MAX REACTS: Harada Discusses Tekken 8's Future!

Maximilian Dood
29 Jul 202424:58

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

  • ๐Ÿ˜€ 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.
  • ๐ŸŽฎ 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.
  • ๐Ÿค 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.
  • ๐Ÿ— The interviewer humorously suggests adding more effort to a Chipotle crossover, like adding guacamole or sour cream to character designs.
  • ๐Ÿ“ˆ Tekken 8 has been well-received, with sales exceeding expectations and the game gaining traction among both new and veteran players.
  • ๐Ÿ”ง Post-launch updates to Tekken 8 have included changes to the heat mechanics to improve defensive options and overall game balance.
  • ๐ŸŽ‰ The Tekken series has evolved to ensure unique character movesets, moving away from 'compatible' characters with only skin differences.
  • ๐ŸŒ Guest characters in Tekken games require alignment of interests, timing, and overcoming logistical challenges like voice actor schedules.
  • ๐Ÿ“น The rise of Creator League team tournaments is seen as a positive development, bringing new audiences to fighting games through streamers and YouTubers.
  • ๐Ÿ’ป Launching Tekken 8 on console and PC without an initial arcade release has intensified development efforts but also improved community feedback accessibility.
  • ๐Ÿ”ฎ 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

00:00

๐Ÿ•น๏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.

05:01

๐ŸŽฎ 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.

10:02

๐Ÿค– 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.

15:03

๐ŸŒ 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.

20:05

๐ŸŽ‰ 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

๐Ÿ’กHara Interview

The term 'Hara Interview' refers to a conversation or discussion with someone named Hara, who appears to be a key figure in the context of the video. It is central to the theme as it sets the stage for the discussion about the game 'Tekken' and its developments. The script mentions finding the Hara interview, indicating its importance to the conversation.

๐Ÿ’กHeihachi

Heihachi is a character from the 'Tekken' series, and his return in the game as a DLC character is a significant point of discussion in the video. The script discusses the reasons behind bringing Heihachi back from the dead, which is a dramatic element in the game's storyline and a key topic in the interview.

๐Ÿ’กTekken 7

Tekken 7 is a previous installment in the 'Tekken' franchise, and the script mentions it to provide context for the narrative and developments leading up to Tekken 8. It is used to explain the storyline's progression and the decision to bring back Heihachi, showing the evolution of the game series.

๐Ÿ’กDLC

DLC stands for 'Downloadable Content,' which in the context of the video, refers to additional content for a game that can be downloaded by players. The script discusses Heihachi as the third DLC character for 'Tekken,' highlighting the method by which new characters are introduced to the game post-launch.

๐Ÿ’กTekken 8

Tekken 8 is the main subject of the video, being the latest installment in the 'Tekken' series. The script discusses various aspects of the game, including its development, character inclusions, and partnerships with brands like Chipotle and Nike, making it the central focus of the interview.

๐Ÿ’ก30th Anniversary

The 30th Anniversary refers to the celebration of three decades since the 'Tekken' franchise began. The script mentions this milestone as a reason for bringing back Heihachi and for making certain design choices in the game, such as the inclusion of devil wings in the logo.

๐Ÿ’กRollback Netcode

Rollback Netcode is a technology used in online gaming to reduce latency and improve the experience in fighting games. The script mentions it as a significant advancement in the genre that has been implemented in Tekken 8, contributing to a better online gaming experience.

๐Ÿ’กAI Features

AI features in the context of the video refer to the artificial intelligence aspects of the game, such as AI opponents that players can practice against. The script discusses the potential of these features to help players improve their skills and identify weaknesses in their gameplay.

๐Ÿ’กCommunity Aspect

The community aspect refers to how players interact with each other, both in-game and online. The script suggests that the future of fighting games might involve more community-focused features, such as team-based battles or improved social interactions within the game.

๐Ÿ’กGuest Characters

Guest characters are characters from other franchises that appear in a game as a form of cross-over. The script discusses the inclusion of such characters in 'Tekken' and the challenges and considerations involved in their integration into the game.

๐Ÿ’กCreator Le Team Tournaments

Creator Le Team Tournaments refer to events where professional players lead teams that include streamers, YouTubers, and other content creators. The script mentions these as a way to engage new audiences and bring fresh interest to the game, showcasing the community's involvement beyond just playing the game.

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

play00:00

let's

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[Music]

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go uh where is the Hara interview do we

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know found

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it found it so I guess to start this off

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uh why did you lie to us why how how is

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how is uh hiachi coming back from the

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dead and uh you know what what made you

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want to bring heihachi back as the third

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DLC character for Tekken yeah tell

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me he didn't mean to lie or anything

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about that it was uh you know Tekken 7

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the really focused on the story arc

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between heach and his son kazia and so

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uh we really wanted to show that kind of

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a final conclusion and uh he seemed to

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die uh at that point right but then

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after that happened uh ticken 8 was

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released and we put a lot of effort into

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the story and the fans really seem to be

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engaged with that and as that was

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happening we were kind of feeling that

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the players kind of missed him as

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well obviously we did too so uh it was

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kind of decided later on that uh we

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would do that so it wasn't a lie and

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then also uh the timing is right since

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it's the 30th anniversary of the

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franchise so we need all three of the

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machines

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they have several excuses in the series

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right so you know after the fact uh we

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did kind of make the preparations uh you

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know Raina kind of that uh link that she

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has to

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hiachi uh and then also uh the the logo

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of the 30th Anniversary if you look

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closely at it uh you can see that it's

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comprised of uh devil wings two

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different uh Styles also he's hair if

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you take a step back and look at it it

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actually looks like the silhouette his

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face right Tot so we were doing uh some

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of the preparations uh in the background

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I know it's early um but can you tell us

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a little bit about how this Tekken 8

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version of hiachi will be different from

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previous iterations and maybe like how

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he will use heat to his

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Advantage uh like you uh imagine it is a

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bit too early to be talking uh many

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details about this character uh but to

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give some hints um he's a very powerful

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play style uh throughout the series so

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we tried to recreate that in Tekken 8 uh

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so the focus is on that but also if you

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saw little story hints about the the

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monks in the the footage uh and what he

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has to do with them and uh that maybe

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will dictate some of his mve set as well

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so there's some hints there uh we hope

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that you look forward to hearing more

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about it

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this is just giv me a reason to play

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Soulcalibur 2 heihachi so another thing

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that you've announced is this

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partnership with Chipotle and Nike can

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you talk a little bit about howal came

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about hell yeah let's talk about this

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several different cases um sometimes uh

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they approach us fu yeah Nike Chipotle

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them uh but there needs to be you know

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the right X Safeway it's a win for us

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it's a win for Albertson's Cross Street

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Fighter also for the fans I've been

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waiting finally uh with the Nike thing

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uh you know n and I are both big sneaker

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uh myself and him uh are fans but

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there's a lot of people on the uh team

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as well that love Nike and so it just

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happened that uh that's something that

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there's a lot of sneaker heads in the

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game all the characters get Nike kicks

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now that's funny also the Nike side uh

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we found out they really uh knew uh

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about Kia's uh being a sneaker head and

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we had a lot of fighting fans on the

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Nike

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sideone you get to watch this this this

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thing kick you in the face they've been

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supporting the fighting game Community

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uh it's a good match with Gamers uh in

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their franchises and and then also if

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it's something the fans are enjoying

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obviously that's good for us from our

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side as well so it came about that hey

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that's a a win for everyone let's do it

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so although the star bro these are some

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low effort crossovers right I need a a

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little mound of guacamole on top of

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their head like this is some low effort

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[ย __ย ] can we get like sour cream drizzled

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on their faces and stuff can we get kind

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of imaginary can we get some imagination

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in here right please can we get the drip

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of sour cream on the characters can we

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get sprinkle some cheese on top of any

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character come on dude use your

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imagination are pretty similar so we're

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a half a year into Tekken 's life cycle

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how happy are you with how the game has

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been received by fans and then

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separately how have the sales so far met

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with your own

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expectations after the game release uh

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it's been six months like you said we're

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we're happy with uh how the title's

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Performing it's uh continued at a faster

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Pace than the Tekken 7 uh also

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considering that compared to the other

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fighting game titles uh we we haven't

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done the previous generation of of

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Hardware it's only on the current

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generation so uh that considered as well

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I think it's it's doing well and then

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also from the community's perspective uh

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you know the game has been released and

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uh it was supported a lot by new players

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uh some of the uh people who've been

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with the series for a long time uh you

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know they voice some some concerns Etc

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at the beginning but uh those opinions

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change over the time we've noticed

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during tournaments progressing Etc

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people have more time with the game even

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the more advanced players yeah the good

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news is that the game is different right

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like that's that's the cool part about

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Tekken 8 is that it is one of the most

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different Tekken games I don't want I

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don't think Tekken 7 fans people that

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were hardcore into Tekken 7 wanted to

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play seven or eight more years of Tekken

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7 in fact you know I I I get it like

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rose tinted glasses and [ย __ย ] but at the

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end of Tekken 7 most of those players

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were [ย __ย ] done with that game people

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were done with Tekken 7 dude uh kind of

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got a handle on it and so their opinion

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has seemed to change in the past three

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months and I would add the same you know

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we had to make a brand new game it had

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to feel like a proper installment so

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good naku and his team really changed

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the game system a lot and uh really

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clarified the key concepts of the

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characters and and their strengths and

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weaknesses and also we did an update

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recently uh that address some of the

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things that the older players didn't

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like maybe enhancing some of the

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defensive options Etc so I think the

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game's really in a good place currently

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many of the core mechanics was great

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have changed since the game was first

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revealed like specifically I remember

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how the heat mechanics worked a little

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bit differently when I first saw it now

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that you've had six months since release

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and have heard feedback from both casual

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players and top level Pros do you

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envision any more sweeping changes to

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the core systems in teeken uh or even

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some new

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additions like you said uh We've made

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some changes to the heat system uh after

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release uh the reason it being being

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that although uh the concept was clear

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and we felt we achieved it that uh it

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was very fun to be on the offense and to

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open up your opponent and to be able to

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do damage Etc uh was quite uh

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exhilarating but uh we realized that

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some of the elements that people liked

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about a 3D fighting game being able to

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have the defensive options of uh sidest

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stepping or using that 3D uh environment

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uh to your advantage strategically uh

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was a little bit weaker perhaps than in

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past installments so with the update

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like we were mentioning it's version one

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you know going to change a little bit

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more uh so we currently think that the

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game is in a good place and uh there no

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further uh we've already announced this

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to the player base as a whole but uh we

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don't plan on uh making any sweeping

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changes to the game system itself uh uh

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we plan on proceeding with this although

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we'll continue to be fixing uh yeah

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they'll they'll effectively not make any

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sweeping system systemic change

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to core game

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mechanics until some new busted thing is

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found and they have to fix it that's

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just the nature of it right think like

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that uh and also like we talked about

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today more uh about the product as a

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whole you know adding new features or

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making quality of life improvements uh

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trying to make it the be best teeken we

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can since it is after all the 30th

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anniversary of the

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series so Tekken has historically been a

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series that has included some kind of

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off-the-wall characters like gone moku

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Jin Roger Alex Kuma uh and Panda since

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Tekken 6 though it's only really been

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Kuma and Panda representing that kind of

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character archetype uh do you think

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Tekken as a Series has largely outgrown

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those types of characters or is there a

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chance that you could see we could see

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those characters come

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back tag two had it

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all so

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the strategy the thinking behind the

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franchise hasn't changed it's not like

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uh we're intentionally uh removing those

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characters per se uh but if you really

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take a close look at uh how they were

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back in those

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iterations uh it was more of like uh

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they were we call them compatible

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characters in Japanese which means like

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move set is another character and it's

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just the skin is different right so

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there are many of those characters past

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not just the anim that you mentioned um

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and over the series we've tried to flesh

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them out and to do away with that

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portion so making sure that each of the

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characters are unique so even if you

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have Kuma and Panda there their moves

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might be slightly different or the rage

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arts or or whatever they're their own

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unique character so uh that was the main

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uh thinking behind that it wasn't

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intentional that the other characters

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are are not making an appearance uh that

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said in in order to get everyone's

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favorites and then also include

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characters like that we'd have to have a

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roster of like 60 some characters uh

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which just isn't uh viable from a launch

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and then also uh for the player base to

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learn how to play against uh that number

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of characters is is uh a lot so uh it we

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wouldn't say they're not going to make

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an appearance ever again that's just the

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current state um so guest characters

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have been an important Trend in fighting

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games and Tekken obviously no here we go

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what are your thoughts in general of

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having guest characters in your game and

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do you do they come with any sort of

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unique challenges that maybe the average

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Tekken fan might not think about as just

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from you know from the perspective of a

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fan there is some things that maybe are

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behind the scenes that most people won't

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notice that uh there's got to be a

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variety of conditions that

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align we want that particular character

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in our game is the

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start does that IP owner want their

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property in our game and then uh maybe

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both say yeah that's that's awesome but

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there's in timing like uh for our

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franchise when do we want that character

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to appear and for them maybe they're

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like no we have plans we can't have it

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until later or we have plans that are

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coming later so it has to everything's

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got to line up and then the fans the

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fans want to see that in the game so uh

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there's a variety of conditions that

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have to occur before all this can work

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out to be in the game and then I was

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just mentioned that even if that that

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happens which is the hard part right and

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then if you're using like a a famous

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character that has a well-known actor

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attached to it and their schedule is

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insane you have to be able to find time

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to get them into the studio to record

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voice lines and things like that so

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there's so many obstacles that have to

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be overcome for that to happen so it is

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quite a

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challenge I wanted to ask you um if you

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were familiar with the the recent rise

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of Creator Le team tournaments like the

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sage jam slam which you know I know you

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you had a a thing with

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yesterday oh my God oh my God um and the

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CR cup um have you checked any of these

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out and what do you think of the team

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format of having teams that are led by

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professional players but then the teams

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themselves are mostly made up of non fgc

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streamers YouTubers and other content

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creators I know I know you he actually

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does watch those events uh and he's a

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fan of uh some of the YouTubers or or

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streamers as well that maybe not uh

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might not be a FCC person so har has

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retweeted the heck out of vtubers

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playing Tekken eight a great thing

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that's happening because you have these

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Pros who know their games quite well but

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you have the streamers who haven't

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perhaps played some of these games and

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they all have their own communities who

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maybe don't uh play fighting games uh

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that are then become interested because

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of their favorite streamer another thing

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that's quite interesting that happens is

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that even if uh some of these people

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watch that stream and they find it

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interesting maybe they're not even

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motivated to to play the game themselves

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but they still enjoy watching it and

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being a part of the audience and

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enjoying that experience a thing that I

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got to remind people of uh and what he's

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saying is 100% right one thing that I I

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have to highlight in there and it's

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something El that's a priority of mine

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right um Developers will hyper fixate

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and focus on for their

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titles new audience like they know that

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they have to get new audience members to

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replace the existing ones because people

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will just lose interest in fighting

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games I saw the exact same thing at Evo

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this year the majority of people that

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were in the audience that were watching

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uh top eight with us I asked everybody

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how many of was their first Evo the

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resounding audience the most people said

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this was their first Evo

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so again it's insanely important from a

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game design game development perspective

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that you get new players in what ways do

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we get new players because we have to

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replace the people that effectively lost

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interest from the previous games or try

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to get them back in some way so again

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it's it's big man like uh this this is

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this is why I I think I have an ear with

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a lot of devs just in general because a

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lot of my content is around the same

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Focus that is of their efforts our our

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goals are the same is to get people into

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and appreciate fighting games and get to

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try this stuff out for either the first

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time or discover something that they've

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never discovered before we have like the

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same goals uh thing to see uh fighting

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games reaching a new audience but maybe

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they're not playing it that's still cool

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though I would say the same thing you

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know I mean I'm a close friend of s am

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and some of these people and uh you know

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we're not directly involved that often

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although we did make an appearance uh

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it's great to see what they're doing

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with uh the game and to see the the

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journey for me especially I was watching

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Lily Pichu and to see her uh start off

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with no knowledge of Tekken and then she

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just becomes so engrossed and I see her

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face the hurdles that beginner players

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uh face and then she overcomes them as

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she's uh playing people online and then

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to see her face new problems as an

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intermediate player and to see that

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journey is really cool and and to see

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her community experience that and grow

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with her is just totally awesome yeah

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and just like you know I I love seeing

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it from this perspective of seeing like

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the love of fighting games in real time

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blossom in someone right right um how

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how was it launching on console and PC

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without an initial arcade release and

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how has that you know changed the the

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way you develop and

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bro we played a hella early version of

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Tekken 8 back in like summer of like 23

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or some [ย __ย ] remember that first beta

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for Tekken 8 holy crap man this [ย __ย ]

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came so far just just for some

play16:38

perspective in comparison to where

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Tekken 8 is at right now that first

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version was degenerate as [ย __ย ] dude like

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with the double heat Dash with like heat

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both characters heat activating on frame

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one round start like [ย __ย ] was combos

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were like twice as long as they are

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now it it's it's crazy to see like how

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far they came and how many effectively

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very good decisions they made in a short

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period of time you know now how has it

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changed like post launch updating of

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it you know back in the day it was I

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guess you could say a bit easier because

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uh we start off arcade uh iteration

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which just includes the battle portion

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of the game uh so that allowed us to uh

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put some time into polishing that

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portion uh before moving on to the

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console in which you start adding the

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various modes and other features that uh

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the console version received uh but

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since we don't have that now it's like

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you have to provide everything from the

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start you have to do the uh brand new

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game systems uh all the stuff that goes

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into the console version uh you have to

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polish them at the same time as well as

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create it and it's just uh it's really

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uh intense uh that said uh back in the

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day with the arcades uh you know there

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wasn't a uh worldwide connected internet

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and in the fan base and all that so uh

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the communities were really localized

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and to get feedback it was very hard

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you'd have to pretty much go to that

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location where now uh although we have

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to create everything at the start and

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it's quite intense uh we're more easily

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able to uh get feedback from the

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community because they're connected to

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each other across the the world H and

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it's easier to access uh some of the

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more Advanced players as well to get

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their feedback with the game so that

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does help uh you know so there are the

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challenges and drawbacks and and then

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also the uh the feedback it's easier to

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get but you're kind of like overwhelmed

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of by it because before you're looking

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at just the battle portion for the AR we

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release Tekken 8 without an arcade

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version you're getting feedback about uh

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the balance of the game uh the brand new

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system some kind of characters Maybe of

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the features of the game that people

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there's so much uh that encompasses that

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it's quite difficult to sift through it

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and then decide what do you prioritize

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because we can't do all of it at once

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right and then final question I'm asking

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this to all the fighting game developers

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and producers that I'm talking to but

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what do you believe is like the next

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step forward for the fighting game genre

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we just kind of overcame net code with

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most most games coming out now having

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roll back net code what what do you

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envision at as like any sort of new

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innovation or technology that you think

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could improve the genre and bring it

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into a new era of fighting

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games the like you said there's been the

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various changes like roll back Etc that

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have changed but what we're what he's

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looking for in particular is maybe more

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of the community aspect and how that uh

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changes because we've seen a change

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outside of games uh just bro I still

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reflect on the fact that when I play

play19:57

Tekken online now that outside of the

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behavior of people which cannot be

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controlled not

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entirely

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the the experience is generally pretty

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positive like the connection quality

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isn't something that is constantly a

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hindrance to my experience of enjoying

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the game that is something that Tekken 8

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has solved roll back net code in the

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game does work it functions it's

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great um is it the best it possibly can

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be no and do do does people Behavior

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also sucks yeah those things are

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frustrating but godamn dude

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like it's it's wild to me that I'm

play20:44

enjoying Tekken now more than I have

play20:47

since arguably Tekken 3 and Tekken 5

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because I can actually fight people and

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most of the time uh not be angry at some

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egregious ele element instead of myself

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if I'm just mad at myself then it's okay

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there's obviously a path to improve

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there but when there's some [ย __ย ] net

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code stuff in the way and it's a huge

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pain in the ass then I don't it it it is

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too frustrating for me you know that's

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the one of the main reasons I'll just

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stop playing a fighting game completely

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the internet as a whole and how people

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interact with each other and make

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friends Etc uh that perhaps that will

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somehow make its way into fighting games

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uh and there's kind of an earli

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iteration you know our fight Lounge uh

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in Tekken 8 that you can experience that

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to some degree uh but then also just the

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the way that you play the game for

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example currently it's normally a

play21:36

one-on-one match is maybe ranked or

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something like that where maybe we start

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to see more of a team based battles

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which are quite popular in areas like

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Japan uh just seeing the way that uh

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people interact with each other in a

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fighting game not just directly in the

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battle is something that will probably

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evolve maybe perhaps the way that that

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you cheer on someone in in a fighting

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game

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uh you're not playing directly but

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you're still enjoying it as you uh watch

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them or maybe uh the way that you

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interact with that certain group who are

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playing the games on in some kind of a

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Lobby Etc these are the areas he thinks

play22:11

will maybe see

play22:14

changes there's a lot of possibility in

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the AI features that we included for

play22:19

example in Tekken 8 uh we can play

play22:21

against uh more refined CPU character

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because uh they may make Tendencies Etc

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but uh the AI characters the ghost

play22:30

example that we have uh their various

play22:32

uses it's not just to battle against

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them uh it helps point out your flaws

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and help you practice and uh enhance

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your weak areas or maybe it's a AI

play22:41

version of yourself and allows you to

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more uh take a step back and see your

play22:45

own weaknesses more effectively uh and

play22:48

so it kind of compliments that what

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herado was talking about uh that online

play22:52

community and how you interact with him

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but then you also have this kind of AI

play22:55

companion to help you in your journey as

play22:57

a player in their kind of uh

play23:00

interwovenness as he sees

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it he's joking that maybe from the AI

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players when you beat them they're going

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to start sending you salty messages like

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real players I I agree with nakatu too

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myself that I think the fun part of uh

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fighting games and to mentioned this is

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not going to change it's that chess

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between you and your opponent uh but we

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see that it's often hard to get people

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to who have no knowledge of fighting

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games to get to that step where they

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find out why fighting games are so

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amazing so I think like nakatu and his

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team some of the things that they've

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done with the AI characters or I don't

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think he talked about it today but uh

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the the replay against you and opponent

play23:39

where you can see that but then you can

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practice a certain iteration I think

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those kind of things were it helps

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people get to that point where they can

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enjoy the chess is some of the evolution

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we're going to be seeing as

play23:50

well good interview IGN with the good

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interviews from Evo right got both good

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interviews from Evo why are we going

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down the throat of something in this

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second trailer what the hell am I

play24:02

looking at huh wait a

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minute oh we are oh that there we are

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okay we're back holy [ย __ย ] going down the

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throat of some character over

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here um yeah and what they what they

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explained about the GU characters also

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kind of lines up it it's it's sort of a

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a reconfirmation of just how [ย __ย ] works

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and how we know stuff operates in that

play24:29

space so nothing too crazy on that front

play24:32

but you know it's good to hear that

play24:34

Tekken Eight's doing good cuz it

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deserves it

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[Music]

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Tekken 8Game DevelopmentCharacter DLCInterview InsightsCommunity FeedbackNetcode EvolutionAI FeaturesFighting GamesCrossover PartnershipsGameplay Mechanics