Well money talks and if they keep them profits from Arcades it would be in their intrest to wait till it tails off so conBecause we want to play it.
DEATH;194521754 said:You people need to pick up another hobby aside/alongside Tekken.
No, other fighting games don't count
Indeed they would not lie, but it's really in Namco's wheelhouse and these arcade profits are something they should milk as long as possible.Murray said as soon as FR releases the content is then coming to consoles in an interview recently so given that, it's possible for a 2016 release date.
Either that or Murray's lying but he's usually on top of what he says. Given it won't take time to put the game on PS4, that's why a lot of people think it can release this year.
I'm basically going to stick with Murray's comments because I don't think they'd lie to us personally. Like I said above, it only takes 2-3 months to bring a big game to the PS4 according to Cerny's comments so bringing the arcade version to the PS4 wouldn't take that long, it's about the extras and if Namco is going to hold back for some reasons. Also since last-gen Tekken games usually release later on in the year.
I would like to know that as well.
I'm sure everyone here has other hobbies.
What does that have to do with anticipation for this game?
I am going to be honest, I don't think Berserk is very good. I only like it when Guts is by himself.
HahahaI think Berserk has to be one of the most offensive portrayals of women in a series anime or live action I've ever watched. Any piece of fiction where the sole purpose of the one and only female character is to repeatedly get sexually abused for the sake of developing the main character can go blow itself.
I think Berserk has to be one of the most offensive portrayals of women in a series, anime or live action I've ever watched. Any piece of fiction where the sole purpose of the one and only female character is to repeatedly get sexually abused for the sake of developing the main character can go blow itself.
DEATH;194521754 said:You people need to pick up another hobby aside/alongside Tekken.
No, other fighting games don't count
DEATH;194557100 said:Because most are acting like its a carnal sin for namco to not give you the game right here right now
Its just a game people. Do something else instead of waiting. A year or 2 will pass by like its nothing
DEATH;194557100 said:Because most are acting like its a carnal sin for namco to not give you the game right here right now
Its just a game people. Do something else instead of waiting. A year or 2 will pass by like its nothing
Death, its a Tekken thread on an enthusiast gaming forum. We're going to talk about Tekken here (most of the time), even if it bitching about release dates. That's what enthusiast gamers do.
I don't call it sad but it's definitely weird. Soulcalibur 5 wasn't so blatant when it did some of the same thingsHonestly I can co-sign this 100%. It was a sad day when Tekken became a Street Fighter groupie.
For Tekken 7, every design choice is explained on Twitter with, "We did it this way because Street Fighter does it this way and Street Fighter is the greatest thing ever"
I think the PS3 delay was for different reasons.
Remember Tekken 6 was supposed to be PS3 exclusive and the PS3 not selling like hotcakes in addition to probably Microsoft hats of money likely had something to do with that delay.
I don't buy the PS3 being hard too program for, with the exception of maybe this generation (or probably not, the Tekken 7 board is probably a similar spec midrange PC like the PS4 is), every Namco arcade board since System 11 has always been PlayStation based hardware.
Tekken 6 and Tag 2 and their variants ran on System 357 and 369 respectively, which is more or else a PS3.
Cory Bloyd who works at Munkeyfun studio has revealed how hard/easy it was developing for different consoles ranging from N64 to the PS3. And you guessed it right, the PS3 was the hardest.
“I’ll add that even though I give Sony a hard time, I really do enjoy pounding on their machines. Sony consoles have always been a challenge. But, if you are willing to work with them instead of against them, they love you back tenfold,” he said.
PlayStation 1: Everything is simple and straightforward. With a few years of dedication, one person could understand the entire PS1 down to the bit level. Compared to what you could do on PCs of the time, it was amazing. But, every step of the way you said “Really? I gotta do it that way? God damn. OK, I guess… Give me a couple weeks.” There was effectively no debugger. You launched your build and watched what happened.
N64: Everything just kinda works. For the most part, it was fast and flexible. You never felt like you were utilizing it well. But, it was OK because your half-assed efforts usually looked better than most PS1 games. Each megabyte on the cartridge cost serious money. There was a debugger, but the debugger would sometimes have completely random bugs such as off-by-one-errors in the type determination of the watch window (displaying your variables by reinterpreting the the bits as the type that was declared just prior to the actual type of the variable —true story).
Dreamcast: The CPU was weird (Hitatchi SH-4). The GPU was weird (a predecessor to the PowerVR chips in modern iPhones). There were a bunch of features you didn’t know how to use. Microsoft kinda, almost talked about setting it up as a PC-like DirectX box, but didn’t follow through. That’s wouldn’t have worked out anyway. It seemed like it could be really cool. But man, the PS2 is gonna be so much better!
PS2: You are handed a 10-inch thick stack of manuals written by Japanese hardware engineers. The first time you read the stack, nothing makes any sense at all. The second time your read the stack, the 3rd book makes a bit more sense because of what you learned in the 8th book. The machine has 10 different processors (IOP, SPU1&2, MDEC, R5900, VU0&1, GIF, VIF, GS) and 6 different memory spaces (IOP, SPU, CPU, GS, VU0&1) that all work in completely different ways. There are so many amazing things you can do, but everything requires backflips through invisible blades of segfault. Getting the first triangle to appear on the screen took some teams over a month because it involved routing commands through R5900->VIF->VU1->GIF->GS oddities with no feedback about what your were doing wrong until you got every step along the way to be correct. If you were willing to do twist your game to fit the machine, you could get awesome results. There was a debugger for the main CPU (R5900). It worked pretty OK. For the rest of the processors, you just had to write code without bugs.
GameCube: I didn’t work with the GC much. It seems really flexible. Like you could do anything, but nothing would be terribly bad or great. The GPU wasn’t very fast, but it’s features were tragically underutilized compared to the Xbox. The CPU had incredibly low-latency RAM. Any messy, pointer-chasing, complicated data structure you could imagine should be just fine (in theory). Just do it. But, more than half of the RAM was split off behind an amazingly high-latency barrier. So, you had to manually organize your data in to active vs bulk. It had a half-assed SIMD that would do 2 floats at a time instead of 1 or 4.
PSP: Didn’t do much here either. It was played up as a trimmed-down PS2, but from the inside it felt more like a bulked-up PS1. They tried to bolt-on some parts to make it less of a pain to work with, but those parts felt clumsy compared to the original design. Having pretty much the full-speed PS2 rasterizer for a smaller resolution display meant you didn’t worry about blending pixels.
Xbox: Smells like a PC. There were a few tricks you could dig into to push the machine. But, for the most part it was enough of a blessing to have a single, consistent PC spec to develop against. The debugger worked! It really, really worked! PIX was hand-delivered by angels.
Xbox360: Other than the big-endian thing, it really smells like a PC —until you dug into it. The GPU is great —except that the limited EDRAM means that you have to draw your scene twice to comply with the anti-aliasing requirement? WTF! Holy Crap there are a lot of SIMD registers! 4 floats x 128 registers x 6 registers banks = 12K of registers! You are handed DX9 and everything works out of the box. But, if you dig in, you find better ways to do things. Deeper and deeper. Eventually, your code looks nothing like PC-DX9 and it works soooo much better than it did before! The debugger is awesome! PIX! PIX! I Kiss You!
PS3: A 95 pound box shows up on your desk with a printout of the 24-step instructions for how to turn it on for the first time. Everyone tries, most people fail to turn it on. Eventually, one guy goes around and sets up everyone else’s machine. There’s only one CPU. It seems like it might be able to do everything, but it can’t. The SPUs seem like they should be really awesome, but not for anything you or anyone else is doing. The CPU debugger works pretty OK. There is no SPU debugger. There was nothing like PIX at first. Eventually some Sony 1st-party devs got fed up and made their own PIX-like GPU debugger. The GPU is very, very disappointing… Most people try to stick to working with the CPU, but it can’t handle the workload. A few people dig deep into the SPUs and, Dear God, they are fast! Unfortunately, they eventually figure out that the SPUs need to be devoted almost full time making up for the weaknesses of the GPU.
http://gamingbolt.com/developer-exp...loping-for-each-console-ps3-being-the-hardest
From that other thread:
Degen is too good...
Now if only they copied the philosophy of reanimating their cast like SF....
Hey MarkMan, what can we do to get hooked up with those Evo shirts? I really want them, especially since they're American Apparel.
Nah they should save them. Once a month and continue it all the way till console launch. It will help carry the hype for the game.Again, I hope they're back to doing bi-weekly character reveals. 'Cause then we'd be getting one on Tuesday.
If Tekken 7 was out we wouldn't be having this conversation. See what happens, it makes us turn on each other. It's like we're on an episode of the Walking Dead where people get pissed at each other because fucking zombies are walking around and we can't find any more cans of applesauce in abandoned houses.Death, its a Tekken thread on an enthusiast gaming forum. We're going to talk about Tekken here (most of the time), even if it bitching about release dates. That's what enthusiast gamers do.
I thought it was interesting that he wanted an explanation for itBring back Marine Stadium like this fireworks and all and of course keep the screen effects
I thought it was interesting that he wanted an explanation for it
Played some Jack today. Really want to learn proper Jackness. He high crushes for days, but he can't low crush for shit. Best thing seem to be uf+2 but it's 25 frames slow, plus on block at least. But shit, basically there's nothing else unless you count slowmotion jumpkicks and butt squash uf+3+4.
Wish they gave him some good low crush in T7:FR. Not hopkicks and stuff but at least something like df+3+4 but going upwards or fast jumping punch.
He really doesn't need a high crush, just df+2 all day lol
Played some Jack today. Really want to learn proper Jackness. He high crushes for days, but he can't low crush for shit. Best thing seem to be uf+2 but it's 25 frames slow, plus on block at least. But shit, basically there's nothing else unless you count slowmotion jumpkicks and butt squash uf+3+4.
Wish they gave him some good low crush in T7:FR. Not hopkicks and stuff but at least something like df+3+4 but going upwards or fast jumping punch.
Don't overly rely on the crush system. Jack doesn't need a low crush, because he outranges pretty much every single low poke in the game. When you're playing as Jack, your number 1 priority should be your positioning. You should avoid being put in a situation where you have to rely on up close sidestepping, or guessing mid/low as much as possible. This is where stuff like d/b1 and the deceptive range of d4 come into play. You use that kind of stuff to gain a quick life lead, and then just sit back and let the opponent kill themselves using your superior range.
He's basically SFV Birdie. A character that can be played very simple, but requires the player to be really good at making reads, and having great reactions, to really be effective.
The city stage looks so weird, I prefer the sunset version by miles.
If anyone wants to jump in for a few matches - I'm Online right now.
Don't overly rely on the crush system. Jack doesn't need a low crush, because he outranges pretty much every single low poke in the game. When you're playing as Jack, your number 1 priority should be your positioning. You should avoid being put in a situation where you have to rely on up close sidestepping, or guessing mid/low as much as possible. This is where stuff like d/b1 and the deceptive range of d4 come into play. You use that kind of stuff to gain a quick life lead, and then just sit back and let the opponent kill themselves using your superior range.
For the city stage, I'd rather not have the sunset version.
But for Souq and Jungle Outpost, the colorful versions in vanilla T7 are by far more vibrant and superior.
I'll wait till my connection gets fixed. Think my modem has issues.
But it looks so washed out and gray, I think if it was done like Dragons Nest it would look much better.
I agree with you on the other stages though.
The new filter gives it a grittier look - and it's a perfect look for that stage because you have destroyed buildings everywhere. It adds to the atmosphere.
For Souq and Jungle Outpost, though, they are more vibrant and colorful stages that don't benefit from the new filter.
If all "versions" of a stage were selectable, that'd be cool too. That way both sides of preference can get what they want, and the only catch is that you'd sometimes have to deal with the other side's preference.
That is, if it's not an irrevocable change that they've made to these stages.
Oh man, I forgot how Law's Tekken 3 screams sounded. Amazing.
Gaming forum is really worried about madcatz from the posts I'm reading.
What's the scariest move that you can get hit by after a blocked df2 from max range? Is it even feasible that your opponent will do an electric for instance.
I assume it's something like Feng's b1+2 but it's an interesting thought experiment.
Don't tell me madcatz is closing?
Gametrailers shutting down was already bad news for the day.
Okay, I'm probably gonna go for Street Fighter V on Feb 16, and starve for the rest of the month. So which of these two controllers would be best to get?
Hori Fighting Commander 4
Fighting Commander (PS4/PC)