DjMizuhara uploaded this video of Tekken 6 from the E3 showfloor. Looks like it's progressing nicely graphically.
Loakum @Driftwood Awesome! I’m loving it! It does show a much crisper picture and the frame rate looks good! I was playing Stella Blade and Dragonball Soarkling Blast! :) (4 Days ago)
Driftwood @Loakum: enjoy, the one Sony sent us will be there on launch day. Coverage will follow asap. (6 Days ago)
Loakum *takes a large sip of victorious grape juice* ok….my PS5 pro arrived early! So much winning! :) (6 Days ago)
Driftwood @reneyvane: non ils l'ont publié le 1er octobre et je crois que tu l'avais déjà linkée. ;) (4 Weeks ago)
CraCra Y a un souci sur les forums ? (7 Weeks ago)
nostradamus very few with religious beliefs are naive or zealots, but for sure don't find amusing their beliefs being thrown in for clout. maybe STFU with that discourse? (10 Weeks ago)
Driftwood Download is now functional again on Gamersyde. Sorry for the past 53 days or so when it wasn't. (> 3 Months ago)
Driftwood Another (French) livestream today at 2:30 CEST but you're welcome to drop by and speak English. I will gladly answer in English when I get a chance to catch a breath. :) (> 3 Months ago)
Driftwood GSY is getting some nice content at 3 pm CEST with our July podcast and some videos of the Deus Ex Mankind Divided preview build. :) (> 3 Months ago)
Driftwood For once we'll be live at 4:30 pm CEST. Blim should not even be tired! (> 3 Months ago)
Driftwood More Quantum Break coverage coming in a few hours, 9:00 a.m CEST. (> 3 Months ago)
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All comments (32)
That blurs alittle too much too.. whats the point in having something in HD resolution then blurring the hell out of it?
It is not suppose to be "World Wide Tekken Championship Tournament" were you expect best fighting there is.
If you want that, go to youtube and search for Tekken 6 matches, you will find something there.
But I hope TN makes a new DOA after NGS2 for PS3, thats my favorite fighting game, even though I don't like fighting games much.
But I can't resist Ryu, Ayane, Kasumi and Hayate in that game, and if TN was smart enough, they should add in Momiji in the roster :D
Blur>>>>>non blur.
In DOA4 picture mode they added in blur there, but when you played there wasent any blur, and I loved the blur effect.
DoA is pretty much broken for me, like the ridiculous window for reversals and the somewhat unbalanced character roster. And calling DoA4 the deepest fighter is just plain silly. Everybody knows that VF occupies that position unopposed.
Sath: i just wanted to counter any "this looks really stiff and bad!" claims straight out the gate, this is not how even a mid level tekken match looks. The guys playing are complete scrubs, the kind that whine like bitches because they can't escape a throw or block low attacks. You know the kind.
I agree with Megido.. That it looks stiff and bad because of how poor the players are compared to seasoned Tekken players.
http://www.challenger.jp/mp4/tekken6br_20090221.html
I think the game looks fantastic and the music is great.. This is the arcade version so I can't really compare character models with the final console version yet and also god I hate the exploding floors, Namco need to get rid of that it looks so cheap.
But explaining this to someone who classifies DoA4 as the deepest fighter around seems like a waste of time and effort :)
Once a player hits you up the aerial juggle fest is on and the damage is ALOT and its no fun at all, especially when you can't get out of it, even when you are on the ground trying to get up.
But for me personally, I like the fluidness and fast combat that DOA is delivering, and it just happens I found 5 or so favorite characters in DOA when I can't find more than 2 favorites on Tekken.
And DOA has fast access to get into and don't need much practice like SC or Tekken.
For example if someone goes to a friends plays and wants to play Tekken, and person owning the game knows more moves than the newcomer, and its not fun at all because it takes quite some time to learn all the moves to be able to fight back.
But with DOA and its easy gameplay and movelist, newcomers can just join and learn to fight back.
Yeah, every fighter should have the tutorial mode of VF4: Evo, but then again if you really are interested in learning Tekken or VF theres a lot of info available on the net.
broman:
Well the same could be said for many a genre. The thing is that this genre has basically only 2 kinks to work out before it's "perfected", or rather taken as long as is possible without fundamentally reworking it. Number one is the learning curve, once you get passed the initial stage of thinking, when it stops being about just pushing buttons and starts being about setups, mixups and spacing is when the game starts and that is a problem for MANY people. Then again that is practically inescapable. The second is balance between characters, playing a broken fighter is not fun at all.
Sath:
As i said, it's the stuff between the juggles that constitutes the actual gameplay of Tekken, not the juggles themselves. If you let yourself get floated you will take severe punishment so you better keep on your toes, that's how it works :)
WinHo:
The big changes include Rage, where a player with low health will deal extra damage. Also the bounce property has been added to some moves, changing the staple combos for many characters (i imagine). And ofc they have added 4 new characters since T5DR (latest Tekken available on a console) and rebalanced the game twice since T5DR.
Its the fact that DOA is a playground of reversals, counter attacks, that makes it so much more than a button basher. Its deeper because of the arrange of attacks available.. not just combo's but using the levels - no beat'em up uses levels in such a way (VF is still pretty much stuck on having a "ring"). The levels in DOA can alter your counters/throws ect. as you use them to your advantage. Its the only beat'em up that after 3yrs of playing i still see new moves.
But none of that is really important because they are completely pointless things anyway! Does wall throws or destructible levels contribute to more balanced or strategic gameplay? The wallthrows perhaps if they deal more damage but it's still such a minor thing that having it included or not could probably be overlooked. You are judging Tekken as bad compared to DoA from a casual point of view, that much is clear, and as such i can understand where you are coming from but i'm telling you: you don't know what you are talking about when you badmouth tekken like this.
Vf is the deepest fighter because it has simple controls yet a system that activates your brain more so than any other fighter. VF has the most decision per whatever unit of time of any given fighter out there, that's my experience.
DOA's stun system also creates a large use of the movelist because the stun system is very lenient and a form of "soft" advantage. Half the moves in the game that would be trash if it were in Tekken would still be useful in DOA because they extend stuns or start stuns on CH. Whereas if you use anything that's unsafe and give you even minor disadvantage in Tekken, you're going to eat at least a string started with 1 or 2, oftentimes like a 1,2,4 from Lee/2,4 from Jin/etc. and at most a big juggle.
DOA has a lot more usable moves because of their mechanics. This isn't to say that it's better or worse, just how the system rolls.
Just sayin', not that I'm defending DOA or saying it's superior or anything. I pretty much play every other fighter since I'm a regular in a lot of NorCal's arcades. I like both Tekken and DOA for different reasons.
As for VF, no one likes VF, not even the Japanese or the developers. (If you've read Japanese VF devs recently, everyone has been saying the latest VF is a brain-drain.) They keep iterating on execution specific systems and more and more people leave it. It's the reason why Tekken 6 is the top fighter right now in Japan for several months now and VF has been hanging around #10. I've actually played a lot of VF (unlike many of those who are here bashing it), it's a great game, but the small windows for throw-breaks and fuzzy guard and all of that don't really make it skillful, just execution specific. Like whenever you get thrown, you want to do 3 different break attempts, when you are struggling, you want to fuzzy guard when you come out. There isn't any REAL decision making to what most people consider the "depth" of VF, it's just execution. The rest of the game can similarly be found in Tekken or DOA, the only difference is that VF has a lot of degrees of punishment, so if you're in minor disadvantage, slightly more minor disadvantage, etc. there's a different way to punish each one and obviously VF and DOA share the open-foot/closed-foot particulars with their juggles that accompany that. So frame traps in VF are generally more superior because you can control the risk/reward better.