The bar for the fighting game genre has been uppercut to astronomical heights in recent years. Exceptional one-on-one combat remains the primary bullet point, but other series have complimented their packages with robust suites of destinations, from cinematic story campaigns to comprehensive training dojos. Although Tekken 8’s fighting remains a treat thanks to some neat tweaks to its strong formula, the rest of the package, while respectable, falls short of some of its contemporaries.
The Heat system is the big new addition, adding a new gauge that, when activated, adds chip damage to attacks, buffs your blocks, and even adds follow-up moves to extend certain combos. My favorite use is spending the full meter to unleash a unique and powerful combo attack, and weaving this into an assault can be devastating. Heat offers a fun and effective new trick that rewards aggression while also providing a solid counter to an opponent’s relentless assault. Combined with the returning Rage system, it’s another way to help turn the tide of a one-sided battle without feeling like a protective crutch – pure skill still wins the day.
Rage Arts have been smartly simplified to a universal button for easier execution and more spectacular finishes. Another good tweak is that health bars are divided into sections displaying recoverable and non-recoverable HP, the former of which is replenished by attacking (even if blocked). I like seeing when I should turn up the heat to regain a few hit points. I also like being encouraged to end an opponent before they can heal themselves, once again promoting aggression in a way that speaks to my playstyle.
Tweaks aside, as far as the basic meat and potatoes go, if you want some good old-fashioned Tekken, this eighth entry delivers. The 32-character roster feels as great as it ever has, and new faces, such as the enigmatic Reina or the coffee-obsessed Azucena, are fun additions I’m enjoying mastering. Tekken 8 also scores a win in the looker
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