Return of the Iron Fist
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
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.