this was approximately the very first time as a kid that a video game raised me out of my seat, increased my blood pressure and gave me tachyarrhythmia
Too real btw.
I went to a hardcore STEM school and met kids whos parents were scientists/professors and the amount of privilege in terms of access was just huge. Also kids of my own profs were better trained not only in academics but also co currics.
gandalf the gray and gandalf the white and monty python and the holy grail's black knight and benito mussolini and the blue meanie and cowboy curtis and jambi the genie and robocop, terminator, captain kirk, darth vader, lo pan, superman, every single power ranger, bill s preston and theodore logan, spock, the rock, dock ock and hulk hogan finally got his cowboy ass😭😔
"I just found out I'm being oppressed. I saw it on CNN, a white lady said it... Nobody knows blacks struggle like white women. And I thought I was having a good life until I got basic cable."
Discourse surrounding Tekken 8's design often gets messy because whenever someone criticizes the game, people assume it's because the person complaining got outplayed by their opponent.
Sometimes it's just a design critique and that's good. Design is meant to be experienced, criticized and improved over time.
People on both sides often don't understand why a design choice is good or bad. And even if they do, they fail at articulating why exactly they feel this way.
Often times you will hear statements like:
"You just want tekken 7"
"Just delete x mechanic and 90% of the game is fixed"
"Don't you want the game to evolve?"
"You just want to backdash all day"
The thing is that all of these statements CAN be true, but what's important is the WHY.
But design is subjective right? How can I say Tekken 8's design has a lot of problems when there are people who enjoy it?
Videogames like movies are an experience. I can find a movie entertaining, however I can also point out problems with the storytelling, direction, acting, etc. I like doing this because I'm interacting with the medium with more depth than just seeing the tip of the iceberg.
Tekken 8's intended design philosophy is about being approachable, accessible, interactive, and entertaining to watch.
And like most other Tekken games, it aims to iterate upon the previous title by solving some of the problems it had.
Let's look at some of the changes in T8.
1. Nerfing low parries:
T7 low parries were too strong and skewed risk-reward in a very unbalanced way because they had strong wall carry potential.
2. Nerfing fast CH launchers:
A lot of characters could get full launches out of i11 to i13 moves that were safe on block which reduced range 1 interaction.
3. Removing infinite stages and nerfing backdashes:
The idea here is about having players focus on lateral movement to evade attacks as opposed to relying on korean backdash cancelling.
Now looking at the game as of Season 2, I want you to ask yourself a very basic question.
"Have they executed these ideas well?"
And the answer is obviously nope.
Adding SATs and heat burst bound with phantom range makes low parries a lot more stronger than they should be which makes the nerf to low parries almost meaningless.
G Clefs by nature of being CH confirmable, safe and rewarding devalues the nerf to magic 4s. And there are still examples of fast CH launchers like kings df21, hwoarangs 2 jab in heat, laws G Clef, etc.
Adding plus on block and excessively rewarding homing moves disincentivizes lateral movement. Not to mention, giving non homing moves bigger lateral hitboxes makes stepping less reliable. Cherry on top is string realignment.
The problem at the core of it is that Namco seem to believe that they will achieve their concept by dumbing down the gameplay because casuals think anything beyond layer 1 gameplay is boring.
Is this really evolution?