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Tekken 7 - Offscreen videos

another example is LBP. it's a 2D sidescroller with sidestepping which makes it 2.5D. in no fucking way is it 3D besides the graphics.

Because it just switches between multiple (3, I think?) 2d planes. In Tekken you move all around the playing field.
 
I guess I can understand tekken being considered 3D because of sidestepping but what then is considered 2.5D? yes sidestepping does add another dimension but most of the gameplay doesn't involve the sidestepping. it's for combos and for evading.

another example is LBP. it's a 2D sidescroller with sidestepping which makes it 2.5D. in no fucking way is it 3D besides the graphics.

sayad, with the SC mode when the camera is behind you move more fluidly in the 3 dimensions of space you have. eid mubarek btw... your names sounds brown. I apologize if you don't celebrate that though

I was wondering how many true 3D fighters there are Bushido Blade, Ultimate ninja Storm and Powerstone were the only ones I could think of
 
Tekken is a full 3D fighting game. Why is this being debated?

2.5D is what MKX and SF4 is.

And LMAO @ the brown comment.
 
No. Not exactly. As I said earlier, that had nothing to do with my point. You asked why even buy these new games. I'm saying because people like new shit.

That's MY line.

That's exactly what I want to see.

"NEW SHIT".

I watched hours and hours of yesterday's stream, and all I saw was lots and lots of "OLD SHIT", with a little dusting on "NEW SHIT" sprinkled in occasionally. It got to the point where all I was watching for was to see supers, because everything else felt like a slightly updated TTT2/TR.

And, it's not like I'm the only person saying this around the internet.

This is a SEQUEL. Not an update like USF4. The expectations (and pricing) are totally different.

it's new shit that the people that have been playing the game (instead of complaining about stuff like juggles and animations even though they probably don't even play the games) wanna see.

I've been playing Tekken since day 1 in the arcades. I've driven more than an hour just to go to T4, T5, and DR beta tests in Chicago back in the day. I own every Tekken game. My buddy got his PS2 modded just so we all could play T4 a few months early. I bought TTT2 day 1, even though I KNEW the series was getting stale. No, don't pull that "you probably don't even play Tekken nonsense". I've played this series to the ground.

My love for the series is what makes me want it to be revitalized. Not with tweaks and increments and stuff that only die hard fans will notice.

You call his a sequel? Then treat it like one. Not with coats of paint. Rebuild the house. It's gotten old.
 
I love that passion. So are we getting something special for the 20th?

Anniversary.jpg
 
I think this Tekken is purposely being safe and by the book to complete the Mishima storyline. The next Tekken they can do some radical changes to characters and mechanics.

I do hope that Namco brings it with the modes and features. Inherently there is nothing wrong with the Tekken game play formula the problem is the information brick wall that users have to go through to get to the meat of the game. That is something that can only be fixed by good single player/training modes... not by dumbing down mechanics which really helps no one.
 
I guess I can understand tekken being considered 3D because of sidestepping but what then is considered 2.5D? yes sidestepping does add another dimension but most of the gameplay doesn't involve the sidestepping. it's for combos and for evading.

another example is LBP. it's a 2D sidescroller with sidestepping which makes it 2.5D. in no fucking way is it 3D besides the graphics.

sayad, with the SC mode when the camera is behind you move more fluidly in the 3 dimensions of space you have. eid mubarek btw... your names sounds brown. I apologize if you don't celebrate that though
LBP sidestepping is nothing like Tekken's. LBP have 3 or 4 "separate" 2D plains, and it just allow you to side step between them, when there's an object only on one plain, you can't interact with it unless you're on that same plain. Unlike Tekken, there's no actual Z plain movement in LBP.
By the way, you can also walk sideways in Tekken, it's not just sidestepping. And lol, eid mubarak to you too.
 
This is a sequel.

To Tekken 6.

The problem is that we have already had a half step (TTT2) and quarter step (revolution)

But anyone saying this isnt vastly up dated compared to T6 is blind.
 
Haha, no. They are 2D fighters as you only move on a single plane.

Graphical style has nothing to do with gameplay.
That's not my definition, that's just what has been coined over the years and what people mean when they say 2.5D (also used for games like the new Strider).

To be honest there is no 2.5D game, it's just 2D or 3D.
 
LBP sidestepping is nothing like Tekken's. LBP have 3 or 4 "separate" 2D plains, and it just allow you to side step between them, when there's an object only on one plain, you can't interact with it unless you're on that same plain. Unlike Tekken, there's no actual Z plain movement in LBP.
By the way, you can also walk sideways in Tekken, it's not just sidestepping. And lol, eid mubarak to you too.

i'll accept the fact that tekken is considered 3D but objectively I don't agree with it. LBP has its own form of sidestepping but it is sidestepping nonetheless, it is still 2.5D

you sidestep and you can also walk sideways yes but after that you go right back to being 2D. it's not like you use the analog stick and move fluidly and smoothly in the Z plane like you do when the camera is behind in scenario campaign. but eh, we'll leave at this.

and I hope you had a good time with your family :)
 
I think Tekken 7 could work without any of the Tekken 1-2 cast. I've grown to love the entire cast, but it would be interesting to let the veteran cast rest until Tekken 8.

To be honest, I think that the next Tekken game will start all over with an all-new cast of characters, since Tekken 7 happens to be the last chapter of the Mishima saga.
 
I wish but I don't think we'll be seeing that even in the PS4/Xbox One generation.

I don't see why we can't get to this level of detailing, the character models really are the bulk of the game. Maybe after we get that extra 40% of power.

Dat PS4

unlimited-power_opt.jpg
 
It will be interesting to see how people will play around with the new changes. A lot of raw ragearts were getting high crushed. If ragearts are either high or low, that could really up the value of using crush moves for closing out rounds. Watching the matches, it looks like the matches flow a bit better without bounds imo, because it basically removes the extension from the bound and they basically just go straight into the juggle. I guess a way to put it from viewing it before with bounds, is like how you sort of know a combo in MVC3 isn't over yet because they didn't use up their wallbounce or otg available to them yet. But I still need to see how these "flops" work, that one Feng Wei seemed to get his rageart off as an extension when he flopped them.
 
That's MY line.

That's exactly what I want to see.

"NEW SHIT".

I watched hours and hours of yesterday's stream, and all I saw was lots and lots of "OLD SHIT", with a little dusting on "NEW SHIT" sprinkled in occasionally. It got to the point where all I was watching for was to see supers, because everything else felt like a slightly updated TTT2/TR.

And, it's not like I'm the only person saying this around the internet.

This is a SEQUEL. Not an update like USF4. The expectations (and pricing) are totally different.



I've been playing Tekken since day 1 in the arcades. I've driven more than an hour just to go to T4, T5, and DR beta tests in Chicago back in the day. I own every Tekken game. My buddy got his PS2 modded just so we all could play T4 a few months early. I bought TTT2 day 1, even though I KNEW the series was getting stale. No, don't pull that "you probably don't even play Tekken nonsense". I've played this series to the ground.

My love for the series is what makes me want it to be revitalized. Not with tweaks and increments and stuff that only die hard fans will notice.

You call his a sequel? Then treat it like one. Not with coats of paint. Rebuild the house. It's gotten old.

As I insinuated earlier, the added visual flair and the new gameplay mechanics are exactly what makes it a full sequel rather than a minor iteration. The way you're going about it makes it sound like you want another Tekken 4, which is pretty damn silly, because at that point, it stops being Tekken.

If you really wanna be super reductive about how much of an impact these inclusions will make to Tekken 7, then I can be just as foolish and make claims like Street Fighter 4 is just Super Turbo with a pushed back camera, focus attacks, and ultras. Sure, there is a little bit of truth to that statement, but really there's a lot more to consider than just that.

You are also being incredibly reductive about the impact of the graphical improvements, which aren't even anywhere near completed as of this location test.

Lastly, my statement about people complaining about juggles and animations was directed towards several people. Good for you for talking about buying and playing and traveling for Tekken betas I guess.

It will be interesting to see how people will play around with the new changes. A lot of raw ragearts were getting high crushed. If ragearts are either high or low, that could really up the value of using crush moves for closing out rounds. Watching the matches, it looks like the matches flow a bit better without bounds imo, because it basically removes the extension from the bound and they basically just go straight into the juggle. I guess a way to put it from viewing it before with bounds, is like how you sort of know a combo in MVC3 isn't over yet because they didn't use up their wallbounce or otg available to them yet. But I still need to see how these "flops" work, that one Feng Wei seemed to get his rageart off as an extension when he flopped them.

All of the Rage Arts looked like mids to me. It just appears to be the continuation of Tekken's awful hit/hurtboxes.
 
All of the Rage Arts looked like mids to me. It just appears to be the continuation of Tekken's awful hit/hurtboxes.

Eh? That does seem really goofy then. Since that Lili webm of her ducking Katarina's rage art and even a match where King swept Feng Wei's rageart. I really hope this is intentional then.
 
Eh? That does seem really goofy then. Since that Lili webm of her ducking Katarina's rage art and even a match where King swept Feng Wei's rageart. I really hope this is intentional then.

Sweeps usually go under mids that don't have super low hitboxes. I don't believe that this was intentional, but I also think that they know about it and just want to leave it like that.
 
Sweeps usually go under mids that don't have super low hitboxes. I don't believe that this was intentional, but I also think that they know about it and just want to leave it like that.
It would look worse if it hit, IMO. 3D fighting games should have accurate, 3D hit boxes.
 
Tekken 4 had some problems but it had some legitimately good ideas that people tend to sweep under the rug because the balance and pace was bad in the game.

They re-did the art style of the game and that also included the standard character design of many of the classics. Tekken 4 also introduced wall combos which later became a staple of the series (if they didn't try for it then we would still be stuck in T3 era infinite stages + no walls for additional strategy). Plus it had the balls to rework the game play of their god damn poster boy character.


The funny thing is that prior to Tekken 6, each Tekken game was actually very different from the previous one.

Tekken 3 was very different from Tekken 2. Tekken 4 was very different from Tekken 3/TTT1. Tekken 5 was very different from Tekken 4. However since Tekken 5 there hasn't been a considerable change in the series. Sure, Tekken 7 is a good upgrade from Tekken 6... if you completely ignore TTT2 and Tekken Revolution that is.
 
Tekken 4 also introduced wall combos which later became a staple of the series (if they didn't try for it then we would still be stuck in T3 era infinite stages + no walls for additional strategy).

This of course a subjective opinion, but I think walls are the single worst idea introduced to Tekken, and I haven't really enjoyed playing as much since the T2/T3/TTT1 days. I find cornering tactics in any fighting game to be boring, and I find excessive wall combos to be boring, but I suppose I also have a philosophical disagreement with environments that alter or impede the fight. I think it lessens the purity of testing skills vs skills, move vs move. About the only environmental thing I'm okay with is wall jumping.
 
If fighting games were a pure skill test then the best fighting game would be a single character mirror match, one environment with no extra factors/variable and comeback mechanics (ie. Fox only, Items off, Final Destination).

It would also be the most boring fighting game ever made.
 
If fighting games were a pure skill test then the best fighting game would be a single character mirror match, one environment with no extra factors/variable and comeback mechanics (ie. Fox only, Items off, Final Destination).

It would also be the most boring fighting game ever made.


And besides, Tekken still has and likely always will have one or two (or more!) infinite stages.
 
It would look worse if it hit, IMO. 3D fighting games should have accurate, 3D hit boxes.

Then they should redo the animations so it looks natural for mid ducking moves to get hit, because that shit is really fucking stupid when at least half of those moves also happen to be juggle starters.

Tekken 4 had some problems but it had some legitimately good ideas that people tend to sweep under the rug because the balance and pace was bad in the game.

They re-did the art style of the game and that also included the standard character design of many of the classics. Tekken 4 also introduced wall combos which later became a staple of the series (if they didn't try for it then we would still be stuck in T3 era infinite stages + no walls for additional strategy). Plus it had the balls to rework the game play of their god damn poster boy character.


The funny thing is that prior to Tekken 6, each Tekken game was actually very different from the previous one.

Tekken 3 was very different from Tekken 2. Tekken 4 was very different from Tekken 3/TTT1. Tekken 5 was very different from Tekken 4. However since Tekken 5 there hasn't been a considerable change in the series. Sure, Tekken 7 is a good upgrade from Tekken 6... if you completely ignore TTT2 and Tekken Revolution that is.

Tekken Tag 1 was just Tekken 3 with tag, just like Tekken Tag 2 is just Tekken 6 with tag.

Tekken 5 was a jump back to proper Tekken, because Tekken 4's gameplay was trash. It's not just balance issues, it's that they tried so many new things at once that they had no idea how fucked it was gonna be.

- Uneven floors caused grounded hits, along with a few standing moves, to become semi infinites,
- Removal of duck cancels from backdash, but not adding any pushback to moves made it a zero range fighting game that was almost all about coin toss offense.
- Pillars allowing ridiculous combos, some of which were full life.

In reality, applying the same reductive attitude that some people here are to it, Tekken 5 is really just Tekken 3 with walls added to a few stages.

I don't know why you imply that Tekken Tag 2 and Tekken Revolution are anything like Tekken 7. First of all, the only major mechanic that this build of Tekken 7 has from Tekken Revolution is the lack of floats for backrolls and the inclusion of backwalking. Second of all, every major mechanic from Tekken Tag 2 is gone outside of the bounce from floor breaks looking like the bounce that characters would get off of Tag Assaults. Lastly, Bound has been removed and replaced with a slightly similar mechanic that has very different applications.

Top all of that off with the major gamechanging inclusions of armor moves and super moves, and this arguably becomes the biggest change to the Tekken series since the transition (Sans Tekken 4) from Tekken 2 to Tekken 3.
 
Then they should redo the animations so it looks natural for mid ducking moves to get hit, because that shit is really fucking stupid when at least half of those moves also happen to be juggle starters.



Tekken Tag 1 was just Tekken 3 with tag, just like Tekken Tag 2 is just Tekken 6 with tag.

Tekken 5 was a jump back to proper Tekken, because Tekken 4's gameplay was trash. It's not just balance issues, it's that they tried so many new things at once that they had no idea how fucked it was gonna be.

- Uneven floors caused grounded hits, along with a few standing moves, to become semi infinites,
- Removal of duck cancels from backdash, but not adding any pushback to moves made it a zero range fighting game that was almost all about coin toss offense.
- Pillars allowing ridiculous combos, some of which were full life.

In reality, applying the same reductive attitude that some people here are to it, Tekken 5 is really just Tekken 3 with walls added to a few stages.

I don't know why you imply that Tekken Tag 2 and Tekken Revolution are anything like Tekken 7. First of all, the only major mechanic that this build of Tekken 7 has from Tekken Revolution is the lack of floats for backrolls and the inclusion of backwalking. Second of all, every major mechanic from Tekken Tag 2 is gone outside of the bounce from floor breaks looking like the bounce that characters would get off of Tag Assaults. Lastly, Bound has been removed and replaced with a slightly similar mechanic that has very different applications.

Top all of that off with the major gamechanging inclusions of armor moves and super moves, and this arguably becomes the biggest change to the Tekken series since the transition (Sans Tekken 4) from Tekken 2 to Tekken 3.

You are so spot on about Tekken, always. I enjoy reading your posts and pretty much agree 100% with everything you say on the series (including enjoying Tekken Revo).
 
It would look worse if it hit, IMO. 3D fighting games should have accurate, 3D hit boxes.
The major issue with that is that the hitboxes would be directly based on the animation, and that would make for it's own wonky -- and worse, inconsistent -- collision detection issues. Granted, this always happens to a degree in fighting games, but it's also why moves will have properties to beat moves that hit at a certain level. This has even started appearing in 2D fighters (mainly ArcSys ones), to help make moves more consistent in certain situations.
 
If fighting games were a pure skill test then the best fighting game would be a single character mirror match, one environment with no extra factors/variable and comeback mechanics (ie. Fox only, Items off, Final Destination).

You know what I mean; I'm not talking about Karate Champ. And though I have no statistical data to back it up, I'd guess that walls have made Tekken a more defensive game. I'm certainly more wary of being punished when getting too close to a wall on a walled stage.
 
You know what I mean; I'm not talking about Karate Champ. And though I have no statistical data to back it up, I'd guess that walls have made Tekken a more defensive game. I'm certainly more wary of being punished when getting too close to a wall on a walled stage.

Actually being able to run away infinitely would make the game more defensive.
 
Then they should redo the animations so it looks natural for mid ducking moves to get hit, because that shit is really fucking stupid when at least half of those moves also happen to be juggle starters.



Tekken Tag 1 was just Tekken 3 with tag, just like Tekken Tag 2 is just Tekken 6 with tag.

Tekken 5 was a jump back to proper Tekken, because Tekken 4's gameplay was trash. It's not just balance issues, it's that they tried so many new things at once that they had no idea how fucked it was gonna be.

- Uneven floors caused grounded hits, along with a few standing moves, to become semi infinites,
- Removal of duck cancels from backdash, but not adding any pushback to moves made it a zero range fighting game that was almost all about coin toss offense.
- Pillars allowing ridiculous combos, some of which were full life.

In reality, applying the same reductive attitude that some people here are to it, Tekken 5 is really just Tekken 3 with walls added to a few stages.

I don't know why you imply that Tekken Tag 2 and Tekken Revolution are anything like Tekken 7. First of all, the only major mechanic that this build of Tekken 7 has from Tekken Revolution is the lack of floats for backrolls and the inclusion of backwalking. Second of all, every major mechanic from Tekken Tag 2 is gone outside of the bounce from floor breaks looking like the bounce that characters would get off of Tag Assaults. Lastly, Bound has been removed and replaced with a slightly similar mechanic that has very different applications.

Top all of that off with the major gamechanging inclusions of armor moves and super moves, and this arguably becomes the biggest change to the Tekken series since the transition (Sans Tekken 4) from Tekken 2 to Tekken 3.

Manny with that knowledge.

Even I don't know this much about Tekken. I played all the older Tekken games as a casual. I have lots of nostalgia but little to no memory on such specific details.
 
You know what I mean; I'm not talking about Karate Champ. And though I have no statistical data to back it up, I'd guess that walls have made Tekken a more defensive game. I'm certainly more wary of being punished when getting too close to a wall on a walled stage.
Of course you will be worried more about defense when you're near the wall, on the other hand, you opponent will increase his offense in hope of a wall combo and since he know you have to play it safe in such situation. If you look at the situation from a viewer position, you will see one character applying heavy pressure on the other, not defensive play(both players playing it safe), so if anything, walls made the game more offensive.
 
I had made a giant post talking about how Manbig basically stated what I already stated (minus the part about Tag games which was understood that they are just Tag versions of the previous game) but there was a cookie error on GAF and I lost my post. :/ I will just say that people are underestimating how much T7 is taking from Revolution because Power Crush moves are basically a tweaking of the invincible moves in Rev. Same thing about the Bound changes, it's not an exact port but it's inspired from that game.

And removing walls would actually make the game more defensive as pointed already by others.

Now back to Eid celebration.
 
This is actually pretty wild how we got a Location test done without a single gameplay trailer.

I need to get this off my chest.

I really don't like the supers. I would have MUCH MUCH rather preferred that you get an armored class 1 launcher that you can use where by which then you have to manually do your own combo to finish the match. I really can't stand simply watching all this cool stuff when I'm supposed to be playing a fighting game. I'm watching these match videos and I'm seeing all these canned animated attacks going down and I can't help but think "gee wouldn't it have been cool if I was actually doing these attacks?" The super (or "rage art") animation is basically a juggle anyway. Tekken was the one game that I lauded for the level of control you have of the virutal avatar on screen which is the character you're playing as, but now we're getting a mechanic that is taking that away from me.

/rant

My other criticism is that these supers are all a bit too much alike. It's just simply sending the person really high into a charged up final attack. The only unique ones I saw were Lili's and King. They need to be more varying.
 
Wasn't there supposed to be another stream today?

I want to see Kazumi in action! And the "special guest", who I'm guessing is Harada, probably has something to say.

This is actually pretty wild how we got a Location test done without a single gameplay trailer.

I need to get this off my chest.

I really don't like the supers. I would have MUCH MUCH rather preferred that you get an armored class 1 launcher that you can use where by which then you have to manually do your own combo to finish the match. I really can't stand simply watching all this cool stuff when I'm supposed to be playing a fighting game. I'm watching these match videos and I'm seeing all these canned animated attacks going down and I can't help but think "gee wouldn't it have been cool if I was actually doing these attacks?" The super (or "rage art") animation is basically a juggle anyway. Tekken was the one game that I lauded for the level of control you have of the virutal avatar on screen which is the character you're playing as, but now we're getting a mechanic that is taking that away from me.

/rant

My other criticism is that these supers are all a bit too much alike. It's just simply sending the person really high into a charged up final attack. The only unique ones I saw were Lili's and King. They need to be more varying.

IMO, it would be kind of anti-climactic to have this big fancy launcher and then finish them off with a regular combo. The Ultras have been implemented in a way so that they almost always come at the end of the round (which in turns means they probably KO). I don't mind the fact that it's taking control away when it's over as soon as the first hit lands. It doesn't break the flow the match and provides some nice fireworks for the finale.

I agree about variety, though. Many of them look pretty similar. Lars and Steve are some other exceptions (probably my 2 favourite so far). I haven't seen Bryan's or Hwoarang's at all yet.
 
This is actually pretty wild how we got a Location test done without a single gameplay trailer.

I need to get this off my chest.

I really don't like the supers. I would have MUCH MUCH rather preferred that you get an armored class 1 launcher that you can use where by which then you have to manually do your own combo to finish the match. I really can't stand simply watching all this cool stuff when I'm supposed to be playing a fighting game. I'm watching these match videos and I'm seeing all these canned animated attacks going down and I can't help but think "gee wouldn't it have been cool if I was actually doing these attacks?" The super (or "rage art") animation is basically a juggle anyway. Tekken was the one game that I lauded for the level of control you have of the virutal avatar on screen which is the character you're playing as, but now we're getting a mechanic that is taking that away from me.

/rant

My other criticism is that these supers are all a bit too much alike. It's just simply sending the person really high into a charged up final attack. The only unique ones I saw were Lili's and King. They need to be more varying.

I initially thought the super was actually a "focus state" where you then put in the input of a move you wanted to see.

The problem with that is it adds complexity, not removes it.

I still think its an worthwhile opinon for higher level play.
 
Tekken 4 good ideas weren't much on the gameplay front since it was broken as hell (infinites, wall damage etc). The good ones were most toward the character design i guess. It was the first tekken were characters felt really "alive" and their second costume wasn't just another costume,in some cases it was a new character model as well (Paul with normal hair) I felt like such thing really added to the personality of the cast .
It was supposed to be a "very" 3d game,if such thing makes sense but it failed hard.
The fact that it had less characters than tekken 2 didn't help either.

My other criticism is that these supers are all a bit too much alike. It's just simply sending the person really high into a charged up final attack. The only unique ones I saw were Lili's and King. They need to be more varying.

Actually I do agree with this part, I was hopping for more creative ideas (Weng doing the dragon punch he does in the endings, Bryan beating the shit out of you etc)
 
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