken players will be playing. I'm sure they'll be quick to point out whatever faults they find.

Damn, I need to get my hands on Tekken 7 now. Hopefully, they'll bring the cabinet to one of the US tourneys and I'll try to find some way to go.

He's just mocking something said earlier in the thread.

Oh well....I didn't get the reference. lol.
 

Dahbomb

Member
They would have to make a lot of changes to loctest to make me interested in T7.

*I really don't like the obscene hit sparks in the game. It's reaching KI level of insanity.

*I don't really like them copping the Revolution Bound system.

*I don't like the nerfed back dashes. I know that new players don't like KDCs and what not but there had to be a better way to change movement in Tekken.

*The new Ragearts system is awful. It was bad enough that T6 had Rage but now it will have Ultras too. Apparently they didn't think Rage was a big enough comeback factor so they had to add this too.

*I am not impressed by the graphics, visual design and art style... it's safe as hell and not what you expect in a brand new sequel to a game in a new generation. I know it's 50% visuals but I am just expressing my feelings on what I am seeing. I am not seeing anything in this game that tells me that it's a game only possible on next gen hardware. I would not be shocked to see this get the crossgen treatment.


Yea I know this is a loctest and things can get changed but you can generally grasp the direction they want to take the game with. The game is not different enough to attract casuals (no guys, nerfing back dashes and adding cinematic supers plus more sparks won't attract more casuals) but the few changes they did made make it more like a Tekken game that the seasoned players don't really want (ala TR).


I will change my opinion when the loctest build changes but right now I am not impressed. This is not a Tekken I would buy day 1.
 

Kumubou

Member
I actually liked most of the changes in Tekken Revolution so... I'm actually kind of excited for Tekken 7? Still a lot of question marks, though. The Rage Arts damage needs to get nerfed something fierce though, it seems crazy right now.
 

Deps

Member
T7 looks like what I was hoping for in the next Tekken. Only worried that movement might be too nerfed, but it's very early and from what it sounds like it was an early build with bad framerate and no sound.
 
I actually liked most of the changes in Tekken Revolution so... I'm actually kind of excited for Tekken 7? Still a lot of question marks, though. The Rage Arts damage needs to get nerfed something fierce though, it seems crazy right now.

I think it being nerfed a bit is a given though. Everything seems fine sans movement nerf.
 

Dahbomb

Member
That said there were some positives from the loctests.

*I like that CHs are now exaggerated and you can more easily tell that you landed a CH.

*I like the reduced juggle length of combos in general. This might look contrary to the Bound change but what I liked about the Bound was the oki set ups you got from it. I would've preferred it if we got both... reduced combo length and the oki situations from Bound.

*I am generally fine with them replacing invincible moves with slower, unsafe hyper armor moves.

*I did like Katarina's play style and animations. Didn't get to see the other character in action much.

*I like the visuals in the backgrounds, they definitely improved in that element.
 

Sayah

Member
They would have to make a lot of changes to loctest to make me interested in T7.

*I really don't like the obscene hit sparks in the game. It's reaching KI level of insanity.

That can easily be toned down. Or as I suggested, they can add a filter for sparks so people can enjoy hit sparks at the level they want.

*I don't really like them copping the Revolution Bound system.
Neither do I. But Tekken fanbase is pretty much split on this. Half the people want bound removed. The other half don't. Only one side is going to win in the end. I hope the final version will have bound. Tekken 6 location tests also didn't feature bound as far as I know so it's not like mechanics like this can't be added later.

*I don't like the nerfed back dashes. I know that new players don't like KDCs and what not but there had to be a better way to change movement in Tekken.
This is really hard to tell at this point due to the actual players describing framerate issues.

*The new Ragearts system is awful. It was bad enough that T6 had Rage but now it will have Ultras too. Apparently they didn't think Rage was a big enough comeback factor so they had to add this too.

No it's not. Mostly everyone has been pretty receptive too it. It doesn't work in the same sense that an Ultra does in SFIV. You only get it at the end of the match. The Ultra/Or whatever they'll call it is very quick to end. And you lose rage if you use it so you have to use it wisely.

*I am not impressed by the graphics, visual design and art style... it's safe as hell and not what you expect in a brand new sequel to a game in a new generation. I know it's 50% visuals but I am just expressing my feelings on what I am seeing. I am not seeing anything in this game that tells me that it's a game only possible on next gen hardware. I would not be shocked to see this get the crossgen treatment.

Almost everyone is loving the graphics even at 50% so I guess that's your personal subjective viewpoint (which I find to be in the minority after reading impressions of people). And also, again, Tekken 5 location tests looked hideous. You can't assume these things won't change.

At the end of the day Dahbomb, the type of Tekken game you want is already there. It's called Tekken Tag Tournament 2. It has everything you're complaining about missing in Tekken 7. And as far as I know, you've mentioned not having spent much time in that game so maybe try doing that first.

I know if Tekken 7 ends up failing me, I have TTT2 to fall back on. It really is the game of forever and the best the series has to offer.
 

Dahbomb

Member
I would not say that the Rageart system is something that has been well received by most people... I see very split opinions on it. In fact from what I have seen I would say most people don't like it.

My problem with the Rageart system isn't that it takes too long or is that it's too cinematic... my problem with it is that it's a pure comeback mechanic in a 1v1 fighter. I already had big problems with the Rage system in T6 and instead of taking it out they just expanded upon it. There's no reason why Tekken should have Ragearts, this is clearly just another SCV style attempt to appease the 2D audience. Stick to your game identity please.


The argument of "the Tekken game you want already exists" is a very weak one. Yea of course my ideal Tekken already exists... it's called Tekken 5 DR which I have played a fuck ton of. But I don't want Tekken 5 DR 2.0 or whatever for a new generation of fighting games... I want Tekken 7. Right now Tekken 7 isn't Tekken 7, it's Tekken Revolution 2.0. That's really my problem with T7.. it's not even worthy of being a full numbered title in the franchise.
 

Sayah

Member
I would not say that the Rageart system is something that has been well received by most people... I see very split opinions on it. In fact from what I have seen I would say most people don't like it.

My problem with the Rageart system isn't that it takes too long or is that it's too cinematic... my problem with it is that it's a pure comeback mechanic in a 1v1 fighter. I already had big problems with the Rage system in T6 and instead of taking it out they just expanded upon it. There's no reason why Tekken should have Ragearts, this is clearly just another SCV style attempt to appease the 2D audience. Stick to your game identity please.

That is just very narrow-scoped thinking (not trying to be offensive). A game is a game. Devs should not be shy or limit their creativity or potential. There is no such thing as: "these mechanics are reserved exclusively for 2D fighting games and 3D fighters can't use them."

Tekken already has a lot of similarities to 2D fighting games. And the Tekken development team has already mentioned gaining inspiration from both Virtua Fighter and Street Fighter.

I had no problems with rage in Tekken 6. I currently have no problems with Netsu in TTT2. I think these mechanics make the games more fun. Netsu management also adds an interesting metagame into TTT2. I similarly also have no problems with x-factor in MvC3 despite some people complaining about that comeback mechanic as well.
 

Dahbomb

Member
It's not that "adding 2D mechanics in a 3D game" is bad.

It's more like "what is the justification for adding this mechanic into the game?" I really see no justification to adding Ragearts other than to adding cinematic flair to the game and having another way to comeback with. Not only that but it's a 2D mechanic that a lot of people don't even like to begin with (Ultras).


And I have said this about a thousand times that a comeback mechanic in a team based fighter is inherently different than having a comeback mechanic in a 1v1 fighter. ESPECIALLY in a Tekken game where you can always make a pixel comeback as there is no easy way to chip out the opponent and you don't lose tools when you lose health. .
 

Sayah

Member
It's not that "adding 2D mechanics in a 3D game" is bad.

It's more like "what is the justification for adding this mechanic into the game?" I really see no justification to adding Ragearts other than to adding cinematic flair to the game and having another way to comeback with. Not only that but it's a 2D mechanic that a lot of people don't even like to begin with (Ultras).

It's not the same as an Ultra in SFIV. It doesn't function in nearly the same way. I've already said this. Because people don't like Ultras in SFIV does not mean they won't like them here either. Why? Because they function in completely different gameplay systems in completely different ways. It's way too early to already be making a decision on the gameplay mechanics. #1: They can change or be removed altogether. #2: There is no other fighting game to date that implements Ultras in such a way as Tekken 7. Even SoulCalibur V has meter. Tekken 7 does not. The comparisons you are trying to make do not hold up. And a few people here have already mentioned that they liked the meter system in SCV. You're just taking your opinion and applying it to game design as if that's the only way games should be designed. These mechanics can be fun and people like having them. They don't need to give a justification.

In the end, I may not even like the Ultra system in Tekken 7 myself but I certainly won't be making that judgment call before I actually play the game and experience it.
And I have said this about a thousand times that a comeback mechanic in a team based fighter is inherently different than having a comeback mechanic in a 1v1 fighter. ESPECIALLY in a Tekken game where you can always make a pixel comeback as there is no easy way to chip out the opponent and you don't lose tools when you lose health.

I'm not even talking about making contrasts between comeback mechanics in 1v1 vs team games. I don't know why you're even bringing this up.

Tekken 6 and TTT2 both have comeback mechanics and the competitive players at large seem to have accepted them and haven't had any qualms. If the competitive scene is so happy/tolerant of it, I don't see why you're making a big point over comeback mechanics being terrible in Tekken. I don't even see casual Tekken fans being that upset with rage either.
 

Dahbomb

Member
Competitive players at large accept a ton of games DESPITE having terrible mechanics in them. MVC2 had guard breaks, double snap backs and pseudo infinites but it was accepted at large by the player base. You can't just turn a blind eye to genuinely poor mechanics in games even if the overall game itself is good.

Rage mechanic, IMO, was a poor mechanic in T6 and thus I am disappointed that it's being expanded upon in T7.

Rageart is too similar to Ultras for my liking. They are powerful, limited use cinematic special moves that you only get when you lose health which is exactly how I would describe Ultras in SF4. They are for all intents and purposes a comeback mechanic which IMO are a superfluous way to get casuals to play Tekken (if you want to start adding statistics to the equation then you can easily see that adding comeback mechanics to Tekken didn't actually increase the playerbase of Tekken).

If you don't see the similarities or what they are trying to do with T7 then I am not sure what I can say more to make you see it. If all the discussion points are going to end with "oh it's a location test they will make it godly by release date for sure" then there is really no point in having discussion over the game at this point.
 

Sayah

Member
Competitive players at large accept a ton of games DESPITE having terrible mechanics in them. MVC2 had guard breaks, double snap backs and pseudo infinites but it was accepted at large by the player base. You can't just turn a blind eye to genuinely poor mechanics in games even if the overall game itself is good.

Rage mechanic, IMO, was a poor mechanic in T6 and thus I am disappointed that it's being expanded upon in T7.

Rageart is too similar to Ultras for my liking. They are powerful, limited use cinematic special moves that you only get when you lose health which is exactly how I would describe Ultras in SF4. They are for all intents and purposes a comeback mechanic which IMO are a superfluous way to get casuals to play Tekken (if you want to start adding statistics to the equation then you can easily see that adding comeback mechanics to Tekken didn't actually increase the playerbase of Tekken).

If you don't see the similarities or what they are trying to do with T7 then I am not sure what I can say more to make you see it. If all the discussion points are going to end with "oh it's a location test they will make it godly by release date for sure" then there is really no point in having discussion over the game at this point.

Tekken's fanbase didn't dwindle because of comeback mechanics, lol. That's a false correlation. There are a lot of other factors responsible for that.

I personally think you're over exaggerating the comeback potential from rage in Tekken 6. I've played hundreds of hours of Tekken 6 and I didn't have any problems with rage and I also certainly didn't have a multitude of pixel comebacks from opponents (as you describe it).

I guess if you don't find them enjoyable, then that's your subjective viewpoint. Don't enforce that viewpoint on others. And also don't provide me examples from other games of broken mechanics or what not. I'm talking specifically about Tekken. I do not see Tekken players adamantly requesting removal of rage. In fact, the netsu system in TTT2 only expanded the rage system from T6 even further. It added one of the most fun metagames in the game that wouldn't otherwise be there that mostly all players enjoyed despite it having even stronger comeback potential than T6.

At the end of day, arguing with you over this is completely pointless. As I've already said many times, this stuff is bound to change and the game doesn't seem to be even anywhere near completion and only in the very early stages.
 

Dahbomb

Member
This stuff is bound to change and the game doesn't seem to be even anywhere near completion and only in the very early stages.
Should've just said this in every single post about T7 whenever something bad about it comes up.

I am not enforcing my viewpoints on anyone. All of these things are my opinion. You love Rage? Great however that is also your opinion on the matter. It's no more or less subjective than my own.

I also didn't say that Rage dwindled the fanbase... I said that it didn't increase it. Of course that is not the only factor that lead to worsening sales of the franchise but you don't really have a strong argument as to why Rage has been a net positive for T6. What was the point of adding Rage mechanic to begin with? To attract casuals? If the whole point of a mechanic is to "attract casuals" then that IMO is a poor mechanic. I am more tolerant of Netsu in TTT2 because it's a Tag fighter and has more factors to it that facilitate it but in a 1v1 you would have a really hard time justifying it.
 
It's not that "adding 2D mechanics in a 3D game" is bad.

It's more like "what is the justification for adding this mechanic into the game?" I really see no justification to adding Ragearts other than to adding cinematic flair to the game and having another way to comeback with. Not only that but it's a 2D mechanic that a lot of people don't even like to begin with (Ultras).


And I have said this about a thousand times that a comeback mechanic in a team based fighter is inherently different than having a comeback mechanic in a 1v1 fighter. ESPECIALLY in a Tekken game where you can always make a pixel comeback as there is no easy way to chip out the opponent and you don't lose tools when you lose health. .

What is the justification for your constant bitching is what I want to know.

It's a location test FFS. Tekken 6 location test had no bound and characters with burning hands in Rage mode. Why are you complaining about minor details like hit sparks? (especially when Harada himself stated that the visuals are only half way there).

Why don't you tell us what you wanted to see today?
 

Dahbomb

Member
My "justification for constantly bitching" is that I want to point out the stuff I don't like in the hopes that it gets fixed by the time the game ships. Because otherwise if people just accept that things will magically get fixed on their own without feedback/criticism then nothing will actually get fixed.


Now as far as your question about what I wanted to see here today:

*Game play footage which I saw. Not the best quality of course but I got the general gist of it.

*Whether or not Bound was changed. It was but not to my liking so I expressed it.

*Whether or not Rage was changed. It was not only kept mostly in tact but it was expanded upon by adding Ragearts (Ultras from SF4 which I dislike almost as much as Rage) to my disappointment which I expressed.

*Whether or not combo/juggle length was changed. It was changed to my liking and I expressed it.

*Whether or not they made changes to the movement system. They did make changes and it was not to my liking so I expressed it.

*Whether or not they made changes to the wake up system. Didn't see many wake up options being used so right now I am not saying much on it. Harada did say they are making changes here so I am still curious to see what they are. If they are like Revolution then I would not really like that much either and I will express that as well.
 

Sayah

Member
Should've just said this in every single post about T7 whenever something bad about it comes up.

Errrr.....I've already mentioned what I didn't like about Tekken 7 as well (i.e. in specific, the lack of bound). But yes, keep assuming.

I am not enforcing my viewpoints on anyone. All of these things are my opinion. You love Rage? Great however that is also your opinion on the matter. It's no more or less subjective than my own.

Except in my case, from what I've seen, the Tekken community at large seems to have not pressed significant concerns over rage and, if parts of it have, it is not the majority. In fact, Tekken 6 BR is currently either the 1st best or 2nd best balanced game in the series. Tekken 5, 4, or 3 are no where close to its balance. But lets ignore that and harp on comeback mechanics.

Developers generally tend to look at what the community wants (and this is true for Tekken dev team especially). If they noticed people were really mad over the inclusion of rage in Tekken 6, they wouldn't have included it again.

I also didn't say that Rage dwindled the fanbase... I said that it didn't increase it. Of course that is not the only factor that lead to worsening sales of the franchise but you don't really have a strong argument as to why Rage has been a net positive for T6. What was the point of adding Rage mechanic to begin with? To attract casuals? If the whole point of a mechanic is to "attract casuals" then that IMO is a poor mechanic. I am more tolerant of Netsu in TTT2 because it's a Tag fighter and has more factors to it that facilitate it but in a 1v1 you would have a really hard time justifying it.

And again, this is a false correlation. You can't tangibly prove whether adding rage in Tekken 6 even had any net positive, negative or neutral effect. The fanbase for Tekken 6 could very well have increased. You can't statistically provide evidence to me that the 3.5 million people that bought Tekken 6 didn't find any enjoyment with the rage mechanic. Alternatively, I can't say with 100% certainty either that all those new, casual players that tried out Tekken 6 liked the rage mechanic. Except I'm not making this correlation in the first place, am I?
 
A mechanic that caters to strengthening anchors makes sense in a game like King of Fighters. Characters act separate rounds but unlike single character games you share resources and life totals between rounds. Additionally when someone secures a win their current active character gains life back so that furthers their lead. Even if you start to mount a reverse OCV, the characters positions are reset every round and by the time you're even character wise, you aren't even resource wise.

It makes less sense in a game like marvel where an anchor comeback amounts to someone going batshit and then doing 2 incoming setups. Shoutouts to flux.
 

Dahbomb

Member
You are again missing the point of discussion and circumnavigating the argument. You still have not given me any reason as to why Rage mechanic was a necessary addition or even a positive addition to Tekken. The only reason why I brought up the sales point was that some people have said in the past (not you of course) that Rage was added to get more casuals into Tekken because it's a comeback mechanic. If that is true then clearly that didn't work so then I ask WHY is this mechanic being expanded upon?

A mechanic that caters to strengthening anchors makes sense in a game like King of Fighters. Characters act separate rounds but unlike single character games you share resources and life totals between rounds. Additionally when someone secures a win their current active character gains life back so that furthers their lead. Even if you start to mount a reverse OCV, the characters positions are reset every round and by the time you're even character wise, you aren't even resource wise.

It makes less sense in a game like marvel where an anchor comeback amounts to someone going batshit and then doing 2 incoming setups. Shoutouts to flux.
No it actually makes ways more sense in a game like Marvel because every time you lose a character you are losing a ton of tools. When it's 3 v 1 situation that's a ridiculous disadvantage and the game favors snowballing. You get in a situation where you have Psylocke against Sentinel + Corridor assisted and the player with the Psylocke just keeps taunting so that Sentinel kills the character faster (shout outs to Yipes vs Sanford FT100 set).

This is not like in other fighters where the tools you have when you are winning are the same as when you are losing and thus the comeback is always a matter of you matching the other player's initial advantage. In a 1v3 situation you are mounting a comeback against overwhelming odds. That's the whole point of XF, it's supposed to temporarily give you the power of 3 characters so you can fight 1 v 3. Hell even in MVC3 that XF advantage is not enough unless you are using Vergil/Phoenix/Strider/Skrull... most fully stocked teams can easily beat a XF3 character. I mean I don't have to point you to how someone like Haggar gets decimated by a full team with or without XF3.

Now I will be the first one to say that XF is hella over tuned in MVC3 and the incoming mix ups too strong. But as a general idea I would always argue that the game needs something like it. It doesn't even have to be XF but let's say the last character gets to have an additional assist or two to help him fight to equalize the tool deficit that would be fine too.
 

Kimosabae

Banned
You are again missing the point of discussion and circumnavigating the argument.

Welcome to the pains of discussing the merits/faults of a new game in an established franchise with excited people. If you're examining the Hype Train and its destination - you only serve to to spoil the ride.


I largely agree with you. After the new-game hype subdues and seeing more of the game, it doesn't look like anything to get too excited about, yet. For a lot of the reasons you mentioned.


If you keep talking about the sparks in a negative light, I'm going to choke you, though. Tekken desperately needs that kind of pizazz imo, and I think its capacity to distract is being way overstated by people.
 
My "justification for constantly bitching" is that I want to point out the stuff I don't like in the hopes that it gets fixed by the time the game ships. Because otherwise if people just accept that things will magically get fixed on their own without feedback/criticism then nothing will actually get fixed.


Now as far as your question about what I wanted to see here today:

*Game play footage which I saw. Not the best quality of course but I got the general gist of it.

*Whether or not Bound was changed. It was but not to my liking so I expressed it.

*Whether or not Rage was changed. It was not only kept mostly in tact but it was expanded upon by adding Ragearts (Ultras from SF4 which I dislike almost as much as Rage) to my disappointment which I expressed.

*Whether or not combo/juggle length was changed. It was changed to my liking and I expressed it.

*Whether or not they made changes to the movement system. They did make changes and it was not to my liking so I expressed it.

*Whether or not they made changes to the wake up system. Didn't see many wake up options being used so right now I am not saying much on it. Harada did say they are making changes here so I am still curious to see what they are. If they are like Revolution then I would not really like that much either and I will express that as well.

Well, maybe you should take a more level-headed approach instead of "I don't care about this game unless everything is exactly how I want". Think about the fanbase at large and respect the fact that its a product and it needs to reach as wide an audience as possible.

Supers in Tekken were my biggest fear going into this, but I think the way they've been implemented makes much more sense than in SC for example.

Positives:
-They're short
-They look cool
-They're not tied to a stupid meter
-You can only use them at 15% health or less, so they will almost always be round finishers (won't ruin the pace of the match)
-They make the game more appealing to casuals

Negatives:
-They do too much damage (easily fixed)
-Mechanically speaking, they weren't necessary

As for wake ups...

-You can't juggle back rollers
-There appears to be a new get up animation that is pretty evasive
-The grounded toe kick now pushes the opponent away and automatically leaves you standing

To me, these are all welcome changes.
 

Dahbomb

Member
I genuinely do care about the game... otherwise I would not be posting about it in FGW or the Tekken thread. If I didn't care then I wouldn't post about it. Even if my first impression is a bit negative I still want to play it.

The wake up details are welcome.


I feel like the Rage discussion has now trailed into the general comeback mechanic discussion that we have discussed way too many times already here. I will refrain from talking about it again, I think I have made my position on it clear.
 

Sayah

Member
You are again missing the point of discussion and circumnavigating the argument. You still have not given me any reason as to why Rage mechanic was a necessary addition or even a positive addition to Tekken. The only reason why I brought up the sales point was that some people have said in the past (not you of course) that Rage was added to get more casuals into Tekken because it's a comeback mechanic. If that is true then clearly that didn't work so then I ask WHY is this mechanic being expanded upon?

Because it's fun. Because it adds flair. Because it's an extra component to an otherwise already deep game. Why are there in-match taunts in fighting games? They are pointless. They do nothing. Should we remove them? You should go tell Sakurai the Smash characters shouldn't have taunts in Smash Bros. 4. They do nothing to enhance the game experience, right?

There doesn't even need to be a reason. It's there and largely no one has a problem with it.

Alternatively, I can ask the same from you. How does rage negatively impact the game? Your one pixel comeback comment is grossly over exaggerated because I don't see that happening prominently at all in my years of playing and watching Tekken 6. Rage only activates when you're near your end and at that point your opponent can play smart and just fish for pokes, jabs, and finish the match. Of course, I'm not denying that comebacks aren't possible. They very well are. It's a comeback mechanic after all. But I'm also not over exaggerating the negative harm of such a mechanic.
 
I'm excited for a PC release, though, because I don't think I'll be getting a next gen console for a while but I'll definitely be upgrading to the new maxwells (still running a 570). Also, no matter what sort of quality of life upgrades they've made for this gen, playing on PC is still a far more pleasant experience outside of bad ports.

Also,
nude
mods will be pretty fun for Tekken
 

Sayah

Member
Welcome to the pains of discussing the merits/faults of a new game in an established franchise with excited people. If you're examining the Hype Train and its destination - you only serve to to spoil the ride.


I largely agree with you. After the new-game hype subdues and seeing more of the game, it doesn't look like anything to get too excited about, yet. For a lot of the reasons you mentioned.


If you keep talking about the sparks in a negative light, I'm going to choke you, though. Tekken desperately needs that kind of pizazz imo, and I think its capacity to distract is being way overstated by people.

Your main reason for stopping to play Tekken was because Jin's hoodie design went away. I have a really hard time believing you're interested in Tekken mechanics.

How much knowledge do you have of Tekken game mechanics, just out of curiosity?
 
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