Tekken 6: Xbox 360 interview with Katsuhiro Harada

Tekken 6's main man Katsuhiro Harada answers our questions about the upcoming Tekken 6 that will hit the Xbox 360 and PlayStation 3 this fall. 'Grrreat!'

READ: Talkin' Tekken 6: Namco Bandai explains the decision to go Xbox 360

Arcade preview: Tekken 6

Tekken 6 announced for Xbox 360, PS3

Namco Bandai goes big, hip, and sweet at TGS 2008

Tekken 6 expansion Bloodline Rebellion unveiled, detailed in Tokyo

Tekken 6 getting upgraded in December

Tekken 6 to utilize PS3's Cell chip

New Tekken 6 details and pics released


Tekken 6: PS3 interview with Katsuhiro Harada, project director

The best fighting game graphics ever? We certainly think so. WIN!

Soulcalibur IV's create-a-character mode was a huge hit, and Tekken 6 is getting a lot more character customization options. Do you think it will be as flexible as the character creation in SCIV? Will people be able to recreate famous characters from other mediums?

Katsuhiro Harada: Yes, Tekken 6 will give much more flexibility in terms of character customization. The system for customization is different from that in Soulcalibur IV or Tekken 5. The [character] model and the actual clothing are separate layers. The player can customize tops and bottoms as well as inner and outer layers of clothing.

We also completely changed the hairstyle customization system. Before, in Tekken 6: Bloodline Rebellion, the system was limited to changing the color and certain styles. The new system allows the user to create the hairstyle of their choice by, for instance, allowing them to change the right and left of the front part of a hairstyle, or to change the top part of the hairstyle, etc. The new system offers a lot more freedom and is entertaining. As for whether it is possible to recreate characters from other mediums, it's hard to say.

Tekken 6: PS3 interview with Katsuhiro Harada, project director

New environments, such as this snowy field, are far more interactive than before.

My favorite character is Sergei Dragunov, and he was introduced in Tekken 5: DR along with Lili and Armor King. Will these "new, but not-new" characters be enhanced for Tekken 6? What is your approach to upgrading these kinds of "new-ish" characters?

Katsuhiro Harada: Yes, I know you like Sergei Dragunov. :)

Given that Tekken 6 is the first Tekken game for consoles since Tekken 5: Dark Resurrection, Tekken 5 DR required a network connection, and most US Tekken fans may not have had an opportunity to try the arcade version of Tekken 6. I believe it's safe to say that both Dragunov and Lili are like-new characters for most US console players.

Firstly, these new Tekken 5 DR characters were given new moves, as well as having their animations renewed for the arcade version of Tekken 6. They then received new moves and had their animations refined and game balance tweaked even further for Tekken 6: Bloodline Rebellion. So, they have been greatly updated since Tekken 5 DR, and we believe players will find a new level of quality and volume available for them in the console version of Tekken 6.

Tekken 6 (the arcade original) did take some criticism from Tekken pros for its massive wall-juggle and bound combos. How have combos been refined and adjusted in Tekken 6? Will these mega-combos no longer work, or work differently? Is there a better way to escape them? In short, how does Tekken 6 on consoles address the perceived shortcomings of Tekken 6 (arcade)?

Katsuhiro Harada: The console version of Tekken 6 is based on Tekken 6: Bloodline Rebellion, which is an upgrade of the arcade Tekken 6. We created Tekken 6 BR based on user feedback from the arcade version of Tekken 6. Players can expect all of the game balancing and additions of Tekken 6 BR to make it into the console version.

Both expert and novice players, as well as our staff, did not want to simply decrease the number of combos or make adjustments that would decrease the freedom in gameplay. We changed the damage system when bounding or being hit against the wall, and the ultimate outcome was a general reduction in damage. We also added more open stages that have a greater distance to the walls. The wall-less stages of previous versions are also included so these changes help balance the game in regards to Bound and wall combos.

We believe that narrowing gameplay options would result in Tekken 6 losing some of the over-the-top excitement experienced during aggressive game play that the series is known for. The possibility of chaining an aerial juggle to knocking your opponent through the floor, picking them up when they are bound, and then carrying them to the wall is still there though. Part of the strategy involved is getting your opponent into a position to pull this off. For advanced players and novices alike, whether this is possible depends on the match up between you and your opponent.

Do you have any desire to port Tekken 5: Dark Resurrection or Tekken 6 to the Wii at some point? Why or why not?

Katsuhiro Harada: That would be very interesting. Like the Xbox 360 owners, if Wii owners are passionate and make it known they really want the series on their system, we would love to be able to answer that request.

Hearing about the huge number of Xbox 360 owners who are Tekken fans, especially in North America, definitely played a huge part in influencing us to bring the game to that system.

As for the Wii, the standard controller lacks the right number of buttons and the placement is awkward, so... I suppose the classic controller could handle it!

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