Re­turn of the Iron Fist

Tekken 7

HWM (Malaysia) - - GAX - by Ian Chee

King of Iron Fist in the house (like, fi­nally) In what is prob­a­bly the most ex­cru­ci­at­ing wait be­tween ar­cade de­but and home re­lease, Tekken 7 has fi­nally graced the PS4, with the bonus of also be­ing on Xbox One and PC. And along with the end of this painful wait to the fans of Tekken, also came the sud­den and in­ex­pli­ca­ble ex­plo­sion of pop­u­lar­ity of a se­ries that seem­ingly al­ways played sec­ond fid­dle to other fight­ing games that use the six-but­ton sys­tem and a lot of di­rec­tional com­mands for spe­cial moves. Not that it’s a bad thing.

What is lack­lus­ter, on the other hand, is the small ros­ter, at 38 playable char­ac­ters in­clud­ing pal­ette swaps, com­pared to 41 in Tekken 6. As a re­sult, the moves of some of the ab­sent char­ac­ters have been merged with ex­ist­ing ones, like Hwoarang in­her­it­ing Baek Doo San’s Dou­ble Clay­more, and King adopt­ing the movesets of Craig Mar­duk and Ar­mor King.

The combo sys­tem has also seen a re­work­ing, with the bound sys­tem swapped out for screw at­tacks; in­stead of pro­long­ing a combo with moves that hit op­po­nents so hard that they bounce off the floor, the new sys­tem makes cer­tain moves leave air­borne op­po­nents spin­ning in a way that pro­longs their land­ing an­i­ma­tion. This means that vet­er­ans of pre­vi­ous

Tekken games will have to re­work their com­bos as they tran­si­tion to the new game. A sud­den end to a three­gen­er­a­tion saga The main story not only serves to (sort of) end the Mishima fam­ily’s pro­longed con­flict, but also works sur­pris­ingly well as a re­cap of the en­tire se­ries. You’re es­sen­tially taken through the key events of every Tekken game, as well as cutscenes from some of them, sum­ma­riz­ing and seem­ingly end­ing in a story that spanned two decades in a sit­ting that amounts to less than a quar­ter of a day.

The story is told through the eyes of a re­porter who is un­en­thu­si­as­tic at best at telling the story, with some ac­tual fight­ing in­ter­spersed in be­tween. Street Fighter guest char­ac­ter Akuma not only

CON­CLU­SION

Tekken 7 sig­nals the re­turn of the fight­ing game se­ries with a com­pletely dif­fer­ent level of com­plex­ity, de­spite much sim­pler com­mands.

makes an ap­pear­ance, but plays a key part in end­ing the story. The rea­son be­hind it is left un­ex­plained un­for­tu­nately. He re­tains most of his spe­cial moves from Street Fighter that in­volves di­rec­tional in­puts and a Su­per me­ter, but is made to obey the rules of the Tekken uni­verse, where each but­ton rep­re­sents each limb on the body. This can re­quire some get­ting used to, even if (and maybe es­pe­cially if) you’re a vet­eran of both se­ries. That said, his pres­ence and play style does shake up the oth­er­wise al­ready fa­mil­iar and unique me­chan­ics of the King of Iron Fist tour­na­ment.

Some moves now have dif­fer­ent prop­er­ties too.

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