Tekken 6 for PS3

Dacalo

Diamond Member
Mar 31, 2000
8,778
4
76
I always preferred Tekken's system over others (faster pace and like the characters more).

Movie trailer here.

Will be released in 2007. The shotgun part at the end of trailer is :laugh:
 

KLin

Lifer
Feb 29, 2000
30,454
763
126
The fighting doesn't seem much different that earlier versions of Tekken.
 

jiffylube1024

Diamond Member
Feb 17, 2002
7,430
0
71
Yawn. PS3, the system for sequels.

Metal Gear Solid 4 intrigues me, but unlike the PS2, I won't rush out to get a PS3 for awhile...
 

Sureshot324

Diamond Member
Feb 4, 2003
3,370
0
71
Originally posted by: KLin
The fighting doesn't seem much different that earlier versions of Tekken.

Yeah, the fighting genre needs a new franchise. All the current ones are tired. I'm hoping for one more based on physics (ragdoll).
 

hans030390

Diamond Member
Feb 3, 2005
7,326
2
76
Yeah, that's what they said about Virtua Fighter 5. Exclusive.

It could be though, but I'm not interested in those games.
 

CZroe

Lifer
Jun 24, 2001
24,195
857
126
Though I want Tekken 6 just because I have a PS3 and it's the cheapest game to own for it (through the Hong-Kong DL method... if that's still available), I never understood what people liked about it.

I was a hard-core fighting game fan for a long time. While I absolutely loved, say, Killer Instinct and the sequel's combo systems, I abhored Mortal Kombat 3 and its ilk. I couldn't stand watching players brag about how "good" the were just because they could pull off a combo when there was no "system" to it... just a bunch of direction and button sequence combinations with no method to it. This is why I don't like Tekken. Every time someone tries to get me into it, they teach me a couple moves and then start telling me directions and buttons to press. THAT'S NOT FUN. When it got to crap like "OK, now after that, hold down and press both Triangle and X at the same time," I was fed up with it. Pressing multiple buttons simultaneously for no apparent reason means that there is not skill to it. It's all memorization of something you had to get elsewhere and a skilled player can't just "find out" about the moves that require that kind of crap. It's tedious. Killer Instinct allowed flexiblity in the combo system allowing you to use an opener move (one of many), autodouble (chosen logically), linker (one of few), 2nd autodouble (chosen logically), finisher (one of many), and juggle as a standard combo from which you could base permutations like press-release openers, second/alternate linkers, slappy hits, etc. THAT was fun.
 

AverageGamer

Member
Aug 4, 2005
149
0
76
Originally posted by: CZroe
Though I want Tekken 6 just because I have a PS3 and it's the cheapest game to own for it (through the Hong-Kong DL method... if that's still available), I never understood what people liked about it.

I was a hard-core fighting game fan for a long time. While I absolutely loved, say, Killer Instinct and the sequel's combo systems, I abhored Mortal Kombat 3 and its ilk. I couldn't stand watching players brag about how "good" the were just because they could pull off a combo when there was no "system" to it... just a bunch of direction and button sequence combinations with no method to it. This is why I don't like Tekken. Every time someone tries to get me into it, they teach me a couple moves and then start telling me directions and buttons to press. THAT'S NOT FUN. When it got to crap like "OK, now after that, hold down and press both Triangle and X at the same time," I was fed up with it. Pressing multiple buttons simultaneously for no apparent reason means that there is not skill to it. It's all memorization of something you had to get elsewhere and a skilled player can't just "find out" about the moves that require that kind of crap. It's tedious. Killer Instinct allowed flexiblity in the combo system allowing you to use an opener move (one of many), autodouble (chosen logically), linker (one of few), 2nd autodouble (chosen logically), finisher (one of many), and juggle as a standard combo from which you could base permutations like press-release openers, second/alternate linkers, slappy hits, etc. THAT was fun.

Concur'd.
 

GundamSonicZeroX

Platinum Member
Oct 6, 2005
2,100
0
0
Originally posted by: AverageGamer
Originally posted by: CZroe
Though I want Tekken 6 just because I have a PS3 and it's the cheapest game to own for it (through the Hong-Kong DL method... if that's still available), I never understood what people liked about it.

I was a hard-core fighting game fan for a long time. While I absolutely loved, say, Killer Instinct and the sequel's combo systems, I abhored Mortal Kombat 3 and its ilk. I couldn't stand watching players brag about how "good" the were just because they could pull off a combo when there was no "system" to it... just a bunch of direction and button sequence combinations with no method to it. This is why I don't like Tekken. Every time someone tries to get me into it, they teach me a couple moves and then start telling me directions and buttons to press. THAT'S NOT FUN. When it got to crap like "OK, now after that, hold down and press both Triangle and X at the same time," I was fed up with it. Pressing multiple buttons simultaneously for no apparent reason means that there is not skill to it. It's all memorization of something you had to get elsewhere and a skilled player can't just "find out" about the moves that require that kind of crap. It's tedious. Killer Instinct allowed flexiblity in the combo system allowing you to use an opener move (one of many), autodouble (chosen logically), linker (one of few), 2nd autodouble (chosen logically), finisher (one of many), and juggle as a standard combo from which you could base permutations like press-release openers, second/alternate linkers, slappy hits, etc. THAT was fun.

Concur'd.

I've always preferred Street Fighter.
 
Oct 19, 2000
17,860
4
81
Originally posted by: CZroe
I was a hard-core fighting game fan for a long time. While I absolutely loved, say, Killer Instinct and the sequel's combo systems, I abhored Mortal Kombat 3 and its ilk. I couldn't stand watching players brag about how "good" the were just because they could pull off a combo when there was no "system" to it... just a bunch of direction and button sequence combinations with no method to it. This is why I don't like Tekken. Every time someone tries to get me into it, they teach me a couple moves and then start telling me directions and buttons to press. THAT'S NOT FUN. When it got to crap like "OK, now after that, hold down and press both Triangle and X at the same time," I was fed up with it. Pressing multiple buttons simultaneously for no apparent reason means that there is not skill to it. It's all memorization of something you had to get elsewhere and a skilled player can't just "find out" about the moves that require that kind of crap. It's tedious. Killer Instinct allowed flexiblity in the combo system allowing you to use an opener move (one of many), autodouble (chosen logically), linker (one of few), 2nd autodouble (chosen logically), finisher (one of many), and juggle as a standard combo from which you could base permutations like press-release openers, second/alternate linkers, slappy hits, etc. THAT was fun.
So combos have to have a "system" to be skillful? Besides, games like Killer Instinct adhere to the same button-mashing combos that Tekken uses. Sounds like you didn't want to put the time into learning dozens of moves in Tekken and Virtua Fighter per character, so you like to stick with old school fighters where memory and cleverness aren't very useful. And what I've quoted is your lame-ass excuse for doing so :p.
 

tuteja1986

Diamond Member
Jun 1, 2005
3,676
0
0
I want my Devil May Cry 3 , Metal Gear Solid 4 , Final Fantasy 13 , God of War 3 , MotorStorm , Mercenaries 2 , Ninja Gaiden Sigma , Monster Kingdom and shirokish.
 

GundamSonicZeroX

Platinum Member
Oct 6, 2005
2,100
0
0
Originally posted by: tuteja1986
I want my Devil May Cry 3 , Metal Gear Solid 4 , Final Fantasy 13 , God of War 3 , MotorStorm , Mercenaries 2 , Ninja Gaiden Sigma , Monster Kingdom and shirokish.

Don't we all.
 

Kromis

Diamond Member
Mar 2, 2006
5,214
1
81
Originally posted by: GundamSonicZeroX
Originally posted by: tuteja1986
I want my Devil May Cry 3 , Metal Gear Solid 4 , Final Fantasy 13 , God of War 3 , MotorStorm , Mercenaries 2 , Ninja Gaiden Sigma , Monster Kingdom and shirokish.

Don't we all.

For the 360, yes! :p
 

Dacalo

Diamond Member
Mar 31, 2000
8,778
4
76
Originally posted by: tuteja1986
I want my Devil May Cry 3 , Metal Gear Solid 4 , Final Fantasy 13 , God of War 3 , MotorStorm , Mercenaries 2 , Ninja Gaiden Sigma , Monster Kingdom and shirokish.

Devil May Cry 4 - comming this fall I hope you meant 4, not 3.

Metal Gear Solid 4 - some say this winter, some say next spring

Final Fantasy 13 - next spring or fall, although it will will be released in Japan this year.

God of War 3 - David Jaffe is working on it, comming late next year or 2009

MotorStorm - next month!

Mercenaries 2 - sometime this year

Ninja Gaiden Sigma - this summer/ fall

Monster Kingdom - next year
 

Evander

Golden Member
Jun 18, 2001
1,159
0
76
as a former dreamcast owner it pissed me off that Namco never made a Tekken game for it (bleem doesn't count), and since then I don't think Namco has made Tekken for any non-Sony system, except for Gameboy Advance. But I've had my fill of the series since Tekken 3 so I'm not too worried about it
 

CZroe

Lifer
Jun 24, 2001
24,195
857
126
Originally posted by: blurredvision
Originally posted by: CZroe
I was a hard-core fighting game fan for a long time. While I absolutely loved, say, Killer Instinct and the sequel's combo systems, I abhored Mortal Kombat 3 and its ilk. I couldn't stand watching players brag about how "good" the were just because they could pull off a combo when there was no "system" to it... just a bunch of direction and button sequence combinations with no method to it. This is why I don't like Tekken. Every time someone tries to get me into it, they teach me a couple moves and then start telling me directions and buttons to press. THAT'S NOT FUN. When it got to crap like "OK, now after that, hold down and press both Triangle and X at the same time," I was fed up with it. Pressing multiple buttons simultaneously for no apparent reason means that there is not skill to it. It's all memorization of something you had to get elsewhere and a skilled player can't just "find out" about the moves that require that kind of crap. It's tedious. Killer Instinct allowed flexiblity in the combo system allowing you to use an opener move (one of many), autodouble (chosen logically), linker (one of few), 2nd autodouble (chosen logically), finisher (one of many), and juggle as a standard combo from which you could base permutations like press-release openers, second/alternate linkers, slappy hits, etc. THAT was fun.
So combos have to have a "system" to be skillful? Besides, games like Killer Instinct adhere to the same button-mashing combos that Tekken uses.
WRONG! Killer Instinct did not rely on learning pre-determined sequences that can only be found by trial and error. Who is just going to try picking and pressing two different buttons at random?! The two buttons don't do anything by themselves outside of a combo or anywhere else within a combo, so making the game behave differently at that point under extremely specific circumstance makes it more like a cheat code than a combo. On Killer Instinct 2, if you opened a combo with move using one strength, you knew which strength buttons would "auto-double" it and you had your choice of selecting a punch or kick of that strength or finishing the combo early to reduce the chance of your opponent breaking whatever you pick. That's just the first two parts. Tekken just consists of "well, what did we find out came after this part?!" KI1 was a little more cheap in that each opener had at least two autodoubles keys that you had to memorize to follow up on it, but it was consistant. The jump-in attacks and air-doubles were much more like KI2's combo system though. You could predict when a combo would end and how many hits it was possible to string together based on your opening attack and make your decisions accordingly. In Tekken and Mortal Kombat, they just have to be open to a particular memorized sequence.

Sounds like you didn't want to put the time into learning dozens of moves in Tekken and Virtua Fighter per character, so you like to stick with old school fighters where memory and cleverness aren't very useful. And what I've quoted is your lame-ass excuse for doing so :p.

HA HA HA HA! Every second was a waste of time. There was no fun or incentive to learn it. That's my point. Have fun learning button sequences, tediously trying everything, and asking your buddies to "let you try something." :D The fact that you weren't board out of your mind with Tekken and it actually held your interest shows your limited scope perspective.

I know why my friends latched onto the game: The FMV. They'd sit there for hours on their 100% unloacked Tekken 3 memory card demonstrating every fighter's videos as if there was something to be gained by watching them. "That guy looks badazz. GOLD! LOL weird log-fighter things. GOLD! A chibi-dino from a Japanese comic slaps his tail to ride the animal he landed on? GOLD!" :roll: It just didn't do it for me.

Oh, and FWIW: Killer Instinct Gold went head-to-head with Tekken on a more advanced platform with 60FPS interactive environments. Nothing "old school" about it.
Oh, and KI had it's fair share of little secret combo additions too. It only took one try of each button to determine what adds on to what move in KI1, but you may later find out that the move can gain additional hits that aren't spelled out for you... Jago's Press-Release QP fireball + fierce double Windkick, Orchid's FULL Ichi-Ni-San (with the added Forward + QP, Back + QP), Combo's secret opener/finisher (charge and extra second before using your MP finisher but make it a Press-Release), Orchid's pseudo-linker flip extension (Back + FK after Fierce Kickflip), etc. Anyone who thinks KI isn't deep is just a Cinder/Spinal player who thinks that the slappy combos produced by repeatedly pressing Forward-Forward MP are proper combos. The air-doubles + juggle with a combo breaker (extra hits for the next three juggles) always surprise. Sounds like you didn't take the time to figure it out.

I'm off to play some Guilty Gear.
 

Sureshot324

Diamond Member
Feb 4, 2003
3,370
0
71
Originally posted by: CZroe
Originally posted by: blurredvision
Originally posted by: CZroe
I was a hard-core fighting game fan for a long time. While I absolutely loved, say, Killer Instinct and the sequel's combo systems, I abhored Mortal Kombat 3 and its ilk. I couldn't stand watching players brag about how "good" the were just because they could pull off a combo when there was no "system" to it... just a bunch of direction and button sequence combinations with no method to it. This is why I don't like Tekken. Every time someone tries to get me into it, they teach me a couple moves and then start telling me directions and buttons to press. THAT'S NOT FUN. When it got to crap like "OK, now after that, hold down and press both Triangle and X at the same time," I was fed up with it. Pressing multiple buttons simultaneously for no apparent reason means that there is not skill to it. It's all memorization of something you had to get elsewhere and a skilled player can't just "find out" about the moves that require that kind of crap. It's tedious. Killer Instinct allowed flexiblity in the combo system allowing you to use an opener move (one of many), autodouble (chosen logically), linker (one of few), 2nd autodouble (chosen logically), finisher (one of many), and juggle as a standard combo from which you could base permutations like press-release openers, second/alternate linkers, slappy hits, etc. THAT was fun.
So combos have to have a "system" to be skillful? Besides, games like Killer Instinct adhere to the same button-mashing combos that Tekken uses.
WRONG! Killer Instinct did not rely on learning pre-determined sequences that can only be found by trial and error. Who is just going to try picking and pressing two different buttons at random?! The two buttons don't do anything by themselves outside of a combo or anywhere else within a combo, so making the game behave differently at that point under extremely specific circumstance makes it more like a cheat code than a combo. On Killer Instinct 2, if you opened a combo with move using one strength, you knew which strength buttons would "auto-double" it and you had your choice of selecting a punch or kick of that strength or finishing the combo early to reduce the chance of your opponent breaking whatever you pick. That's just the first two parts. Tekken just consists of "well, what did we find out came after this part?!" KI1 was a little more cheap in that each opener had at least two autodoubles keys that you had to memorize to follow up on it, but it was consistant. The jump-in attacks and air-doubles were much more like KI2's combo system though. You could predict when a combo would end and how many hits it was possible to string together based on your opening attack and make your decisions accordingly. In Tekken and Mortal Kombat, they just have to be open to a particular memorized sequence.

Sounds like you didn't want to put the time into learning dozens of moves in Tekken and Virtua Fighter per character, so you like to stick with old school fighters where memory and cleverness aren't very useful. And what I've quoted is your lame-ass excuse for doing so :p.

HA HA HA HA! Every second was a waste of time. There was no fun or incentive to learn it. That's my point. Have fun learning button sequences, tediously trying everything, and asking your buddies to "let you try something." :D The fact that you weren't board out of your mind with Tekken and it actually held your interest shows your limited scope perspective.

I know why my friends latched onto the game: The FMV. They'd sit there for hours on their 100% unloacked Tekken 3 memory card demonstrating every fighter's videos as if there was something to be gained by watching them. "That guy looks badazz. GOLD! LOL weird log-fighter things. GOLD! A chibi-dino from a Japanese comic slaps his tail to ride the animal he landed on? GOLD!" :roll: It just didn't do it for me.

Oh, and FWIW: Killer Instinct Gold went head-to-head with Tekken on a more advanced platform with 60FPS interactive environments. Nothing "old school" about it.
Oh, and KI had it's fair share of little secret combo additions too. It only took one try of each button to determine what adds on to what move in KI1, but you may later find out that the move can gain additional hits that aren't spelled out for you... Jago's Press-Release QP fireball + fierce double Windkick, Orchid's FULL Ichi-Ni-San (with the added Forward + QP, Back + QP), Combo's secret opener/finisher (charge and extra second before using your MP finisher but make it a Press-Release), Orchid's pseudo-linker flip extension (Back + FK after Fierce Kickflip), etc. Anyone who thinks KI isn't deep is just a Cinder/Spinal player who thinks that the slappy combos produced by repeatedly pressing Forward-Forward MP are proper combos. The air-doubles + juggle with a combo breaker (extra hits for the next three juggles) always surprise. Sounds like you didn't take the time to figure it out.

I'm off to play some Guilty Gear.

You just illustrated exactly why KI sucks. All it is is learning combos. There's no strategy to it whatsoever, and the only real skill is being able to consistently pull off high damage combos. It any point in time, there are really 2-3 attacks you can do (ways to start a combo). There's the jump in, and your character will have 1 or 2 ground special moves that can start a combo. So a KI match is basically 2 players going back and forth trying the same 2-3 combo starters over and over. Once you have the combo started you may as well be playing by yourself because there's nothing the other player can do about it except get an extremely lucky combo breaker. The player who turtles the most usually wins because when you block an attack, you can counter with a combo if you're quick. KI is actually ok as a single player game as it's fun trying to learn and pull off the combos, but it sucks as a 2 player game, and 2 player is what fighting games are all about.

If you're biggest complaint about tekken is the time it takes to learn the moves, you obviously haven't played it much. It's true that you don't learn the moves and combos in Tekken so much by trial and error. If you go to practice mode, you can see about 2 thirds of the moves/combos of every character, and you can find the rest at gamefaqs.com. I don't see why this is such a big deal.

There's just so many more things you can do in Tekken. You can side-step and do side-stepping attacks, some characters can go into different stances where you can't block but get more powerful attacks, there's reversal and parry moves, moves that incorporate a dodge, and the list goes on. The combos in Tekken are slow enough so the defending player can actively defend themselves while being comboed, and even hit back. The characters in Tekken are all VERY different, so you have to adjust your strategy depending on who you're fighting.

All this variety makes the game very deep and challenging, unlike KI where the moves are only superficially different (all the combos basically do the same thing, and most of the special moves just dash forwards and attack). It's not hard to learn the moves in Tekken. You can spend like 20 mins in practice mode with a character and have all his moves and combos memorized. It's using them effectively that's the challenge.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Originally posted by: Sureshot324
You just illustrated exactly why KI sucks. All it is is learning combos. There's no strategy to it whatsoever, and the only real skill is being able to consistently pull off high damage combos. It any point in time, there are really 2-3 attacks you can do (ways to start a combo). There's the jump in, and your character will have 1 or 2 ground special moves that can start a combo. So a KI match is basically 2 players going back and forth trying the same 2-3 combo starters over and over. Once you have the combo started you may as well be playing by yourself because there's nothing the other player can do about it except get an extremely lucky combo breaker. The player who turtles the most usually wins because when you block an attack, you can counter with a combo if you're quick. KI is actually ok as a single player game as it's fun trying to learn and pull off the combos, but it sucks as a 2 player game, and 2 player is what fighting games are all about.

All I gotta say is...

C..c...c...cooooooombo Breaker!
 
May 31, 2001
15,326
2
0
Originally posted by: Evander
as a former dreamcast owner it pissed me off that Namco never made a Tekken game for it (bleem doesn't count), and since then I don't think Namco has made Tekken for any non-Sony system, except for Gameboy Advance. But I've had my fill of the series since Tekken 3 so I'm not too worried about it

Actually, the first Tekken game was released on the Megadrive/Genesis in Japan if I remember right. It was goofy looking, I will see if I can dig up some pics of the package and some screenshots. A guy I know collects everything Megadrive.
 

Evander

Golden Member
Jun 18, 2001
1,159
0
76
I seem to vaguely remember that too- maybe a pirate game? If not we must be thinking of Virtua Fighter which was released on Genesis