Tekken 6 Review
Grievous bodily fun?
Version tested:
If you're looking for the current beat-'em-up champion here in the West, look no further than Street Fighter IV. Upon finally reaching G1 earlier this year, after many hours in championship mode, a glance at the leaderboards revealed I was still ranked below 6000 more dedicated players. Eek.
But in Japanese arcades the popularity contest has gone a very different way. The latest statistics from Arcadia Magazine suggest that Tekken 6: Bloodline Rebellion has the largest audience, followed by BlazBlue, Melty Blood, Guilty Gear, and then Street Fighter IV. When you consider Tekken 6 has been out in Japan since 2007, the continued devotion is even more impressive.
The question is, does the long overdue console port of Tekken 6 have what it takes to wow the West?
Graphically, Tekken 6 shows a bit of age but is still attractive. All the characters have been well realised, with a standard of detail comparable to SoulCalibur IV, if not quite beyond Virtua Fighter 5. Animation is also top notch, with each combatant faithfully representing their chosen fighting style - albeit with inhuman strength and reduced gravity. Namco has also furnished Tekken 6 with an optional motion blur, which communicates a greater sense of momentum.

Tekken 6 now includes multi-tiered arenas. By bounding an opponent off the floor you can sometimes break into the room below.
Underneath the new textures and added polygons, all your old favourites like Jin, Hwoarang, Nina and Paul have made it into the game along with six new fighters, giving Tekken 6 a 40-strong roster and a new variety benchmark. The new bloods are three new guys and three new girls, with the larger than life Bob my pick of the litter. His flamboyant flips and pirouettes are at odds with his excessive girth, and I can't help smiling at names like "rolling kebab" and "supersize missile".
For those players eager to make the jump from Tekken 5 to Tekken 6, be warned that Namco has made significant changes to a handful of characters. Most noticeable is Yoshimitsu and his new double sword style. One of Yoshimitsu's unique strengths throughout the series has been his crazy stances and unblockable sword attacks, and although he retains many of his classic moves, the ways in which they combo together have been drastically reworked. It's not just Yoshimitsu though - Marshall Law has also received a few tweaks. The JKD Chef is a few moves up from his Tekken 5 outing and looks more Game of Death than ever in his black and yellow tracksuit.
Despite these changes there is much about Tekken 6 which feels familiar, and if you're a Hwoarang, Bryan or Eddy player, you'll find the old juggle combos still work as well as they used to do. Indeed, the new fighting system isn't much of an evolution from Tekken 5. The emphasis is still on juggle combos where both players fish for a launcher whilst playing a mental war of low, high, throw and counter.

The enemies in the Scenario Campaign have a tendency to gang up. At one point my Nina was stampeded by a horde of angry Sumo.
But Tekken 6 also adds the new Bound system, allowing players to bounce their opponent off the ground during a juggle combo for an even more viscous assault. The airtime this creates is the longest in Tekken history, with a high-level "bouncy castle" combo doing slightly over a third of full damage on average. However, the damage scaling usually kicks in before things get too silly.
The other new mechanic is Rage. This is activated during your last slither of health and increases your damage output. Usually this doesn't change the outcome of a match, but there have been instances where I've suffered a galling defeat at the hands of a Rage-fuelled Bound combo - in some cases going from half health to nothing. Clearly it's designed to give people one last shot at victory, but the problem with it is that the increase in damage is so great that you probably won't get the same opportunity should you find yourself on the receiving end. It doesn't break the game, but the game would arguably have been better without it.
Namco has at least thrown in a wide selection of modes, including arcade, versus, team battle, time attack, survival, ghost battle and practice. The practice mode is pretty basic and doesn't even include a way to record attack patterns or turn on the Rage state, but otherwise it's reasonably functional. Arcade mode is exactly that and ends with a showdown against the Egyptian ice-god Azazel - or at least that's what he/she/it looks like. As you'd expect, Azazel is the typical Tekken cheese-fest, with cheap tricks ranging from laser beams to summoning stalagmites from the ground. But in comparison to bonus boss Nancy-MI847J, Azazel is pretty tame.
"Tame" is also a good way to describe the new Scenario Campaign. This new mode kicks off with a lengthy cinematic that outlines the King of Iron Fist tournament's canon story. You know the drill: Heihachi throws Kazuya off a cliff, Kazuya returns the favour and then Heihachi throws Kazuya into a volcano and then shoots Jin, etc. Players are introduced to Alisa and Lars, the latter of whom has lost his memory, before the campaign begins proper. The campaign gameplay is best described as 3D Streets of Rage where you beat up waves of generic enemies before facing an end-of-level boss. It's all very basic, but Namco has done its best to inject the full fighting system, and although fiddly on the 360 pad, it's just about bearable.
Aside from the main story the campaign also houses the arena mode. This is similar to the standard arcade mode but can only be played through with characters you've unlocked in the campaign. The purpose of the Arena is to view each character's ending cinematic, and many of these are worth watching with Bob's a particular highlight. "Only 150 pounds... Noooooooooo!"

The ranking system from Tekken 5 makes a return. It's a long journey from 9th kyu to Tekken Lord.
Playing the campaign will also unlock clothing and accessories for your character. By heading into the customisation menu you can completely change a fighter's threads and hairstyle, and although the options aren't that vast, there is scope to dress Marduk as an American footballer and Armour King in a "full" leopard costume. Similar to SoulCalibur IV, some of these accessories also confer special effects in the campaign, ranging from basic attack increases to health regeneration and element damage.
The most interesting customisation feature is the new Item Moves. By equipping Bryan with a mini-gun or Armour King with a studded bat, both characters can use their weapon with a specific command. Generally these moves do little damage, but there's something satisfying about finishing an online opponent with Law's legendary nunchaku.

By winning fights players also earn money which can be spent on clothing, accessories, coloured auras and pop-up comic book effects.
With that said, Tekken 6 disappoints in the online department. It's a shame, because all the right features are in place including ranked and player matches, a solid matchmaking system, continental learderboards and ghost data swapping. But in my experience on Xbox Live the netcode is often inadequate, with noticeable lag - even during a solid green connection. It's not as bad as The King of Fighters XII, but it's definitely not as stable as Street Fighter IV or the excellent BlazBlue. As always, the input lag makes cheap tactics like spamming Kazuya's spin-kicks harder to avoid, and for this reason there also seems to be an increasing abundance of online capoeira. Just remember to block low early.
As a package, Tekken 6 is far from perfect but it's still a solid fighter and superior to the likes of KOFXII for head-to-head couch play. The new modes and features do little to change the classic formula, but the sixth King of Iron Fist Tournament is nonetheless deep, balanced and rewarding to those who invest the time. It's also very accessible to those who just want to dabble with an intuitive fighter and not spend hours in the practice mode. Had Namco spent a bit less time on the forgettable Scenario Campaign and more on sorting out the netcode, however, this could have gone higher. A miracle patch would be very helpful.
7 / 10
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Comments (41) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Anyway, Street Fighter IV is too much fun! Making the characters memorable and highly individual is a great move for a fighting game (everybody and their uncle recognises Ryu, Ken, E Honda, Blanka, Zangief, etc.) Tekken's characters never really stood out for me...
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Its all rather... bland.
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Seems the idea is being copied. January-March 2010 is dominated with incredible games. Capcom games Dark Void and Lost Planet 2 will get some heavy competition this time around.
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I spoke with Tom about this and we both agreed that it was important for the review to cover the online experience. The only way to do this was to have the review published after the commercial release
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But after Tekken 5, I kinda got bored of the game. And now, thanks for SFIV and BB, I have very little need for a new Tekken, especially one that is so old.
I was tempted to pre-order the special edition with the stick, but after hearing bad things about it, I decided against it. Its a solid average all round from what I have heard.
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I'd say 7/10 is a fair review, maybe a 6 in my experience.
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Scenario Mode is completely superfluous, though. They should have made a Challenge Mode like the one in SFIV instead, but unlike SFIV, it should be one that teached you the best combos, not the most stupidly hard ones, which are almost impossible to pull off in a real match.
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I love fighters but no way I'm paying fullprice for a rework. I'll wait till it hits 25 somewhere.
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It seems like people bought a Tekken game, and are dissapointed beacuse it plays like Tekken.
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Scenario mode is also a bit of bs. Controls hardly work at all.
Still, the old one on one with mates is as fun (with a few beers) as ever. Score is bang on.
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I agree.
I used to be a huge Tekken fan but feels that the series is a bit outdated - but will pick it up used or when it drops to about €20.
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I don't want to denigrate the review, since the reviewer obviously really knows his stuff, but I wish it went into a little more detail on how it plays on the different controllers.
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I believe one person controller experience will be different from another. If you truly play fighting games like Tekken, its probably best to just pick up a fighting stick. The pads in my opinion pretty much play the same which is terrible for a game like Tekken but that's just my opinion.
@ Windypops - get a stick then, 360 pad is shit for games like SF, Tekken etc etc.
Interesting that you should say that the 360 pad is terrible for SF games. Even though I agree with this statement, I have seen videos on Youtube of people do the most difficult combos using the 360 pad like it was nothing. Even though I cannot work with a gamepad when playing Fighting games, I am guessing if you are use to a pad that you can make it work with whatever you play.
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dated graphics aside, the gameplay is still hot, and bounding along with the new low parry are nice additional features to the forumula. But yeah, my biggest issue is with the net code. Saying both players have top connection when finally the fight begins and it's a total mess. I've not had one fight without horrendous input lag.
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I'm glad Eurogamer mentioned Yoshi too - what they've done with him is EPIC!
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Well, it came out on Friday, so it's not *that* late. But the reason is two things - a) that we had so much on last week with the Expo and b) Matt and I both wanted to make sure we could comment on the multiplayer, which didn't work on our review disc.
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"don't want to waste money" and "buy it on the first day on sale" are mutually exclusive statements! ;p
Personally though, I'm disappointed in 6 - last Tekken a i was a huge fan of was Tekken 3, which I had on NTSC-J so it was smooth and fast and looked great. This feels slower than I recall, and it's definitely no looker compared with some other fighters. Not hugely important sure, but disappointing.
Online is very laggy in my experience over the weekend, and as for Azazel... >_
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i hate that and sf4's revenge gauge - fuck sake, the opponent is losing and at the same time i am giving them the ability to defeat me, fucking pisses me off
got to G1 but had enough of the silly unbalanced sf4 - blazblue all the way
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Are there any screenshots of that thing? I've got to see it, but I'm not paying up for the privilege
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Great review though, the core gameplay is good in this one, but Namco have really lost touch with what gamers are looking for out of home ports imo.
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I hate juggle-fests so "Rage-fuelled Bound combo - in some cases going from half health to nothing" is a total no thanks from me. Theres no 'out' for these juggles! Sure, give someone a couple of hits for a combo well learned but not this.
I remember doing Kings 4 and 5-throw combos back in tekken3, took a long time to learn but every single step had a counter to roll out of it and the opener was obviously signalled: the risk, tempered with skill and reward offered some balance.
And to hell with cheap as cheese 'bosses' that require pure cheese to beat! Best i can figure is its the only way to balance it for 40 possible opponents, make it equally as unbearable for all of them...
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The game in gameplay is better than ever, and is not a surprise that according to Namco the sales in his first week are around 2.5 million (higher than SC IV and SF IV), that fits with the absolute domination in the arcade scene provided by Tekken 6 and Bloodline Rebellion in the last 3 years.
The main problem that I find in my few hours of contact with the game are related to the menu design. In previous versions the main screen was the node to all the options, settings and game modes, while in Tekken 6 the main screen is the instant acces to the campaing mode. This means that any thing that you want to do in the game apart from the campaign mode forces you to suffer hurting loading screens. This is even worse since the campaign mode is, as in almost any game of the genre -except SC & SC II- a trash.
Tekken 6 is still arguably the best fighting game in the generation, thanx to the superb gameplay mechanics, as the arcade scene in Korea, Japan and NA has proved, but the game could be better disabling the annoying campaign mode and improving the crapy matchmaking with a better netcode and dedicated servers. Still, it offers more characters than ever, more cinematics and unlockable stuff than ever and more customization options than ever. I miss the recording vids options from VF and Tekken 4, but once you enter in the art of mastering the juggles, is hard to take care about other fg.
I disagree with the criticism to the roster, I can't see more charismatic characters in the competence. In a genre based on archetypes, I hardly can see how japan style karate fighters could fit better than under the skin of the Mishimas.
A last advice: the Hori stick doesn't worth the money. Maybe is hard to me to adapt to arcade sticks after so many time with pads, but imo the best controller to the game is the Dual Shock 2, then Sixaxis/DualShock 3 then the Hori Acrade Stick.
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it's allways been about bounces and juggle combos
all those people that are saying how VF5 is so much more realistic realy should play the game first
my 4 yr old daughter beat 4 people using lei fei just bashing the buttons randomly and one of them was a 4th dan as for juggle combos ive been kicked up by a kage user and all he did was the down forward elbow move floating me across the screen till i died and i can air juggle with jeffrey from a full bar till death thats far from realistic.
I miss VF2 that was a real pro game =*( *