Tekken 7

De­vel­oper/pub­lisher Bandai Namco For­mat Ar­cade, PC, PS4, Xbox One Re­lease July (ar­cade), 2017 (PC, PS4, Xbox One)

EDGE - - DISPATCHES PERSPECTIVE -

The big ques­tion hang­ing over Tekken X Street Fighter was how a game that was never de­signed around pro­jec­tiles could pos­si­bly ac­com­mo­date char­ac­ters from a game that was de­fined by them. Tekken 7 an­swers that ques­tion thanks to the in­clu­sion of SF’s Akuma, and is rather more straight­for­ward than we’d ex­pected. They don’t re­ally mat­ter at all.

Akuma has plenty of other tools, of course, and what is most sur­pris­ing about his im­ple­men­ta­tion in Tekken 7 is how faith­ful Bandai Namco has been to the source ma­te­rial. He has all of his spe­cial moves, in­clud­ing EX vari­ants, his SFIV Fo­cus At­tack, and the same can­cels and com­bos; he has tra­di­tional

Tekken combo strings too, but a Street Fighter player will feel im­me­di­ately at home.

There’s a fur­ther note of SF in the Rage Art, a come­back me­chanic that of­fers a dam­age boost when your health is low, and the Su­per-like Rage Drive moves. Other ad­di­tions in­clude a sys­tem that stops your at­tacks from be­ing in­ter­rupted and a slow-mo cam­era zoom when both char­ac­ters at­tack at the same time. Cap­com’s Yoshi­nori Ono may have ful­filled his end of the col­lab­o­ra­tion with Street Fighter X Tekken, but Tekken pro­ducer Kat­suhiro Harada has got one over on his friend here: Tekken 7’ s cin­e­matic story mode will be ready at launch.

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