Friday, 6 October 2017

Tekken 7 - Review

Developer: Bandai Namco Studios
Publisher: Bandai Namco Entertainment
Platforms: Arcade, PC, PS4 (version played), Xbox One 

As a general rule of thumb, I try and keep up with a series if I’m planning to write a review. I’d argue that to effectively write about video games (or any medium for that matter) having a firm grasp on the evolution of long-running series is important to determining whether or not a new instalment is good, bad or different in some way.

Bar a slight mess around with the Wii U version of Tekken Tag Tournament 2 (yes, I’m one of the five people to have that version), my last real experience with Tekken was with the original PS2 release of Tekken 5.

Coming into Tekken 7 the most notable thing for me, despite the ten or so years away from the series, is that not a whole lot has changed. Many fighters, especially 2D ones, tend to shift and morph from instalment, changing significant gameplay elements in order for each title to encourage certain aspects and dis-incentivize others.

The evolution of the core Street Fighter games highlight this. Street Fighter 2 is dramatically different from Street Fighter 3. Similarly, regardless of where your opinion on it falls, Street Fighter V is a direct response to what Street Fighter IV did over its lifetime.

In contrast, Tekken is just Tekken, and if you’ve ever touched the series at some point, it’s something that’s immediately understandable. Everything “feels” the same as it’s always done, characters connect with the same satisfying oomph, complete with wall bounces, splats and juggles. In its core state Tekken 7 is a job well done, which is as it should be, considering it’s one of the few modern fighting games to still be ported from a tweaked, refined and expanded arcade release.

The biggest change is the introduction of Rage Art moves, a sort of super move similar to many 2D fighters. They certainly help adjust the pace of any given match, allowing the defending player an effective catch-up mechanic when they’re lagging behind in health. There’s also a nice bit of technically to them in that, in addition to a super move, each character can spend their rage mode to unleash a powered-up version of one of their regular attacks, typically giving it additional juggling properties to allow further combos.

The character line-up is solid as well, with most of the favourites there. The highlight goes to the guest character this time around. Whilst we may never see Tekken X Street Fighter in the future, we can at least be certain that Bandai Namco nailed the feel of inserting a Street Fighter character into the Tekken universe and made it work. Akuma plays like he should, with ambiguous jumping attacks, that satisfying sweep, and most importantly, those uppercuts and fireballs. The fact that he works so well in this game is a testament to the developers, and whilst I’m not so thrilled with the constant barrage of DLC, (more on that later), it’ll be interesting, from a design standpoint, whether the game can work the same magic when Geese Howard is introduced.

The rest of the cast, like I said, is solid, if playing it somewhat safe. There’s the usual suspects here; the Mishimas, King, Law and Nina for long-time veterans of the series, as well as other standouts such as Steve, Feng and Dragunov. Some of the “new” characters raise a few eyebrows, simply because they’re not as new as they might initially seem. It’s hard to look at Gigas and not think he’s a reworking of Marduk’s moves and playstyle. The same can be said for Josie adopting many of Bruce’s moves from earlier games.

There’s a few noticeable characters missing from the roster. Lei Wulong, Tekken’s very own Jackie Chan, is suspiciously missing from the starting line-up and suggests that maybe Bandai Namco are slow-rolling some of the series’ fan favourites as DLC fodder.

Which brings us to the typical gripe when it comes to most fighting game releases. Tekken 7 is by no means the worst offender when it comes to the array of DLC it already has lined up, but it’s still a sad display. Several characters have already been announced for the game’s first “season” of DLC, which includes SNK’s Geese Howard.

Where this gets frustrating is in Bandai Namco’s decision to cordon off little extras as additional paid content. Tekken Bowl, a fun mini-game added to Tekken Tag Tournament, is now stuck behind a pay-wall and tied to the first set of additional characters. Likewise, Eliza is only available to those who’ve shelled out for a new copy of the game or are willing to stump up extra money to unlock her.

This might, might have been easier to stomach were it not for the fact that, as a port at least, Tekken 7 is a sloppy, lazy affair. Street Fighter V was rightly criticised for a rushed released that left its single player content incredibly thin on the ground, and Tekken 7 has similar problems.

If anything it’s more frustrating here, considering how long the game has been evolving during its arcade run. The arcade mode that’s in the game is shallow for starters, consisting of nothing more than four random fights followed by a showdown with Kazumi, the newest addition to the Mishima clan.

The story mode meanwhile, is downright laughable, not to mention cheap. The mode consists of nothing more than a few basic fights, hastily strapped together with a bored narrator and a ridiculous doomsday plot that sees Heihachi and Kazuya at war with each other. It’s the laziness on Bandai Maco’s part that’s the worst however. The mode is padded out with cut-scenes that are nothing more than repurposed trailers from the game’s launch, not to mention dredging up Tekken 5’s opening cinematic because damn if any more effort was going to be put into this mode.

It means that the focus, for better or worse, is on the game’s multiplayer. Which, to be fair, the game excels at, both in terms of the core gameplay and in its online functionality. Matches are snappy and easy to get into, with a match-making system that is far better than many of its rivals. I got through far more fights in Tekken 7, with much better connections, than I did in Street Fighter V or Injustice 2.

Given the competitive focus, it begs the question why a comprehensive tutorial wasn’t introduced. I’ve mentioned this several times in regard to fighting games, but one of the biggest gateways to getting into the genre is the fact that many of the biggest titles seem unwilling, or simply can’t be bothered, to provide a solid explanation of the fundamentals of the game’s mechanics. The internet goes some way to solving this problem, but doesn’t excuse the fact that the game’s don’t go nearly far enough into explain how they actually work to players that are new to them.

As with many of my fighting game reviews recently, the game itself isn’t in question, and that’s very true of Tekken 7. It plays it safe, very safe in fact, and it’ll be a question of how long the series can go merely incrementally improving on its nearly twenty year formula. That being said, the game is incredibly fun to play, it’s everything surrounding the game that’s the problem.

As a single player experience, Tekken 7 simply isn’t worth your time, especially compared to NetherRealms titles. The reams of DLC that are promised are also annoying, especially when there seems to have been an almost concerted effort to ship this console port out with as little new content as humanly possible, and then to charge for any content that it does add.

That leaves the hardcore Tekken fans as the primary target. Whether that’s enough is down to what you want to get out of it. As it stands, it’s a very solid game trapped under a cheap release and the usual array of penny pinching tactics.

Looks like I’m going to have to dust off my copy of Tekken Tag Tournament if I want to play some Tekken Bowl.


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