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Showing posts with label Namco Bandai. Show all posts
Showing posts with label Namco Bandai. Show all posts

PREVIEW -- Mobile Suit Gundam Extreme Vs. Maxi Boost On - Launch Trailer | PS4



https://store.playstation.com/en-us/p...

MOBILE SUIT GUNDAM EXTREME VS. MAXIBOOST ON is a true port of the arcade version that started operation in 2016 in Japan—and is out today for PlayStation 4! 

Coordinate and lay waste to your rivals in fierce PVP fighting combat iconic to the EXTREME VS. series and join the battle with 183 units from the entire Gundam universe, each with different abilities ready to suit your play style.



My only gripe about this is that there's not going to be a physical release this time around. That being said, I think it's pretty fucked up that they are charging full price ($59.99) for a digital download. This better be worth more than what they gave us for the last Gundam Versus title on PlayStation 4. 

REVIEW -- Gundam Versus (PS4; Single Player Modes Only)


Gundam Versus is a video game for the PlayStation 4, the fifth generation in the Gundam VS series. It was released in Japan and Asian territories on July 6, 2017 with a North American and European release on September 29, 2017.

Gameplay Overview:


The game features improved graphics and more detailed background destruction and will retain its 2v2 format, although now 3v3 battles are now possible. The game still retains its team battle gameplay but will also include modes only possible on the PlayStation 4. Along with the standard Boost Step and Boost Dash techniques, a new "Boost Dive" mechanic allows for players to boost downward at will, making combat much more fluid and quick. The Assist mechanic from Gundam Vs Gundam Next has been reworked into Strikers, which allows players to select their own assist unit, with over 180 to unlock and choose, allowing for flexibility in combos. Like the Assists from that game, Striker usage is finite, though it can be replenished by activating Burst. Through the MS Development Tree, players can unlock additional titles, Emblems, Strikers, Navigators and alternate pilots by leveling up MS units and spending GP.

The Burst system has also reverted back to a more simplified form with Blazing Gear and Lightning Gear. Blazing Gear focuses on enhancing melee attributes while Lightning Gear improves lock-on range and ranged weaponry. In addition, these Burst modes not only enhance the user, but their partner as well, with Blaze replenishing ammo and Lightning replenishing Boost meter.

In addition to the Arcade mode (named Trial Battle), the game features an Ultimate Battle, which serves as the game's survival mode. The player and a chosen partner will then run a gauntlet of enemy waves, the fifth of every run being a boss battle. After the fight, the player will have the chance to upgrade their stats or replenish the resource gauge, using Battle Points accumulated from battle performance. At random, an Extra Wave will commence; these can range from a myriad of fights like a standard fight or the ability to play as DLC suits, or more rarely, an opportunity to play as a Mobile Armor boss. Losing or winning these will not affect the player upon resuming the run.

Playable Units: 

200 Cost Suits 


Guntank
Doan's Zaku II
Char's Zaku II
Dom
Rick Dias
Methuss
Nemo
Marasai
Hizack
Re-GZ
ReZEL
Vigna Ghina
GunEZ
Kapool
Silver SUMO
Tieren Taozi
GN-X
Gundam Ground Type
GM Custom
GM Cannon II



500 Cost Suits


Zeta Gundam
The O
Full Armor ZZ Gundam
Qubeley
Nu Gundam
Sazabi
Unicorn Gundam
Sinanju
V2 Gundam
Wing Gundam Zero
Gundam Epyon
∀ Gundam
Turn X
Gundam G-Self Perfect Pack
Crossbone Gundam X1 Full Cloth
Hi-Nu Gundam
Nightingale
Hot Scramble Gundam (DLC)


The Verdict: 



Gameplay


In terms of gameplay basics, I feel the same way I did about this game like I did when I wrote my early impressions from my experience with the open beta. I was relieved to see that the in-game tutorial covers a lot of basic and advanced techniques. I'm surprised that a lot of players that I have been skipping over this pivotal wealth of knowledge. Several key techniques are covered here, including the explanation on special canceling actions to firing normal and special weapons in quick succession and actually how to block/guard. Believe it or not, but there's actually a means to block in this game instead of merely just evading attacks.



As for mobile suit selection, I'm surprised that there's a lot of mobile suits missing in terms of fan favorites and a lack of a lot of various series missing in this game from being represented at all. Nothing from Mobile Fighter G Gundam is the biggest shock, with a lot of key Mobile Suits and Mobile Armors missing as either bosses or playable units from the series. Gundam 00 is missing Mr. Bushido as a pilot and his specialized GNX-Y901TW Susanowo from the last tail end of that series, not to mention Setsuna's revamped 00 Gundam and 00 Raiser. I would guess 00 Raiser and 00 Qan[T] would definitely end up being DLC down the road at some point. That's mind-blogging that those were omitted from this game at the retail release.

Players can also create a list of their five favorite mobile suits to shorten selection times on the menus, but I personally felt that you should be given at least 10-15 slots instead a mere 5 given the 96+ playable units in the game.

For those who are fans of New Mobile Report Gundam Wing, all of the TV series models of those mobile suits from that series are represented as playable units, but they are labeled incorrectly in the menus. The game identifies them as the "Custom" units from the Endless Waltz OVA, but these are obviously the TV Edit designs for all of those Gundams. You can tell this easily by looking at Heavyarms with his orange/yellow/red/white color scheme instead of the dark blue scheme from the OVA. I would like to assume that the Endless Waltz iterations would be available as DLC playable units at some point - Tallgeese III is surprisingly missing here, along with the Serpent units from that OVA movie as DLC strikers.

I could go on and on here on suits that are obviously missing from other series, such as those missing from SEED or the various other series that are represented in this game that either appear as strikers but not playable.

Soma Peries from Gundam 00 is my current in-game Navigator, but seriously... anything is better than Haro after you start grinding hours away at this game. 
Hey, Namco Bandai? Could we have some more variety on Battle Navigators? There has to be more variety in that department than the few that are available, especially considering how much GP you have to grind for to purchase them.

Also, would it kill Namco Bandai to dub this game in fucking English or at least add subtitles for the pilot dialogue? So fucking lazy that there's so little translation in this game - same amount found in the open beta prior to the console release. Even the customizable BGM music tracks in the Settings are in Japanese kanji.

It might be a minor issue for some, but for those looking to stream this game on PlayStation 4's broadcasting software, it's blocked on all regions due to licensing issues with the previously mentioned music that is available in this game from the multiple anime series' that make up the Gundam franchise. Anyone can tell you about the licensing hell and headaches that Sunrise has gone through over the years with the Gundam license, especially with trying to license that stuff for anywhere outside of Japan.

Free Battle


A common complaint about this match from the hardcore fighting game community was that there wasn't any sign of a traditional training mode available in this game in the open beta. Sadly, they are mistaken. You can set the CPU level to "Stop" and turn off the partners to play this mode at your leisure with infinite health on both player and CPU units to practice combos, movement, and all of the other various mechanics to your heart's content before taking your favorite Mobile Suit to the other various gameplay modes.

You're going to regard this mode as a godsend too because roughly every Mobile Suit in this game plays differently in terms of weapons and general play style. You don't believe me? Go try playing as Epyon the first time loading up this game and see how far you get with it without any training/practice.

Trial Battle





Just a sample of my personal records in this mode...

As mentioned above, this mode acts as the game's traditional offline Arcade Mode across various difficulty settings and AI loadouts and mobile suit configurations. Alternative routes can be unlocked by performing well with S to SSS ranks for even more playtime out of this mode. I found myself gravitating towards the challenge of the Routes 6-10 just for the difficulty of them alone. I would love to see anyone beat Route 9 on their first attempt. I dare say Route 9 is harder than anything that Route 10 throws at you to say that's the max difficulty out of all these paths in the game.

Savvy Gundam fans will easily point out the influences and references that some of these routes take in terms of missions and enemies scattered on these various stages, such as one with Millardo Peacecraft (Zechs Marquise) piloting Gundam Epyon, accompanied by Virgo Mobile Dolls - straight from the finale of Gundam Wing. Another pits players against the two Gundam prototypes from 0083: Stardust Memory, then another pretty much sets players off in just about every major battle from Gundam 00. Then of course, there's a lot of representation from the Universal Century timeline that we've seen in countless Gundam titles to date, but it's great to see that some of the newer series are represented well here to boot.


Ultimate Battle


My personal scores from Boss Survival with two separate units...

As mentioned above, Ultimate Battle serves as Gundam Versus' traditional survival battle mode that can be completed in single player play offline or online with a friend in co-op. Bonus survival waves can be toggled on or off for online or offline play, with the online option invites other players into your game to work together to take down a powerful boss, try out optional DLC playable units, play as a boss against other players, or even just a random free for all. The last option rarely comes up, same for the DLC option and the wave that allows a random player play as the boss. These are welcome diversions from the usual chaotic gameplay in Ultimate Battle and a welcome addition to this game.



My only gripe with this mode is that if one player has a horrible connection, it ruins the entire match for everyone. Sometimes the game catches it in time and boots everyone back to their previous progress in Ultimate Battle (sometimes this will boot everyone in co-op back to the main menu, but I only ran into this like twice out of the many times playing with friends in co-op), thus allowing them to continue where they left off. Other times, the game isn't so generous and you're forced to play your bonus wave with the match playing at a snail's pace. That isn't fun at all - no bueno.


Buy It or Don't Bother? 

If you love anything Gundam, then you're going to have a smashing good time here...

If you're a Gundam fan or just a fan of giant robot/mecha action, you will definitely find something to enjoy here. Just be forewarned that the learning curve is a little steep if you plan to tackle all of the single player content before "graduating" onto the online versus modes. Even if you're content with just the single player content, you would be forced to play through these same missions over and over to grind and accumulate the GP to buy out all of the Strikers, Emblems, Titles, and max out the experience points on all of your favorite Mobile Suits. It becomes rather tedious VERY quickly in that aspect. My humble suggestion is browse through the MS Development trees and see what characters you want to unlock for Strikers and play as those units long enough to get those ones that you want. 

That being said, there's a lot of things here to enjoy for old and new Gundam fans. There's little Easter eggs and small references in each of the individual units' movesets and actions that are throwbacks to their respective series that I found myself chuckling at and smiling at from noticing. On top of that, a lot of the iconic Gundam franchise's musical fanfare can be found in this game. I kinda wish that Bandai Namco/Sunrise included an official soundtrack with the purchase of this game as a lot of these iconic themes are pretty hard to track down online. There's some glaring omissions from the in-game playable roster (such as the cast from Mobile Fighter G Gundam despite the fact they were playable in Extreme Vs.) , but with 96+ playable units with more on the way as downloadable content, there's definitely something for everyone. 

Unless you're a really hardcore Gundam fan, I can't recommend paying full price for this if you're just in it for the single player content and the few co-op missions online. Wait until this drops in price after the holidays and pick it up for half-price than what it is going for retail. 

Gundam Versus Open Beta (PS4) -- Impressions and Afterthoughts


From Saturday, September 2nd to Sunday, September 3rd, 2017, the Gundam Versus Open Beta was made available for all players willing and able to download the application from the PlayStation Store. I was able to pre-load the beta earlier in the week (after attempting multiple times from crashes from the PS Store for roughly 4+ hours... Seriously, Sony fix your shitty store!) and was able to get a bit of time with the game.

Unfortunately, this is Namco Bandai and all of the beta's gameplay was blocked from streaming via PlayStation 4, so I wasn't able to capture any footage of the gameplay. Let's hope the retail release later this month won't have this problem. Fingers crossed, folks.



Controls




The first few matches I wasn't really feeling the controls, but after I was experimenting during matches (you're going to be doing this a LOT actually as most suits feel different despite the similar control scheme). Double tapping the Jump button and holding any direction on the analog stick will Boost Dash in that direction as long as you have energy left on the Boost gauge, which refills automatically as soon as your Gundam's touches the ground again. Tapping the analog stick in any direction twice will perform a quick sidestep evasion. This is extremely helpful for evading melee attacks upclose as it tends to make the tracking properties of those moves whiff when they would normally catch Boost Dashes.

Your ability to Switch Targets on the fly as fast as possible is going to be essential for surviving battles against multiple opponents at once. Your "Striker" acts as an assist in this game, offering a limited number of times that support character can assist you with their special attack or utility functionality. Last but not least, there are "Awakenings" that power up your mobile suit for a limited time, but offer extremely powerful measures for dispatching foes in one fell swoop. These attacks are only available when there's at least 1 bar full on the Awakening gauge.



Mobile Suit Selection/Variety


Nothing from Mobile Fighter G Gundam here, but the Universal Century timeline is VERY well represented here, outside of some surprisingly glaring omissions, but I'm guessing those will be free DLC or pop up as bosses in Ultimate Battle Mode in the full retail release. I was very pleased to see both signature mobile suits from the Thunderbolt OVA were in this, but Iron Blooded Orphans only seemed to have just two suits to represent that series. That threw me off to say that Barbatos is on the damn cover of the game and in the opening cinematic with RX-79 Gundam.

Gundam Wing has several suits, available with even the Sanc Kingdom specialized Torres units as support types. Gundam SEED has fewer suits than I would have imagined from that series (Athrun Zala's two Gundams from that series is one HUGE omission along with Buster Gundam, but the Blitz and Duel are in?)

I'm crossing my fingers that more suits from other series outside of the U.C. timeline are included in the retail release later this month or this roster is going to be pretty biased.

I thought it was pretty cool that players were allowed to mark and favorite mobile suits for quick selections before missions. I hope those favorites carry over from the beta to the retail release later this month. There's a LOT of mobile suits to browse through to find your preferred favorites, despite being able to cycle through the selections by specific Gundam series though.



Overall Gameplay


The best way to describe the action in this game is to compare it to the Virtual On series. Your weapons recharge/reload on a specific timer depending on how powerful they are in terms of balance, while players must regulate and manage their Boost gauge supply for movement and other special options, all while keeping up with this frantic gameplay that each Mobile Suit (MS) provides in this game.

There's no in-game tutorial (it's actually grayed out on the main menu), but it's simple enough to get the hang of over time after viewing the controls in the settings menu. I find it crazy that some people actually play this on an arcade fightstick like it's Street Fighter.

Free Battle allows players to "practice" in teams of 2v2 matches. This isn't a "true" practice mode, but you can tweak the AI from brain-dead easy to extremely hard as you test your skills or try out various mobile suits. This was the best you had to offer in terms of practicing offline and testing out the various MS types that are available in the beta.

Multiplayer Matches come in two flavors - Casual Battle and Player Battle, both of which I really didn't bother to try out during the two days of the beta this weekend. Ranked Battle was unavailable of course, but will be available in the retail release.

Most of my free time was spent playing the Ultimate Battle mode. This mode is reminiscent of Gears of War or Halo's Horde and Firefight modes, pitting players against waves of opponents with a boss wave coming up after every five rounds. As an added bonus, every interval intermission between the sets of 5 has a bonus "Extra Wave" that gives players a chance to get more reward points working together to defeat a special boss encounter or competing with each other to defeat as many enemies as possible or inflict the most damage within a set time limit. These bonus waves are completely random and even bring in various other players online if you are playing online with a friend. Offline, you are joined by AI companions as your partners. This mode alone got me really excited for the retail release as I could see myself playing this mode exclusively online or offline with friends and/or randoms. 15 waves was simple enough but the farthest I got on the 30 waves was up to 29 solo while the highest I got with a partner online was the mid-20s, so it's definitely no cakewalk.

One thing players are going to be doing for the first few days of with the game is going to be trying out all of the various mobile suits in the game and seeing how they fit to your preferred play style. Some of them are strictly long-range attackers, others are strictly close-range with all melee weapons, while most mobile suits are a hybrid of both, bringing the best of long and close range combat. If that wasn't enough, each mobile suit has a unique moveset, which can be viewed by hitting the pause button and checking out the command list. Some of these movelist are pretty short and bare bones, then others, such as Gundam SEED's Strike Gundam has a multitude of special moves due to the fact that Gundam can transform into 4 different configurations (Aile, Sword, Launcher, and IWSP). This isn't the only mobile suit capable of such functionality either as all of these playable mobile suits have an impressive amount of depth that they each bring to the table.

Char's Zaku IIS can transform into a Z-Gok to either fire it's Mega Particle Beam Cannon (seems to have super armor on this move) or throw a tank, Wing Gundam Zero, Zeta Gundam, along with a few other mobile suits can transform into their mobile armor/fighter modes as long as they have meter in the Boost gauge to do so.

For those thinking that there's not much to this being a "legit" fighting game, I hate to be the one to inform you for being sadly mistaken. There's a lot of depth in terms of "Boost Canceling" - as in every action in the game can be cancelled with proper Boost Dash timing during the animation. That alone opens up a world of new combos that I'm sure fans familiar with with the Naruto games and of course Virtual On (in terms of how the targeting system works) would feel at home with. Every character has their own levels of mastery with some easier than others to utilize to their full potential.


Closing Thoughts


To be quite honest, Ultimate Battle mode completely sold me onto my purchase for later this month. Otherwise, if this was team-based and entirely multiplayer oriented like the Dissidia Final Fantasy NT closed beta left the impression of on that front, then I would have cancelled my pre-order reservation by now. Don't get me wrong, Dissidia fans, but I'm not looking for another Overwatch-style multiplayer focused game in my life. Gundam Versus' beta made me happy that the entertainment here isn't only limited to Versus gameplay. There's more than enough here in this single mode to make me happy as a Gundam fan and as a fan of single player content. With the Mission Mode(s) (which would allow players to relive key moments from throughout the Gundam franchise) and other various co-op content that is going to be available at launch, I can see myself being preoccupied with those modes for months to come, with or without friends to play them with in co-op or in the event the online scene for this game goes dead after the Week 1 hype dies down. We all remember what happened to Anarchy Reigns after the initial launch of that title... That still makes me sad to this day thinking about it.

I think this is in a great place going into the North American release of the game (FYI the game is already out internationally in Japan) with something for all Gundam fans to enjoy here. I was surprised at the netcode being stable for this too. It wasn't nowhere as clunky nor as buggy as the Dissidia Final Fantasy NT closed beta was. My only gripe is that newcomers might be in a little over their head in terms of accessibility and learning how to get the swing of things starting out. This game isn't as daunting as Virtual On was back in the day, but there's a few small things that will be completely over players heads that I hope won't turn them away from embracing this game in the long haul.

I plan on streaming a lot of it if Namco Bandai allows it anyway on PS4... I guess we'll find out when it launches later this month.

PREVIEW -- TEKKEN 7 - Geese Howard Reveal Trailer


The biggest surprise to come from Namco Bandai after the Tekken 7 grand finals wrapped up at EVO 2K17 was the reveal that Geese Howard from the Fatal Fury/King of Fighters fame is making his way into Tekken 7 this fall as a guest DLC fighter.

Namco keeps this up and I might actually drop down that dough for the Season Pass.

Geese looks scary powerful in this game and that's more than appropriate for SNK boss character. I'm dying to see that he's going to get his own exclusive battle like Shin Akuma did to make players rage quit. SNK bosses have a reputation for being notoriously difficult for no reason. I'm expecting no less from Geese Howard.

For those wondering, Maximillian says that Harada reportedly has two more guest fighters in mind.

REVIEW -- Tekken 7



Tekken 7 is a fighting game developed and published by Bandai Namco Entertainment. The game is the ninth installment in the Tekken series, and the first to make use of the Unreal Engine. Tekken 7 had a limited arcade release in Japan in March 2015. An updated arcade version, Tekken 7: Fated Retribution, was released in Japan in July 2016, and features expanded content including new stages, costumes, items and characters. The same version was released for Microsoft Windows, PlayStation 4 and Xbox One on June 2, 2017.

Gameplay:


Tekken 7 focuses on 1-on-1 battles. Two new mechanisms are introduced in the game. The first, Rage Art, allows the player to execute critical attacks that deal roughly 30% damage depending on the character once their health bar is critical, in exchange for inactivating the normal attack power increase. The second, Power Crush, lets the player continue their attacks even while being hit by the enemy, although they would still receive the damage dealt by the enemy's attacks. The mechanic also works only for absorbing high or mid attacks. The bound system, which staggers a character to increase opportunity for additional hits, is replaced by Screw Attack, which makes the enemy spin sideways when they are hit airborne, allowing the player to inflict additional hits after they reach the ground. Unlike bound, however, Screw Attack cannot be used to do wall combos. With a new display system, the game's multiplayer allows players to choose which side of the screen to play on. Movement has undergone some changes and now is similar to the movement mechanics found in Tekken Revolution, most notably when characters walk backwards.

The arcade version features the traditional stage-based playthrough, in which the player progresses by beating five different opponents one by one, ending with a fixed penultimate and final stage. Matches may be interrupted if another player joins the game. Online mode is available for both local and international play. Character customization is featured, allowing the player to modify characters' appearances. For the first time in the arcade series, the game features a practice mode, which allows players to train moves against an opponent for a limited amount of time, as well as an option to collect in-game rewards, mainly customization items, through "Treasure Box" by winning enough matches.

Fated Retribution features several gameplay changes to the game. The new "Rage Drive" allows the player to empower certain attacks by sacrificing their Rage Mode. Rage Art is also adjusted so that the amount of damage dealt to the enemy is inversely proportional to the player's current health bar. The update also adds a character-specific feature, the EX/Super meter, which serves as a limiter for some special attacks. This meter is reserved for two characters: Eliza and the Street Fighter guest character Akuma.


Playable Characters:


New characters

Katarina Alves: A sassy Brazilian woman who practices the art of Savate. She was designed to be a beginner-friendly character.
Claudio Serafino: A white-clad man from Italy who's a member of an Anti-Devil organization combating the Devil Gene's threat. Empowered with a Sirius magic.
Lucky Chloe: An otaku who wears a kitten-themed costume and has a "Freestyle Dance" fighting style.
Shaheen: A keffiyah-wearing Saudi Arabian man who handles a "Military Self-defense" fighting style. He was also designed to be a beginner-friendly character.
Josie Rizal: A young Filipino woman who wears a yellow top, a blue miniskirt, and a red bow. She practices Eskrima and Kickboxing.
Gigas: A hulking, red-skinned humanoid who appears to have cybernetics attached to his otherwise nude body. He practices "Destructive Impulse".
Jack-7: A new model of the Jack series, he has a slightly modified design with red hair and green glowing arms. As with the previous Jack series, he uses brute force to pummel his opponents.
Kazumi Mishima / Devil Kazumi: Heihachi's wife and Kazuya's mother, who possesses the Devil Gene. Kazumi's fighting style is Hachijo Style Karate, which is similar to the Mishima Style Fighting Karate as used by her husband and son, but with additional abilities such as summoning a tiger and levitating. She originally served as the game's unplayable final boss prior to becoming the seventh time release character added after launch. Kazumi also has a devil form, which remains unplayable outside of the final stage in which she is fought.
Master Raven: A female ninja with a fighting style very similar to Raven. She is in charge of the organization that the original Raven works for.



Guest character

Akuma: The dark master of the Satsui no Hado from Capcom's Street Fighter, added in Fated Retribution. Within the story, Kazumi asks him to repay a debt to her by killing Heihachi and Kazuya. The player can fight him in place of Kazumi as the final boss if a certain condition is met.


Plot: (FULL Spoilers)


The game's story is told through the perspective of a reporter who attempts to write an exposé about Mishima Zaibatsu and G Corporation following the deaths of his wife and son in crossfire during the world war precipitated by Jin Kazama. After the events of Tekken 6, though Azazel was defeated and destroyed by Jin, the war between the Mishima Zaibatsu and G Corporation continues to ravage the world. Nina Williams leads the Zaibatsu to find Jin, who is still missing. Heihachi Mishima takes advantage of the vacuum of power to force Nina into submission, thus gaining the Zaibatsu again. Heihachi and Nina then make a deal with Claudio Serafino, head of the powerful Sirius Marksmen organization, to help him expose Kazuya Mishima, head of the G Corporation, as possessing the Devil Gene and turn the public opinion in favor of the Zaibatsu. Claudio senses a powerful force in the Far East that is unconnected to either Jin or Kazuya.

The reporter researches about the history of the Mishima family, learning that Heihachi's coup against his father, Jinpachi and the disappearance of his wife, Kazumi, happened in the same year he threw Kazuya off a ravine. Meanwhile, the United Nations intelligence group has managed to locate Jin, but Jin evades capture long enough for him to be rescued by Lars Alexandersson. Lars takes Jin to recuperate in the Violet Systems, where Lee Chaolan has fixed Alisa Bosconovitch following her destruction in the previous game. The Zaibatsu attacks the compound, but the trio are able to secure Jin. The reporter, having rendezvoused with Lee and Lars, tries to kill Jin in his sleep, but is discouraged by Lars, who says that Jin is the only person capable of stopping the conflict.

The force sensed by Claudio is eventually revealed to be Akuma. Akuma has made his presence to fulfill a promise he made to Kazumi: that he will kill Heihachi and Kazuya. He defeats Heihachi after fending off an attack by an army of Jack-6s at the Mishima Dojo and proceeds to the G Corporation's Millennium Tower. Heihachi, having survived, declares himself dead to the public before capturing and exposing images of a transformed Kazuya to the public. Heihachi then uses a satellite to shoot a beam that obliterates the Millennium Tower. However, Kazuya survives and shoots lasers to bring down the satellite, destroying a town and once again slandering the Zaibatsu. The reporter uses this opportunity to inform the Zaibatsu about the exposé he has written about them, but to his surprise, Heihachi offers to meet him in person. The latter recounts about Kazumi and the night he killed her in self-defense after learning that she possessed the Devil Gene and was in fact sent by her family to kill him.

Heihachi and Kazuya go to a volcano to have their final battle. After a long struggle, Kazuya kills Heihachi and throws him down into a volcano. The story finally shifts to the reporter, who completes his exposé and publishes it. In a post-credits scene, the world is in peril due to Kazuya targeting every nation, however, Jin wakes up and meets with Lee, Lars, and Alisa, promising to put an end to the war once and for all by killing Kazuya.

A special match that follows the credits details Kazuya's encounter with Akuma after killing Heihachi. The outcome of their battle is not revealed.

The Verdict: 

Single Player Modes 


The bulk of the single player content for Tekken 7 revolves around the Story Mode, focusing on the latest dilemma surrounding the bitter Mishima family rivalry. This mode has a "Story Assist" option where players can set a hotkey in the options to allow them to shortcut special moves to one of face buttons - making it easy as pie to do Electric God Wind Fists with the press of a button. This doesn't make Story Mode as a cakewalk as I still found the AI rather challenging at times and fell back to using the Story Assist to even the odds. To make a long story short, the narrative doesn't really resolve anything outside of Kazuya "killing" Heihachi and shifting his focus onto the newcomer Akuma. I honestly can't see them keeping Heihachi dead and there's FAR too many loose threads unexplored and questions unanswered here to say that this game was billed as the "conclusion" to the Mishima family saga. 

There is a "special chapter" that unlocks after you complete this the first time that pits Devil Kazuya against Shin Akuma  that is straight up processed bullshit. I see many of players throwing their controllers in frustration during that battle. I managed to topple Shin Akuma after accurring a staggering number of losses to his various tactics, including but not limited to: instant kill Raging Demon(s), his projectiles are capable of juggling easier and dealing massive damage, he regains a full Super meter all most instantly, and somehow has Ryu/Gouken's ability to parry. I shouldn't be surprised at all of this as this is the same beast that long-time Street Fighter players have dealt with for the last two decades from this iteration of this character in these "special" battles like this. Too bad you can't fight this version of Akuma outside of this mode. Treasure Battle's "Special Matches" don't count either as I haven't had an Akuma instant kill me with a Raging Demon to date. 

Outside of the main Mishima family narrative, Story Mode has "Character Episodes" focused on showcasing single members of the in-game cast during the events of this game. The sad part of these "episodes" is that they consist of a short bit of text to setup a fight that you must complete followed by an ending. That's it. Some of these are rival battles too with alternate endings depending on who you play as for their perspective, so it's rather confusing on which one(s) of these are canon or not. I felt like Namco-Bandai truly dropped the ball on creating something great here with this and with the Mishima-focused narrative. They completely squandered the chance to elaborate and explore these newer fighters' motivations and backstories.

Unlike Street Fighter V, Tekken 7 does have an actual Arcade Mode at launch, but you'll learn less about your character(s) in that mode as you would playing the Character Episodes in Story Mode. It's just a quick set of matches, ending with Kazumi as the final boss (alternately Akuma, if you fulfill the set undisclosed requirements) and your character's ending cinematic.


Character Customization and other Misc. Content


Character customizations are back in full force here with everything customizable from health bars, player panels, and even the playable characters themselves, but the only ways to earn rewards/treasure boxes containing customization parts is to play Treasure Battle (Offline Mode) or win in the top three within Online Tournaments. Online Tournaments are sketchy at best, with one player's poor connection can ruin the experience for everyone overall. The mode seems pretty bare bones to say that this was a big deal in the reveal trailers. Seems like Namco-Bandai didn't put much thought into this mode, even though I do like that it has rewards for everyone involved whether they win or lose. Treasure Battle is Tekken 7's replacement for Ghost Battle from Tekken 6 and Tekken Tag Tournament 2 and serves as players' primary source of acquiring rare customization items with a Survival Mode style progression system. You merely keep fighting until you are defeated or wish to end the mode prematurely and pick up where you left off at a later time. Random challenges/handicaps (such as Turbo Mode, Double Damage, or Aerial Juggles Only) reward players with rare rewards upon completion for more difficult AI opponents and challenges, while the game ups the difficulty even more with "Special Matches" against a boss version of either Heihachi Mishima, Kazuya Mishima/Devil Kazuya, Jin Kazama, Kazumi Mishima/Devil Kazumi, or Akuma/Shin Akuma (sadly this Shin Akuma isn't anywhere as formidable as the one in the Story Mode - Special Chapter). The problem with this mode is that the game recycles a lot of the same AI opponents over and over with little or no variety and the rewards you receive are rarely for the character(s) that you are playing as. As a result, this makes grinding through this mode for customization items a lackluster chore. I honestly can't decide which one is worse - either the Gear System grind for Mother Boxes in Multiverse modes on Injustice 2 or grinding through Treasure Battle here in this game. I'm crossing my fingers that Namco-Bandai considers adding Ghost Battle into this game in a future update. As it stands, Treasure Battle, much like the bulk of the offline content here - especially the Mishima Family Story Mode, feels like a complete waste of time. 

The Jukebox and Gallery Modes make a return here with EVERY original soundtrack from every Tekken game in this series' history available on the disk from scratch. No need to import media or purchase tracks individually like players were forced to do in Tekken Tag Tournament 2. I'm glad to see that Namco-Bandai were kind enough to provide this much, especially given that this is Tekken's 20 year anniversary. All of the cinematic cutscenes/endings are available too, but they are unlockable with in-game cash. From as easy it is to rake up tons of cash in this game, it shouldn't be no problem at all to purchase all of this content for most players. FYI EVERYTHING (Customizations and Jukebox content) unlocks after you have over 2000+ fights in-game, so that's a plus too. 

The Practice Mode in this game is simply superb, allowing players to recreate just about any (if not all) situations that they would run into in legitimate matches to familiarize themselves on how to tackle the multitude of options and strategies at their disposal. Without a proper tutorial though, newcomers and casuals are going to feel pretty intimidated by all of these settings, while Tekken veterans will feel right at home here.

Online Modes and Netcode functionality


As of this posting (6/12/17), Namco-Bandai has patched the online component on PlayStation 4 after a week of constant disconnects and Ranked/Player Matches being unable to connect at all. After the patch, I felt that the online netcode was about as stable as Tekken 6 and Tekken Tag 2 on last-gen consoles, which was pretty hit or miss back then too. I got the best out of it when I changed the search settings to strictly 5 out of 5 connectivity. It'll take you a bit longer to find matches, but I found 2-4 to be VERY unstable and had far too many random freezes or disconnects as a result. Plus, I doubt players would want to be fighting someone underwater in lag without the ability to react and punish attacks properly. 

Ranked Matches are what you've come to expect out of these Tekken titles with online ranks being your prize for mastering your character(s) at various levels. There's an option of a salty runback/rematch in the form of a "Revenge Match" that can be accepted/denied by your opponents. This can only be repeated once from my experience - possibly to avoid people exploiting it for boosting up the ladders. I found it odd that 1v1 Player Matches don't have this option. I get that Player Matches are supposed to be a "party" setting, but running sets with a friend gets redundant from all of the going back to the lobby, back to the character select screen, then the match-up/sync screen before going back to the actual match without a legit quick rematch option. That shouldn't be too hard to ask for in a future update.


Closing Thoughts



While I enjoyed Tekken Tag Tournament 2 casually and loved watching it competitively on the tournament scene, there was a lot of crap in that game I couldn't stand in terms of mechanics. Rage got toned down big time in this game - you can still get wrecked by it here if you're careless, but nowhere as devastating as in that game. Here, most players will be more willing to gamble their Rage on hitting a Rage Art or Rage Drive and be out of resources for that comeback. Here, I feel that the playing field has been balanced at both ends with veterans and newcomers having a fair chance, without sacrificing too much what we have come to love about the Tekken series.

This game is gorgeous to look at, but Sweet Christmas the loading times are long on PS4. I have heard reports that the looks it's best on PC with better load times to boot, while the Xbox One version is the worst visually appealing iteration of this game.

I just wish they gave us more to sink our teeth into in terms of single player content and offline modes. It feels like a very lackluster effort compared to what other fighters in this genre are putting out at launch. Namco-Bandai had an opportunity to do something truly great here and ultimately dropped the ball in terms of single player content. There's really no excuses to be had here. This is the same studio behind the video games based off the One Piece, Naruto, and Dragon Ball Z anime/manga franchises. We've seen them work wonders with those games, but here they put on a lackluster effort with this game for their so-called anniversary? Inexcusable. 

Buy It or Don't Bother?


For newcomers and casuals, I can't really condone purchasing this if you have to spend $30-60 on this at launch. The lack of single player content and the unstable online component isn't acceptable in the least (at least until the Week 1 netcode patch), especially compared to what Injustice 2 and Guilty Gear Xrd REV 2 provided at launch. Namco-Bandai didn't even have the foresight to include a tutorial of sorts, despite Harada making fun of Street Fighter V's cumbersome and lackluster launch woes. If you're completely new to Tekken, then you're definitely shit out of luck here with the game doing very little to educate players in the intricacies of this game. There's a few short tips during loading screens, but that's not enough to make most casuals stick with this game for the long haul. The omission of a proper tutorial mode to familiarize players (old and new) of the system mechanics and introduce the Rage Arts/Drives is downright unforgivable with so many other fighters on the market today to enlighten players how to play their games. 

For hardcore and long-time Tekken fans, you're going to be right at home here for the months to come. For you, the hefty $59.99 price tag along with that $24.99 Season Pass isn't going to be problem since you're going to be plowing away at this game for the months to come, whether it's honing your skills in Practice Mode or jumping online and testing your worth against randoms and friends in the various Online and Versus Modes. This sect of players will get more than their money's worth from what is offered here without a shadow of a doubt.

For those players, this game is an easy sell and exactly who Harada-san is marketing this game towards. I humbly suggest everyone else wait until this goes on sale. There's not much here to offer with that $59.99 price tag at launch.



PREVIEW -- TEKKEN 7 - Rage and Sorrow Trailer




JUNE 2ND, 2017 is the official Tekken 7 console (PS4, XB1, PC) release date.
I hope ALL of those people who were listening to IGN and Gamestop about March feel stupid when Harada himself hasn't made an official announcement on the console release until now.


"For the first time, Tekken 7 will have a Season Pass" -- Then what the fuck was that shit I paid for with Tekken Tag Tournament 2? That "Online Pass" or whatever you wanna call it was literally the same thing, paying for a feature that could be in the box Day 1 anyway. And here I was thinking Namco-Bandai would continue their kind gestures of free DLC like Tekken Tag 2.
Thanks for ruining that for everyone else, Capcom...

I will admit that statue with Kazuya and Heihachi duking it out looks pretty sweet though.