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Tekken 5

Punching people is brilliant, I love it, it’s that tremendous sense of testosterone gushing through your mental sinews as you destroy your unfit and definitely untalented Electronic Theatre Image opponent, watching them try to hit you with their protracted attacks, whilst leisurely leaning back to take them by surprise with a flurry of swings destroying their guard and knocking ‘em to the ground. Then as they lay prostate in front of you, waiting for you to perform that final killing attack, you can consider the option that thankfully it has never got to this, well not for me personally, fights are never really that good. The thing is you hurt them, they hurt you, you both hate one another just a little more for hitting the other in the first place and there’ll probably be blood somewhere, for someone to find and clean up, it takes all the joy out of it. Wouldn’t it just be better if we could all go to one little place where it looks and sounds like here, but where you can learn to annihilate people in seconds without even hurting them. Well I’ve been there for the past week.

It’s true punching people is loads of fun but this little world of a game involves so very much more than just punching. The majority of the moves from the previous editions of the Tekken tournament are still there, if slightly modElectronic Theatre Imageified, but the amount of new moves I’m still finding for every character is astounding, plus there are three brand new characters with their own unique styles of fighting. It seems everything has been brought into a central balance; slower people have gained more quick attacks and complex power moves, whereas quicker people have obtained a more structure and variation in their attacks. There has been a complete overhaul of the base moves for every character, keeping within their relevant style but enhancing the choice of attacks during small spaces of time. It is with those few seconds that you can really see the effort NAMCO has put into the combat of this production, because of how they’ve totally taken the brief pause between moves out; you now can perform two or three split-second moves, giving you an advantage and then follow them immediately with a bone crusher, just repeat until you’ve finished the job. Easy really, it’s just the opponents’ can and, damn well will, do it too.

It’s really hard to explain how much they’ve done to this very simple, four button, moves system. In fact I didn’t really know until I fought one of the high level AI fighters, Electronic Theatre Image then I didn’t get time to breathe, I came to realise that those slight pauses between moves in the previous games were almost thinking time, time to plan your next duck or throw, now that they’ve gone, (apart from after the most powerful moves), you do literally need to think on the hop. The hundreds of moves that you do not expect, simply because you didn’t know they existed, really don’t help either. This is when the Tekken button set-up really shows its advantage - it’s the collaboration of the four buttons between the left arm (Square), right arm (Triangle), left leg (Cross), and right leg (Circle), that allow you, during the small intervals where you will be getting your ass kicked, to watch the opposition and try to decipher the nasty little combosElectronic Theatre Image you keep getting beaten by. Relatively easy and most useful for learning a new character or just knowing the opposition. You could I suppose look at the moves list to see the gargantuan amount available, but there are only so many hours in a day and so very much fighting to be done.

The main gameplay option is as usual the Story Mode. Thirty different characters all with their own story to tell, eight stages with some story interludes and the big granddaddy of them all, the final boss. Then there’s the Arcade Mode that, as any fans of the series already know, has changed a little; you can now name yourself and customise and save each of the two costumes for all but one of the characters, unfortunately Mokijin is the odd one out, but then I kind of see their point. You achieve the customisable costumes by buying them with money earned through beating opponents in the various modes. Plus, as you go through Arcade Mode you will receive belts - starting from ninth Kyu and working all your way up to first Kyu, then you can get first Dan through to fifth - and then it gets a little complicated. But you shouldn’t worry as ranking matches will come thickElectronic Theatre Image and fast throughout, shooting you quickly towards those mysterious ranks. You will find as I did, that the accessories are quite expensive and it will take quite a few fights to obtain your desired effect, luckily for us though there’s many a way to earn the cash, Story Mode gives a large lump sum for obtaining each characters ending, you can also earn it by fighting through Survival and Time Attack, and there’s plenty to earn in the all new replacement for Tekken Force Mode.

This is a totally revamped version of the mini game first seen in Tekken 3, and it has now been renamed Devil Within - as there’s only one character to go through with, Jin, it’sElectronic Theatre Image his story you see, well the story of him and his whole devil gene complex at least. And it’s nothing like Tekken Force either, you can see that the Devil Within has evolved from it but that’s where the similarities end. The camera is user controlled for a start, and the control system has also been changed; there are now just two attack buttons, punch and kick, with a special attack for each, a button to block and one to jump, this opens up a whole new perception on how this mode works. It has now become a 3D action-adventure, with platforming sections and plenty of puzzles to keep you going. The basic concept is still the same though - go from the beginning to the end of each level taking out every enemy that stands in the way, and then taking on the boss to proceed to the next stage. There is a few more stages this time though and they’re sub divided into different levels.

Another mode that is available in this game that will be popular with newcomers and fans of the series, it’s the Arcade History section, so now newcomers can see what they missed in their years of absenteeism and fans can see what they had mentally blocked out from their bygone years of playing. With NAMCO’s decision to include the complete Arcade Versions of the earlier Tekken titles player’s can Electronic Theatre Image now revel in what they wished their PSone Tekken’s had played like.

Graphically the title has improved over it’s predecessors much like the rest of the game, perfected on perfection. There have been so many tiny tweaks and adjustments it just adds so much to the game, each character has had loads of animations added, making them seem to move easier and with more grace than before, the whole graphical level has been pulled up enhancing everyone’s looks, from just their clothing rippling to noticing the slight stubble on someone’s chin. The backgrounds have been improved too, with loads of tiny animations and stunning scenery coming together to form spectacular fighting arenas.

The sound is amazing, it’s hard to tell but I’m sure as I was playing through there were so many more cracks and crunches than before, adding a real satisfaction to beating someone up. One thing that did really stand out whilst playing the game was the music; it’s awesome, twenty-three stunning tracks I would happily have in my collection at home, just the Intro Music was enough to give me goose pimples, well worth having the sound turned up loud while you’re beating someone senseless.

Everything I wanted in the next Tekken has been realised ten fold in this amazing production. Not only do I think everyone should own this game whichever system you play, I think those that don’t try this game at least once, even if your first love isn’t fighting games, are doing themselves such a disservice, because not only will they miss out on one of the best pieces of gaming money can buy, but they’ll also overlook history, as it’s being made.

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Goomba                                                                                                              Reviews Score Table Interpretation.

18/07/05

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to enquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
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