Tekken 7 was supposed to be back on the throne. After years of jostling, it seemed that the Japanese finally understood that the great fighting system was not enough - it had to be packed in order to encourage new generations of players to explore it. Hence the significant slimming of too many casts, spotted in the competition mode feature or introduction of simple to perform and very spectacular attacks. Unfortunately, while on paper everything sounds like a step in the right direction, the practice shows that the Bandai Namco staff quite misunderstood the phrase "affordable for novices." Because although the latest "King of Iron Fist Tournament" is a very good fight, the new players are quickly frustrated.
Moments are actually - directed interrupt scenes enjoy eyes full of dynamism and good choreography duel. There was also a promised end to the aforementioned feud, as definitive, as far as possible in a cycle in which the return of a powerful bomb to the face or bathing in a volcano is on the agenda. Unfortunately, these attractions have been portrayed as a trivial, twisted and meaningless story that jumps between different characters, leaves a lot of buried threads and ends before it starts spinning - before the clock is ready to announce the two hours of fun. The imitation action game Tekken 6 had more order and composition, and the stories served by NetherRealm Studios do not even have what the new Bandai Namco production compares.
The level of difficulty of the feature mode turns out to be frustratingly high - not only does the artificial intelligence handle quite well, but also the opponents gain a whole range of unfair reinforcements, giving them a noticeable advantage. Especially the recent struggles are strongly in this respect exaggerated, testing not so much the skill of the player as his patience to find gaps in the SI opponent. I find myself quite a pretty, and yet I got really nasty before I got to the final inscriptions.
Finally, to encourage the series of Sunday players, the feature mode has a much better chance of getting you completely knocked out. If the first contact with the cycle is to set up some extremely unfair rogues interlaced with moments of gibberish history, it is hard to blame the person for not wanting to try out the remaining 7 Tekken attractions.
It is made up of an infinite number of duels - by winning them, we can increase the rank of our character and gain the title of treasures, or items of clothing to personalize warriors and warriors. From time to time the fun varies with special modifiers such as game acceleration or increased damage. I will not say, a nice combat system and - for a change - a balanced level of difficulty make it possible to spend a lot of time in this way, but in the long run, more clothes stop being more motivated to continue playing.
This offer for solo players is over. I was lacking in such classic modes as Survival or Team Battle, with the variety of the Tekken Force not to mention. Also, if the series was about to open for new players, the absence of an interactive tutorial like that of Injustice 2 is a big oversight here. Novices all the mechanisms that govern the game, and there are quite a lot of them, they must master themselves. Even so punished for high threshold of entry Tekken Tag Tournament 2 falls in this aspect better, offering perhaps not the most accomplished, but at least trying to teach the rules of the game Fight Lab mode.
Veterans of previous hits will immediately feel at home and in principle, with the march they can go to bust each other. Harad's team made sure that the new features in the mechanics did not spoil what we managed to work on over the years, adding only a few small but rather significant improvements to the proven formula. The changes are mainly related to the special "rage" introduced in the "Six" - activated when the warrior's life level falls dangerously low.
As long as he once strengthened the strength of the blows, he now allows one of two special attacks to be performed once. The first, "rage art", is extremely impressive, dealing massive damage, and at the same time a very simple movement, which on the one hand can simply be blocked, and on the other hand, can not be interrupted by its own, previously launched the attack. It's one-off makes it once available, the battle is dominated by mutual attempts to discourage - one player tries to hit the opponent with a super-strike, thus gaining a guarantee of the hit, while the other tries to trigger the opponent's "rage arts" at that moment. To lock it.
In addition, we have a few minor changes that will appeal to old folks. Some attacks, like the mentioned "rage art", can also now break through other hits and hits, even though the player performing them "stuffs" the blow. The moderate warmth of the adopted Bound system, which was to bounce the opponents off the ground, was replaced by a rather similar but somewhat more realistic Screw Attack system.
The novels in the fighting system refresh a bit of the formula and force a few habits to be corrected, but the great revolution is without a word - it's still an old, good Tekken, which is neither better nor worse, just as pleasant as it was years ago. On the one hand there is an advantage, but on the other hand, apart from the new characters, I do not really see a reason why someone who still has an older console with one of the earlier parts of the TV should hurry to switch to a "seven".
While the duo Kuma / Panda takes up two separate places, and the average Bob, or very controversial Alisa, has come to the list, such iconic figures as Lei, Julia and Ganryu are missing. Some of the absentees, like Raven and Marduk, have received at least a number of successful followers in the form of Master Raven and Gigas, but fans of many of the most popular players must, unfortunately, seek out new favourites.
Luckily, newcomers fill the gaps in the absence of warriors. First of all, I am glad that this team of Harad set this time primarily on normal characters, not adding too many recombinant heroes to shoot the proverbial "lasers from the buttocks." It's like Akuma from Street Fighter, but this friendly performance is rather a curiosity, which is not so well founded in the Tekken realities. Kazumi is better off in a fight supported by the tiger, and the already mentioned Gigas, who looks like Batman Bane after several genetic experiments, can not be listed as normal, but the list of "bizarre" ends.
All the rest of the new warriors are more or less ordinary people. Even Lucky Chloe, who was aroused by the enormous indignation of American players before the premiere, ultimately turned out to be a very interesting new addition to the series. We also have a savaty Brazilian Katarina, Claudia's Italian ex-Claude Shaheen, and the least Filipina Josie in this group. Debutants I assess much better than the new faces introduced in Tekken 6.
Visually, the game is heavily uneven. The character models seem to be pretty well done, but they have a strange filter that makes them appear fuzzy at times. Also, after becoming accustomed to extremely realistic facial expressions in Injustice 2, the analogue technology used in Tekken 7 is outdated. The closed arena is quite good, but there is a strangely visible transition between the ground and the background. In addition, it is easy to see the unworked details - on one map the legs of the character enter the texture, the other levitate over the water instead of wading in it.
On the other hand, whatever the reason for complaining is not the smoothness of the game, which falls only on the charging screens (get ready for the ugly cage fire) while fighting and maintaining excellent stability. The duo also gained a lot of visibility by increasing a number of flares and the number of attacks that make the camera perform spectacular zooms. This is especially true when two characters with energy debris simultaneously perform a decisive attack - the action slows down, and the camera moves closer to accurately show the moment of the hit.
A few words I have to sacrifice also the soundtrack, which for me is the worst in the entire history of the cycle. At Tag 2, dubstep appeared occasionally, but Bandai Namco band members went to band and genre, which I do not care, filled almost the whole game. Suffice it to say that I mentioned in the frame the option of choosing a soundtrack from different views of the cycle I treat as a salvation and the only reason I do not consider the music as a negative for this title.
To be the main attraction of the new cycle, feature mode fails all the way and is more repulsive than encourages. Veterans in the signs will also lack the many classic and fun variety of gameplay options, and novices without a good tutorial will feel left alone. In addition, the premiere state of network modes is dramatic and demands immediate improvement, and the visual setting, instead of delighting as before, has difficulty keeping up with the competition. It is not a great return of the king - at least a silent reminder of himself that he is somewhere out there in exile and would like to sit on the throne again, but he does not know how to do so.