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Review Game Tekken 7 - This is not the triumphant return of the king

Wednesday, Aug 9, 2017 | Post by Wiktorija | 0 comment(s)

Fighting in Tekken 7 is just as enjoyable as ever. And the best thing to say about this fight. Unfortunately, all the accompanying companionship of the losers is palpable - not only against competition but also previous cycles.

Tekken 7

The Tekken series has always had a huge sentimental value for me. The thousands of battles fought in the second, third, and fifth instalments of this series first aroused and then strengthened my passion for computer games. So I watched with anxiety how over the past ten years Katsuhiro Harady's team could not find the right direction for his fights and convince anyone but his longtime fans to give him the title of the NetherRealm studio king responsible for Mortal Kombat and Injustice.

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.

The feature mode starts to look interesting, but soon turns into a frustrating festival of stupidity.

The plot of the series was never particularly ambitious, and somewhere around a quarter of it became very absurd. Although I liked to follow the Mishima clans and often abstract motifs of the other iconic characters, I would not say the good news. This time, however, it was supposed to be better - Namco Bandai proudly promised full of memorable moments, a captivating and quite serious story that would ultimately end with the first Tekken conflict between Heihachi and his son Kazuya.

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 story mode structure uses the schema that was started in Mortal Kombat Vs. The DC Universe, which has become the standard for bizarre storytelling - classic scrumptious duels, is a thrilling story of interstitial films and occasional simple Quick Time events. Unfortunately, what attracts newcomers to the competition, allowing amateurs to spend a few pleasant hours with the game without having to scrutinize the combat system, is an option primarily for the biggest scavenger.

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.

The average level of difficulty, as described in the novice game itself, actually requires a great deal of mastery of the combat mechanics and multiple approaches to the same duel. Rescue is the difficulty setting for the lowest, but in that case the whole fun loses any sense or pleasure, because, in addition to artificial intelligence, drastic control is also simplified - the mindless pressing of the same button causes that the character we direct automatically performs powerful and perfectly connected to each other Series of attacks.

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.

Things other than the campaign are not here too much. After completing the feature mode and having single chapters devoted to individual characters, the Solitaire for fun remains only classic, though truncated to only five fights, automatic mode, standard training and - as the only longer discussion - Treasure Battle mode.

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.

I grew up in the lack of single player modes, but - it was not - in the fight the most important are clashes with others. In this aspect, it is much better ... provided that you have a local sparring partner because the network modes turn out to be underdeveloped. Rankings do not work almost at all, allowing for a dozen or so attempts. Unconditional struggles are initiated somewhat more often, but here too it happens that once you find your opponents for nothing in the world you can not join them. Only tournament creation for up to eight players works without such a hassle, but in this case, the problem is the lack of local locking or minimal call quality. In almost every ladder beside Europeans, at least some people in Asia are involved in the game, where the quality of the connection is necessarily much worse. And Tekken 7 turns out to be very picky in this respect, and if I hit them, the fights turned into a big slide show, which effectively took any joy out of the game. Network models require repair, and as soon as possible, as their state of the premiere is a complete compromise for an experienced company like Bandai Namco.

The game has become more effective, and characteristic flashes appear even more than before.

Once you start the network boot or invite the company to play the game, Tekken 7 can make us forgive any shortcomings. The combat system offers what has always been the best in the series - dynamics, fluidity, a huge number of blows and combinations, and, above all, intuitive attacking, thanks to the control in which each button falls for another warrior's limb.

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.

Less revolutionary and demanding of more skill for effective use is "rage drive". You can also use it only once - after losing a considerable amount of health. In this case, we do an enhanced version of one of the standard attacks, which firstly inflicts a number of injuries inversely proportional to health, and secondly throws the opponent far up, creating a great opportunity to juggle 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".

The number of available characters has been slimmed down against Tekken Tag Tournament 2, which I personally consider to be an advantage because the player selection screen has become so overwhelming for newcomers, and our heroes do not have to learn the behaviour of nearly sixty possible opponents now. Thirty-six (or thirty-seven - counting the figure attached to the pre-orders) offered warriors is a set I think optimal, although their selection is quite controversial.

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.

I was counting on Tekken 7. I wanted Bandai Namco to make my favourite series of brawl come back to the long lost throne. Unfortunately, in the present form of the latest game designed by Katsuhiro Harada is lacking content and refined to be able to fight with even just released Injustice 2. Systematically it is still the same position that years loved the millions of players but in terms of all the accompanying duel, The envelope is a title standing behind not only the competition but even behind its predecessors.

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.

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