Tekken 7
Genre: Fighting
Multiplayer Mode(s): Online Versus
Motion Controls: No
Game Synopsis: Bandai Namco announced as part of the 20th Anniversary of the 'Tekken' franchise, there is a 'Tekken 7' in development.
In what may be its most premiere announced title to date, the Unreal Engine 4 will power the new fighter, and though the publisher is being coy, preferring to share more information at the San Diego Comic-Con, there is little doubt that 'Tekken 7' will be coming to the PS4 and Xbox One. In fact, the PC along with several other platforms may even be part of the mix.
From Katsuhiro Harada, TEKKEN series Executive Producer/Game Director at BANDAI NAMCO, "The power and flexibility means that we can focus our efforts on making TEKKEN 7 the best possible game without worrying about spending time creating a stand-alone graphic engine. With Unreal Engine 4, we could rapidly achieve visual quality expected on next-gen platform and go beyond it. Not only is Unreal Engine 4 powerful and easy to use, but it allows us to immediately bring TEKKEN 7 to any platform we desire."
From Taka Kawasaki, Studio Head at Epic Games Japan, "The Tekken franchise is beloved and we couldn't be more excited to be working with the talented team at BANDAI NAMCO. This marriage is perfect - the most powerful engine in gaming along with one of the most enduring brands in fighting games. We have no doubt that these forces coming together will yield fantastic results."
Here's what we know so far about the new "Rage Arts" and "Power Crush" systems, along with early gameplay details / changes.
RAGE ARTS
Once your health falls below a certain value, you enter into rage mode and your attack power increases. During that time, you have access to special powerful moves known as rage arts.The command varies per character, so check the command list.
When the life bar indicates, you have access to rage arts.
You can use them in combos.
Go for the comeback victory!
POWER CRUSH
Even if you are hit during your attack, you will continue to attack until the end of the move. It is powerful as you can use it as often as you like, to absorb as many attacks as you like, but you will still take the damage from the opponent's move, so watch your life bar carefully.In the move list on page 3, the red moves are rage arts, the blue moves are power crush. It also mentions that power crush moves will only absorb the opponent's high and mid moves.
EARLY GAMEPLAY DETAILS / CHANGES
Slow-motion effect for K.O. will occur at the same time as the final hit, but will activate BEFORE the final hit if both fighters are in Rage, at certain times. Details aren't 100% clear, but we do know that this effect can potentially look epic and downright dramatic! LIKE THIS.Several new ways to get up from the ground, including: stand up and retreat without rolling and right kick (d+4) into back roll from the ground.
A few new stagger animations. Noticed 2 new ones after hit by low attack.
Rage Art can be done in a combo for huge damage. Watch Feng do one HERE. Damage scaling confirmed.
Rage Mode does not enhance a character's attack power very much (if at all), and only enables the use of Rage Art (or other specific character ability).
One of the stages has 3 levels (2 floor breaks possible).
Overall damage is comparable to T5:DR - seems balanced so far.
Combos are shorter, similar to T5: DR and Tekken Revolution.
Claudio can activate a power in his right arm (causing it to glow), and has access to new (or powered-up) moves. He has a ton of stylish moves & mannerisms, some which seem JoJo's Bizarre Adventure-inspired. For his Rage Art, he conjures up a bow and fires an arrow. Watch his Rage Art taking off a ton of damage HERE.
Rage Arts are comparable to super moves from SF4 & SC5, activating slow motion during gameplay and dramatic camera angles. They aren't completely "foolproof" and do require fairly solid timing & spacing to connect. However, Rage Arts do have "armor" attached to them and can go through attacks.
New vibrant hit sparks / particle effects.
Bound is still in the game, but functions differently. Some attacks will "knock the opponent out of the air" and they will fall into a bound state. Some attacks also put opponent in bound state from standing (like in TR). However, many moves that used to bound don't anymore (or at least, currently don't in this build of the game). Ground and wall breaks will still cause bound as well.
The new bound system is being dubbed "Kirimomi" in Japan, which translates to "Aerial Tailspin".
Free attack after K.O is enabled (like in Tekken 6)! There are no round replays in this build of the game - it isn't known whether or not they'll be added in the future.
The in-game camera is slightly further back from characters compared to TTT2.
All characters have brand new character models from the ground up. However, current character models do not show lighting or have finished skin shaders & texture quality.
Katarina has simple strings (to appeal to beginners) by repeatedly pressing one button (similar to Hwoarang's 3,3,3 or 4,4,4,4).
There are no Invincible moves like in Tekken Revolution.
Some new costumes, such as Kazuya's long jacket from TTT1 intro.
There is no tech roll. Several players tried and it didn't happen.
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