MAX REACTS: Harada Discusses Tekken 8's Future!
Summary
TLDRIn an engaging interview, the Tekken 8 team discusses the return of Heihachi as a DLC character, revealing it wasn't a lie but a strategic move for the 30th anniversary. They hint at changes in Heihachi's playstyle and tease story elements involving monks. The discussion also covers partnerships with Chipotle and Nike, reflecting the game's community engagement. They address game balance updates based on player feedback and express optimism about Tekken 8's reception, highlighting its evolution from Tekken 7 and the importance of attracting new players to the fighting game genre.
Takeaways
- ๐ The return of Heihachi in Tekken 7 was not a lie, but a decision made later, considering the 30th anniversary of the franchise and fan engagement.
- ๐ฎ Tekken 8's version of Heihachi will have a powerful play style, with hints at a connection to monks that may influence his move set.
- ๐ค A partnership with Chipotle and Nike came about due to mutual interests and a desire to please fans, with the Tekken team being sneaker enthusiasts themselves.
- ๐ The interviewer humorously suggests adding more effort to a Chipotle crossover, like adding guacamole or sour cream to character designs.
- ๐ Tekken 8 has been well-received, with sales exceeding expectations and the game gaining traction among both new and veteran players.
- ๐ง Post-launch updates to Tekken 8 have included changes to the heat mechanics to improve defensive options and overall game balance.
- ๐ The Tekken series has evolved to ensure unique character movesets, moving away from 'compatible' characters with only skin differences.
- ๐ Guest characters in Tekken games require alignment of interests, timing, and overcoming logistical challenges like voice actor schedules.
- ๐น The rise of Creator League team tournaments is seen as a positive development, bringing new audiences to fighting games through streamers and YouTubers.
- ๐ป Launching Tekken 8 on console and PC without an initial arcade release has intensified development efforts but also improved community feedback accessibility.
- ๐ฎ The future of fighting games may involve more community interaction features, team-based battles, and advanced AI to help players improve their skills.
Q & A
Why was Heihachi brought back as a DLC character in Tekken 7?
-Heihachi was brought back because fans and the development team missed him after his apparent death in Tekken 7. The decision was also influenced by the 30th anniversary of the franchise.
What are the hints about Heihachi's play style in Tekken 8?
-Heihachi's play style in Tekken 8 will focus on being very powerful, as he has been throughout the series. There are also hints about his connection with monks that might influence his move set.
How did the partnership with Chipotle and Nike come about for Tekken?
-The partnership was a result of mutual interest and a win-win situation for all parties involved. Both Nike and Chipotle approached the Tekken team, and there was a shared enthusiasm among the team members for these brands.
What is the developers' perspective on the reception of Tekken 8 by fans and its sales performance?
-The developers are happy with Tekken 8's reception and sales performance. The game has been outperforming Tekken 7 and has attracted both new and long-time fans.
How has the development approach changed with Tekken 8 not having an initial arcade release?
-Without an initial arcade release, the developers had to provide and polish all game features from the start. This approach is more intense but allows for easier global community feedback.
What does the Tekken team think about the future of fighting games in terms of innovation?
-The team believes that innovations in fighting games will likely involve more community aspects, such as team-based battles and enhanced online interactions, as well as further development of AI features to assist players.
What are the challenges of including guest characters from other franchises in Tekken games?
-Challenges include aligning interests between franchises, timing of character appearances, and logistical issues like scheduling voice recordings with actors.
How has the Tekken 8 version evolved since its early beta?
-Tekken 8 has come a long way since its early beta, with significant improvements in game mechanics, balance, and overall polish, making it a more refined experience.
What is the significance of the 30th Anniversary logo in Tekken's story?
-The 30th Anniversary logo is designed with devil wings and Heihachi's hair, which when viewed from a distance, forms the silhouette of his face, hinting at his return.
How does the Tekken team view the inclusion of off-the-wall characters in the series?
-The team aims to ensure that each character is unique, even if they are similar in past iterations. The strategy is not to remove these characters but to develop them further and give them distinct move sets.
What role do AI features play in Tekken 8, and how do they enhance the player's experience?
-AI features in Tekken 8 allow players to battle against more refined CPU characters and use 'ghost' data to identify and practice weak areas, providing a personalized training experience.
Outlines
๐น๏ธ Tekken 8: Hiachi's Return and DLC Insights
The paragraph discusses the decision behind bringing back Hiachi as a DLC character in Tekken 8, despite his apparent death in Tekken 7. The developers explain it wasn't a lie but a narrative choice influenced by fan engagement and the 30th anniversary of the franchise. They hint at Hiachi's new moves and style in Tekken 8, connected to story elements involving monks and the game's anniversary logo. The paragraph also touches on the game's partnership with Chipotle and Nike, highlighting the mutual benefits and fan excitement.
๐ฎ Tekken 8's Reception and Evolution
This section reflects on Tekken 8's reception, six months post-launch, noting its faster pace compared to Tekken 7 and its success in attracting new players. The developers address initial concerns from long-time fans and discuss updates made to the game, such as enhancing defensive options. They emphasize the game's significant changes from Tekken 7 and how the team has worked to ensure it feels like a new installment, while also maintaining the core mechanics that fans enjoy.
๐ค AI and Community in Fighting Games
The paragraph explores the potential for AI in fighting games, such as Tekken 8, to enhance the player's experience by providing refined opponents and personalized training. It also discusses the importance of community and the challenges of attracting new players to the genre. The developers express their support for team-based tournaments and content creators' involvement in expanding the audience for fighting games, emphasizing the need for new players to keep the genre alive.
๐ Online Experience and Tekken 8's Development
This part of the script delves into the impact of online play and community feedback on the development of Tekken 8. The developers discuss the benefits and challenges of launching on console and PC without an initial arcade release, including the need to polish all game aspects simultaneously and the overwhelming amount of feedback from a global audience. They also consider the future of fighting games, pondering over potential innovations and the importance of maintaining the genre's core appeal.
๐ Tekken 8's Success and Future of Fighting Games
The final paragraph celebrates Tekken 8's success and discusses the broader implications for the fighting game genre. The developers share their thoughts on the importance of positive online experiences and the potential for community-driven features to evolve the genre. They also speculate on the role of AI in enhancing practice and replayability, and the possibility of new modes of interaction, such as team battles, that could bring fresh dynamics to fighting games.
Mindmap
Keywords
๐กHara Interview
๐กHeihachi
๐กTekken 7
๐กDLC
๐กTekken 8
๐ก30th Anniversary
๐กRollback Netcode
๐กAI Features
๐กCommunity Aspect
๐กGuest Characters
๐กCreator Le Team Tournaments
Highlights
Hara discusses the return of Heihachi in Tekken 7 and his inclusion as a DLC character in Tekken 8, emphasizing it was not a lie but a narrative decision influenced by fan engagement and the 30th anniversary of the franchise.
The narrative and gameplay hints suggest a connection between Heihachi and monks, potentially influencing his moveset in Tekken 8.
Tekken 8's version of Heihachi will have a powerful playstyle, with the developers focusing on recreating his strength from previous series.
A partnership with Chipotle and Nike is announced, highlighting the mutual benefits and the shared enthusiasm for sneakers within the team.
The interview touches on the importance of fan engagement and the community's reception of Tekken 8, noting the game's performance and the evolution of player opinions.
Developers have made updates to Tekken 8 based on feedback, particularly adjusting the heat mechanics to enhance defensive options and strategic depth.
The interviewee expresses satisfaction with Tekken 8's sales and reception, noting its success in attracting new players and the game's evolution since its initial reveal.
The discussion includes the challenge of including guest characters in Tekken, detailing the various conditions and obstacles that must align for successful integration.
The interview highlights the rise of Creator Led team tournaments and their impact on introducing fighting games to new audiences through popular streamers and YouTubers.
The launch of Tekken 8 on console and PC without an initial arcade release is discussed, emphasizing the increased intensity of development and the benefits of immediate community feedback.
The interviewee shares thoughts on the future of fighting games, suggesting a focus on community aspects, team-based battles, and AI integration to enhance player experience.
The potential of AI in fighting games is explored, with ideas on how it could help players identify and improve their weaknesses.
The interview concludes with optimism for Tekken 8's success, acknowledging the game's improvements and the developers' commitment to the series' legacy.
The discussion includes a humorous moment about the second trailer's imagery, providing a light-hearted touch to the interview.
The interviewees share their perspectives on the importance of the fighting game community and the need for continued innovation to attract and retain players.
The interview concludes with a reflection on the evolution of netcode in fighting games and its impact on player experience, highlighting the progress made in Tekken 8.
Transcripts
let's
[Music]
go uh where is the Hara interview do we
know found
it found it so I guess to start this off
uh why did you lie to us why how how is
how is uh hiachi coming back from the
dead and uh you know what what made you
want to bring heihachi back as the third
DLC character for Tekken yeah tell
me he didn't mean to lie or anything
about that it was uh you know Tekken 7
the really focused on the story arc
between heach and his son kazia and so
uh we really wanted to show that kind of
a final conclusion and uh he seemed to
die uh at that point right but then
after that happened uh ticken 8 was
released and we put a lot of effort into
the story and the fans really seem to be
engaged with that and as that was
happening we were kind of feeling that
the players kind of missed him as
well obviously we did too so uh it was
kind of decided later on that uh we
would do that so it wasn't a lie and
then also uh the timing is right since
it's the 30th anniversary of the
franchise so we need all three of the
machines
they have several excuses in the series
right so you know after the fact uh we
did kind of make the preparations uh you
know Raina kind of that uh link that she
has to
hiachi uh and then also uh the the logo
of the 30th Anniversary if you look
closely at it uh you can see that it's
comprised of uh devil wings two
different uh Styles also he's hair if
you take a step back and look at it it
actually looks like the silhouette his
face right Tot so we were doing uh some
of the preparations uh in the background
I know it's early um but can you tell us
a little bit about how this Tekken 8
version of hiachi will be different from
previous iterations and maybe like how
he will use heat to his
Advantage uh like you uh imagine it is a
bit too early to be talking uh many
details about this character uh but to
give some hints um he's a very powerful
play style uh throughout the series so
we tried to recreate that in Tekken 8 uh
so the focus is on that but also if you
saw little story hints about the the
monks in the the footage uh and what he
has to do with them and uh that maybe
will dictate some of his mve set as well
so there's some hints there uh we hope
that you look forward to hearing more
about it
this is just giv me a reason to play
Soulcalibur 2 heihachi so another thing
that you've announced is this
partnership with Chipotle and Nike can
you talk a little bit about howal came
about hell yeah let's talk about this
several different cases um sometimes uh
they approach us fu yeah Nike Chipotle
them uh but there needs to be you know
the right X Safeway it's a win for us
it's a win for Albertson's Cross Street
Fighter also for the fans I've been
waiting finally uh with the Nike thing
uh you know n and I are both big sneaker
uh myself and him uh are fans but
there's a lot of people on the uh team
as well that love Nike and so it just
happened that uh that's something that
there's a lot of sneaker heads in the
game all the characters get Nike kicks
now that's funny also the Nike side uh
we found out they really uh knew uh
about Kia's uh being a sneaker head and
we had a lot of fighting fans on the
Nike
sideone you get to watch this this this
thing kick you in the face they've been
supporting the fighting game Community
uh it's a good match with Gamers uh in
their franchises and and then also if
it's something the fans are enjoying
obviously that's good for us from our
side as well so it came about that hey
that's a a win for everyone let's do it
so although the star bro these are some
low effort crossovers right I need a a
little mound of guacamole on top of
their head like this is some low effort
[ย __ย ] can we get like sour cream drizzled
on their faces and stuff can we get kind
of imaginary can we get some imagination
in here right please can we get the drip
of sour cream on the characters can we
get sprinkle some cheese on top of any
character come on dude use your
imagination are pretty similar so we're
a half a year into Tekken 's life cycle
how happy are you with how the game has
been received by fans and then
separately how have the sales so far met
with your own
expectations after the game release uh
it's been six months like you said we're
we're happy with uh how the title's
Performing it's uh continued at a faster
Pace than the Tekken 7 uh also
considering that compared to the other
fighting game titles uh we we haven't
done the previous generation of of
Hardware it's only on the current
generation so uh that considered as well
I think it's it's doing well and then
also from the community's perspective uh
you know the game has been released and
uh it was supported a lot by new players
uh some of the uh people who've been
with the series for a long time uh you
know they voice some some concerns Etc
at the beginning but uh those opinions
change over the time we've noticed
during tournaments progressing Etc
people have more time with the game even
the more advanced players yeah the good
news is that the game is different right
like that's that's the cool part about
Tekken 8 is that it is one of the most
different Tekken games I don't want I
don't think Tekken 7 fans people that
were hardcore into Tekken 7 wanted to
play seven or eight more years of Tekken
7 in fact you know I I I get it like
rose tinted glasses and [ย __ย ] but at the
end of Tekken 7 most of those players
were [ย __ย ] done with that game people
were done with Tekken 7 dude uh kind of
got a handle on it and so their opinion
has seemed to change in the past three
months and I would add the same you know
we had to make a brand new game it had
to feel like a proper installment so
good naku and his team really changed
the game system a lot and uh really
clarified the key concepts of the
characters and and their strengths and
weaknesses and also we did an update
recently uh that address some of the
things that the older players didn't
like maybe enhancing some of the
defensive options Etc so I think the
game's really in a good place currently
many of the core mechanics was great
have changed since the game was first
revealed like specifically I remember
how the heat mechanics worked a little
bit differently when I first saw it now
that you've had six months since release
and have heard feedback from both casual
players and top level Pros do you
envision any more sweeping changes to
the core systems in teeken uh or even
some new
additions like you said uh We've made
some changes to the heat system uh after
release uh the reason it being being
that although uh the concept was clear
and we felt we achieved it that uh it
was very fun to be on the offense and to
open up your opponent and to be able to
do damage Etc uh was quite uh
exhilarating but uh we realized that
some of the elements that people liked
about a 3D fighting game being able to
have the defensive options of uh sidest
stepping or using that 3D uh environment
uh to your advantage strategically uh
was a little bit weaker perhaps than in
past installments so with the update
like we were mentioning it's version one
you know going to change a little bit
more uh so we currently think that the
game is in a good place and uh there no
further uh we've already announced this
to the player base as a whole but uh we
don't plan on uh making any sweeping
changes to the game system itself uh uh
we plan on proceeding with this although
we'll continue to be fixing uh yeah
they'll they'll effectively not make any
sweeping system systemic change
to core game
mechanics until some new busted thing is
found and they have to fix it that's
just the nature of it right think like
that uh and also like we talked about
today more uh about the product as a
whole you know adding new features or
making quality of life improvements uh
trying to make it the be best teeken we
can since it is after all the 30th
anniversary of the
series so Tekken has historically been a
series that has included some kind of
off-the-wall characters like gone moku
Jin Roger Alex Kuma uh and Panda since
Tekken 6 though it's only really been
Kuma and Panda representing that kind of
character archetype uh do you think
Tekken as a Series has largely outgrown
those types of characters or is there a
chance that you could see we could see
those characters come
back tag two had it
all so
the strategy the thinking behind the
franchise hasn't changed it's not like
uh we're intentionally uh removing those
characters per se uh but if you really
take a close look at uh how they were
back in those
iterations uh it was more of like uh
they were we call them compatible
characters in Japanese which means like
move set is another character and it's
just the skin is different right so
there are many of those characters past
not just the anim that you mentioned um
and over the series we've tried to flesh
them out and to do away with that
portion so making sure that each of the
characters are unique so even if you
have Kuma and Panda there their moves
might be slightly different or the rage
arts or or whatever they're their own
unique character so uh that was the main
uh thinking behind that it wasn't
intentional that the other characters
are are not making an appearance uh that
said in in order to get everyone's
favorites and then also include
characters like that we'd have to have a
roster of like 60 some characters uh
which just isn't uh viable from a launch
and then also uh for the player base to
learn how to play against uh that number
of characters is is uh a lot so uh it we
wouldn't say they're not going to make
an appearance ever again that's just the
current state um so guest characters
have been an important Trend in fighting
games and Tekken obviously no here we go
what are your thoughts in general of
having guest characters in your game and
do you do they come with any sort of
unique challenges that maybe the average
Tekken fan might not think about as just
from you know from the perspective of a
fan there is some things that maybe are
behind the scenes that most people won't
notice that uh there's got to be a
variety of conditions that
align we want that particular character
in our game is the
start does that IP owner want their
property in our game and then uh maybe
both say yeah that's that's awesome but
there's in timing like uh for our
franchise when do we want that character
to appear and for them maybe they're
like no we have plans we can't have it
until later or we have plans that are
coming later so it has to everything's
got to line up and then the fans the
fans want to see that in the game so uh
there's a variety of conditions that
have to occur before all this can work
out to be in the game and then I was
just mentioned that even if that that
happens which is the hard part right and
then if you're using like a a famous
character that has a well-known actor
attached to it and their schedule is
insane you have to be able to find time
to get them into the studio to record
voice lines and things like that so
there's so many obstacles that have to
be overcome for that to happen so it is
quite a
challenge I wanted to ask you um if you
were familiar with the the recent rise
of Creator Le team tournaments like the
sage jam slam which you know I know you
you had a a thing with
yesterday oh my God oh my God um and the
CR cup um have you checked any of these
out and what do you think of the team
format of having teams that are led by
professional players but then the teams
themselves are mostly made up of non fgc
streamers YouTubers and other content
creators I know I know you he actually
does watch those events uh and he's a
fan of uh some of the YouTubers or or
streamers as well that maybe not uh
might not be a FCC person so har has
retweeted the heck out of vtubers
playing Tekken eight a great thing
that's happening because you have these
Pros who know their games quite well but
you have the streamers who haven't
perhaps played some of these games and
they all have their own communities who
maybe don't uh play fighting games uh
that are then become interested because
of their favorite streamer another thing
that's quite interesting that happens is
that even if uh some of these people
watch that stream and they find it
interesting maybe they're not even
motivated to to play the game themselves
but they still enjoy watching it and
being a part of the audience and
enjoying that experience a thing that I
got to remind people of uh and what he's
saying is 100% right one thing that I I
have to highlight in there and it's
something El that's a priority of mine
right um Developers will hyper fixate
and focus on for their
titles new audience like they know that
they have to get new audience members to
replace the existing ones because people
will just lose interest in fighting
games I saw the exact same thing at Evo
this year the majority of people that
were in the audience that were watching
uh top eight with us I asked everybody
how many of was their first Evo the
resounding audience the most people said
this was their first Evo
so again it's insanely important from a
game design game development perspective
that you get new players in what ways do
we get new players because we have to
replace the people that effectively lost
interest from the previous games or try
to get them back in some way so again
it's it's big man like uh this this is
this is why I I think I have an ear with
a lot of devs just in general because a
lot of my content is around the same
Focus that is of their efforts our our
goals are the same is to get people into
and appreciate fighting games and get to
try this stuff out for either the first
time or discover something that they've
never discovered before we have like the
same goals uh thing to see uh fighting
games reaching a new audience but maybe
they're not playing it that's still cool
though I would say the same thing you
know I mean I'm a close friend of s am
and some of these people and uh you know
we're not directly involved that often
although we did make an appearance uh
it's great to see what they're doing
with uh the game and to see the the
journey for me especially I was watching
Lily Pichu and to see her uh start off
with no knowledge of Tekken and then she
just becomes so engrossed and I see her
face the hurdles that beginner players
uh face and then she overcomes them as
she's uh playing people online and then
to see her face new problems as an
intermediate player and to see that
journey is really cool and and to see
her community experience that and grow
with her is just totally awesome yeah
and just like you know I I love seeing
it from this perspective of seeing like
the love of fighting games in real time
blossom in someone right right um how
how was it launching on console and PC
without an initial arcade release and
how has that you know changed the the
way you develop and
bro we played a hella early version of
Tekken 8 back in like summer of like 23
or some [ย __ย ] remember that first beta
for Tekken 8 holy crap man this [ย __ย ]
came so far just just for some
perspective in comparison to where
Tekken 8 is at right now that first
version was degenerate as [ย __ย ] dude like
with the double heat Dash with like heat
both characters heat activating on frame
one round start like [ย __ย ] was combos
were like twice as long as they are
now it it's it's crazy to see like how
far they came and how many effectively
very good decisions they made in a short
period of time you know now how has it
changed like post launch updating of
it you know back in the day it was I
guess you could say a bit easier because
uh we start off arcade uh iteration
which just includes the battle portion
of the game uh so that allowed us to uh
put some time into polishing that
portion uh before moving on to the
console in which you start adding the
various modes and other features that uh
the console version received uh but
since we don't have that now it's like
you have to provide everything from the
start you have to do the uh brand new
game systems uh all the stuff that goes
into the console version uh you have to
polish them at the same time as well as
create it and it's just uh it's really
uh intense uh that said uh back in the
day with the arcades uh you know there
wasn't a uh worldwide connected internet
and in the fan base and all that so uh
the communities were really localized
and to get feedback it was very hard
you'd have to pretty much go to that
location where now uh although we have
to create everything at the start and
it's quite intense uh we're more easily
able to uh get feedback from the
community because they're connected to
each other across the the world H and
it's easier to access uh some of the
more Advanced players as well to get
their feedback with the game so that
does help uh you know so there are the
challenges and drawbacks and and then
also the uh the feedback it's easier to
get but you're kind of like overwhelmed
of by it because before you're looking
at just the battle portion for the AR we
release Tekken 8 without an arcade
version you're getting feedback about uh
the balance of the game uh the brand new
system some kind of characters Maybe of
the features of the game that people
there's so much uh that encompasses that
it's quite difficult to sift through it
and then decide what do you prioritize
because we can't do all of it at once
right and then final question I'm asking
this to all the fighting game developers
and producers that I'm talking to but
what do you believe is like the next
step forward for the fighting game genre
we just kind of overcame net code with
most most games coming out now having
roll back net code what what do you
envision at as like any sort of new
innovation or technology that you think
could improve the genre and bring it
into a new era of fighting
games the like you said there's been the
various changes like roll back Etc that
have changed but what we're what he's
looking for in particular is maybe more
of the community aspect and how that uh
changes because we've seen a change
outside of games uh just bro I still
reflect on the fact that when I play
Tekken online now that outside of the
behavior of people which cannot be
controlled not
entirely
the the experience is generally pretty
positive like the connection quality
isn't something that is constantly a
hindrance to my experience of enjoying
the game that is something that Tekken 8
has solved roll back net code in the
game does work it functions it's
great um is it the best it possibly can
be no and do do does people Behavior
also sucks yeah those things are
frustrating but godamn dude
like it's it's wild to me that I'm
enjoying Tekken now more than I have
since arguably Tekken 3 and Tekken 5
because I can actually fight people and
most of the time uh not be angry at some
egregious ele element instead of myself
if I'm just mad at myself then it's okay
there's obviously a path to improve
there but when there's some [ย __ย ] net
code stuff in the way and it's a huge
pain in the ass then I don't it it it is
too frustrating for me you know that's
the one of the main reasons I'll just
stop playing a fighting game completely
the internet as a whole and how people
interact with each other and make
friends Etc uh that perhaps that will
somehow make its way into fighting games
uh and there's kind of an earli
iteration you know our fight Lounge uh
in Tekken 8 that you can experience that
to some degree uh but then also just the
the way that you play the game for
example currently it's normally a
one-on-one match is maybe ranked or
something like that where maybe we start
to see more of a team based battles
which are quite popular in areas like
Japan uh just seeing the way that uh
people interact with each other in a
fighting game not just directly in the
battle is something that will probably
evolve maybe perhaps the way that that
you cheer on someone in in a fighting
game
uh you're not playing directly but
you're still enjoying it as you uh watch
them or maybe uh the way that you
interact with that certain group who are
playing the games on in some kind of a
Lobby Etc these are the areas he thinks
will maybe see
changes there's a lot of possibility in
the AI features that we included for
example in Tekken 8 uh we can play
against uh more refined CPU character
because uh they may make Tendencies Etc
but uh the AI characters the ghost
example that we have uh their various
uses it's not just to battle against
them uh it helps point out your flaws
and help you practice and uh enhance
your weak areas or maybe it's a AI
version of yourself and allows you to
more uh take a step back and see your
own weaknesses more effectively uh and
so it kind of compliments that what
herado was talking about uh that online
community and how you interact with him
but then you also have this kind of AI
companion to help you in your journey as
a player in their kind of uh
interwovenness as he sees
it he's joking that maybe from the AI
players when you beat them they're going
to start sending you salty messages like
real players I I agree with nakatu too
myself that I think the fun part of uh
fighting games and to mentioned this is
not going to change it's that chess
between you and your opponent uh but we
see that it's often hard to get people
to who have no knowledge of fighting
games to get to that step where they
find out why fighting games are so
amazing so I think like nakatu and his
team some of the things that they've
done with the AI characters or I don't
think he talked about it today but uh
the the replay against you and opponent
where you can see that but then you can
practice a certain iteration I think
those kind of things were it helps
people get to that point where they can
enjoy the chess is some of the evolution
we're going to be seeing as
well good interview IGN with the good
interviews from Evo right got both good
interviews from Evo why are we going
down the throat of something in this
second trailer what the hell am I
looking at huh wait a
minute oh we are oh that there we are
okay we're back holy [ย __ย ] going down the
throat of some character over
here um yeah and what they what they
explained about the GU characters also
kind of lines up it it's it's sort of a
a reconfirmation of just how [ย __ย ] works
and how we know stuff operates in that
space so nothing too crazy on that front
but you know it's good to hear that
Tekken Eight's doing good cuz it
deserves it
[Music]
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