![]() Law has 116 individual moves, for instance. In typical Tekken fashion, the movelist of some of these characters is long. ![]() This includes a typical bread-and-butter combo, an air combo that juggles opponents, a low sweep and a power crush.īecause boy do they need it. This will turn all face buttons into either an auto-combo or a shortcut to a move with a specific property. On the topic of novice players, there are now Special Style where you can toggle L1/LB to activate. Experienced players can make use of all sorts of buffs and changes to a character when they are in heat, while novice players can still get some mileage out of it by activating and immediately ending it. ![]() You’ll be rewarded for your aggression more often. Called the Heat gauge, it requires a specific move- either a universal input or character-specific moves- that gives you an advantage to press on the attack. Gameplay-wise, Tekken 8 has introduced what’s effectively a special meter. The stage music is what you’d expect from Tekken: energetic electronic dance music beats to Electric God Wind Fist to. I personally don’t mind the repeated chants of 18 “oh”s but the reception of that earworm by fans seems to be lukewarm. The music, on the other hand, is an acquired taste. The way that the 3D models load up as silhouettes only for a spotlight to shine upon them for the big reveal (and to flex that lighting model) is art. I love the new pre-match interactions- and some match-up-specific call-outs (Lili and Asuka have unique lines when they do their Rage Art against each other).Īnd the character select screen is brilliant. As serious as Tekken can get, the goofy side of it still lingers which is great. And the hot dog carts spill out hot dogs when you smash your opponent on them. The environment gets beaten up throughout the course of a typical first-to-three rounds match. Characters are more expressive, especially their faces in fights. Though it’s one of those games where the graphical improvements can be subtle. The presentation continues to be top-notch. Other than that one blip, the handful of matches I experience had little networking issues. The one instance I find unplayable stuttering is when I was matched up with a PC player who has performance slowdowns- which is indicated in the HUD. I can press buttons and they behave as I expected, and opponents move and react in a fair manner. The matches I partake in with opponents in Japan, South Korea, and even Russia, have been seamless. The fighting game community has been championing this specific implementation of netcode as it provides the best experience for a fighting game, and it does show. The network test is primarily to get players to try out the new rollback netcode as well as cross-play. And this refinement, from what I observed and experienced during the beta, left me with a good impression of where this entry is going for. Mostly because Tekken 7 is a pretty solid package of a fighting game already. The Tekken Project team looks to be taking an evolutionary approach with Tekken 8. Bandai Namco is still cagey on when exactly Tekken 8 is coming out (we know it’s coming this year), but they sure are happy to let people sample the latest iteration of the 3D fighting game with the recent Closed Network Test.
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