Train2Game News Tekken 7 announced

Tekken 7At the Evolution Championship Series (EVO) fighting game tournament held in the Westgate Las Vegas Hotel & Resort, BANDAI NAMCO announced TEKKEN 7, the latest installment of the venerable franchise, powered by the award-winning Unreal Engine 4.

“The power and flexibility means that we can focus our efforts on making TEKKEN 7 the best possible game without worrying about spending time creating a stand-alone graphic engine,” said Katsuhiro Harada, TEKKEN series Executive Producer/Game Director at BANDAI NAMCO. “With Unreal Engine 4, we could rapidly achieve visual quality expected on next-gen platform and go beyond it. Not only is Unreal Engine 4 powerful and easy to use, but it allows us to immediately bring TEKKEN 7 to any platform we desire.”

TEKKEN 7 took center stage at EVO, bringing the competition to a halt with a sizzling trailer hinting towards the ambitious technical feats that Unreal Engine 4 will make possible for Harada and the TEKKEN development team. Working closely with the Epic Games engine group in Japan and leveraging the might of UE4, these two teams are fueling the next generation of fighting games.

“The Tekken franchise is beloved and we couldn’t be more excited to be working with the talented team at BANDAI NAMCO,” said Taka Kawasaki, Studio Head at Epic Games Japan. “This marriage is perfect – the most powerful engine in gaming along with one of the most enduring brands in fighting games. We have no doubt that these forces coming together will yield fantastic results.”

Tekken 7 joins a long line of games that have been announced recently and shown to be powered by Unreal Engine 4. Crackdown, EVE: Valkyrie, Fable Legends and many others round out the rapidly growing list of games using the engine. Developed by Epic Games, the award-winning Unreal Engine is known for its cutting-edge graphics technology, world-class toolset and scalability across PC, console and mobile platforms.  Since its public launch as a $19 per month subscription-based service at the 2014 Game Developers Conference (GDC),  Unreal Engine 4 has been evolving at a rapid pace. Development of the engine has been driven further by feedback from the community and numerous updates from Epic’s team of world-class engineers.

Train2Game news: Tekken director – Button bashing ‘not a bad thing if it gets people into the series’

Train2Game blog readers may enjoy their games being a challenge to play, but making a title too complex could result in potential players being turned off.

That’s what Tekken director Katsuhiro Harada told Gamasutra about the balancing act of adding complex new features without forcing players to put down the game.

It’s an interesting view on game design that Train2Game students may have to consider when developing their own games.

“What we’ve found is that a lot of players never even touch practice modes,” said Harada, suggesting players tend to avoid tutorials and learn by playing against the computer or friends.

And he points out that when the fighting genre began in the arcades, tutorials were a virtual unknown and that game design was built in a certain way to compensate for this.

“It’s worth noting that when the fighter genre first hit arcades, there weren’t any real tutorials,” said the Tekken director.

“Instead, the designers tweaked the difficulty level such that after a couple of credits, you had already gone from beginner to intermediate player — something you could then improve upon by learning more moves and practicing.”

And Harada suggests that instead of players practicing alone in single player mode, “an online mode where players can just beat on each other without any life gauges, chatting each other while learning the moves,” could be the best way for players to get to grips with fighting games like Tekken.

He also believes that games being simple to pick up is a great way for people to get into a series, using Tekken as an example.

“A lot of other people say that it’s too easy for beginners to enter the game and beat people by mashing buttons! Personally, I don’t see that as such a bad thing if it gets more people into the series, gets them curious about it.”

Harada made the comments in an extensive interview with Gamasutra that Train2Game students, especially those who are fans of the Tekken series, should find interesting.

He also manages to condense the whole Tekken series to just a couple of sentences.

“Basically, there’re these three generations of father and son that don’t get along, and two of them have this Devil Gene, so their dad wants to know what the Devil Gene is, and so they argue with each other about it for a bunch of years. All the other characters just sort of get caught up in it.”

Train2Game students will be aware that needing to condense complicated information can be an important part of any discipline of game development.

So Train2Game, what are your thoughts on Harada’s comments on game design and tutorials? Is it still important to include them in games? Do you still play tutorials?

Leave your comments here on the Train2Game blog, or on the Train2Game forum.

[Source: Gamasutra]