Sunday, July 17, 2005

Namco DOES care!

It has come to my attention this week that Namco has been working on an update to their Tekken 5 game. Tekken 5.1 hit arcades in Japan this week and is scheduled for a North American release by the end of the month. This update addresses some problems that were found and complained about in the original T5, and also goes ahead with several engine changes, as well as tweaking almost every character in the game. This has sparked a TON of conversation within the Tekken community, with some people welcoming the announced changes with open arms, and others saying that Namco has gone too far.

The point I'll elaborate on here (if I started talking about every single change, I'd never see the end of it) is the abolition of "Tech Traps". In most recent Tekken games, when you're knocked to the ground, you have the option to hit a button as soon as you touch the ground to immediately roll on your feet. You could never block during a tech-roll, and if your opponent knew that you were going to tech-roll, he could hit you with a move that could potentially guarantee him ALOT more damage. This adds an interesting dynamic to the gameplay because, in a game with such damaging juggles, you sometimes WANT to stay on the ground, even after having half your life knocked off. One character in particular can turn a half-life juggle into an 80% combo if you tech-roll. Well that's gone now, because as of Tekken 5.1, you can now block while tech-rolling. You no longer have guaranteed damage when you know your opponent will tech, and alot of people are quite worried about this.

Some would even go as far as saying that it's retarded. What *I* find retarded is how quickly they can jump to ANY conclusion regarding this new dynamic. Removing tech traps from Tekken doesn't make the game inferior. It just makes it different. It's impossible to know whether this will have a positive or negative impact on the game until everyone's abusing it. THEN we can know for sure. In the mean time, all I see is people whining because something is different and they feel this change is un-necessary.

The main thing I see with this release is that Namco actually DOES care. When Steve's infinite was discovered prior to the console release, I told myself that this would be a true test of Namco's esteem for their hardcore fans. When the console version came out and Steve's infinite was still there, I took that as proof that Namco doesn't give a fuck what its fans think, because the community made ALOT of noise about that. It was impossible for Namco not to have known. No matter what you think of the actual changes in T5.1, this update is definitely an olive branch being held out by Namco.

The only BIG question mark concerns the console version. What do you do with that? No matter what Namco does, it involves a significant amount of risk. If you DON'T release T5.1 on console, you will have a situation where fans can no longer practice for arcade competition at home because the games are so different. If you DO release it on console, then there's the problem of making fans pay for an update to a game they already have. Their best bet is to release it as a "Greatest Hits" title, a bit like Sega-AM2 did for VF4:Evolution. Even then, some fans might be so resentful of the changes in T5.1 that they won't buy the game, even if it IS a "Greatest Hits" title.

Time will tell whether this was a good move on Namco's part or not, but I myself am very curious to get into T5.1 and see for myself. The changes all seem to aim for longer rounds with more opportunities for comebacks. That's ALWAYS a good thing in my book if done right. The timing of this update definitely has an influence on my opinion, because I was starting to get my fill of T5. The game is so juggle-dependent that I was starting to find it repetitive. Whenever I have 25% life or less, and my opponent launches me, I know the round is lost and I just hang onto my controller in case he messes up his juggle. It sucks to know the outcome of the round so long in advance. Hopefully, there won't be too many new doors open for OTHER ways to inflict sinful amounts of damage on your opponent.

4 Comments:

At July 18, 2005 3:43 p.m., Anonymous Anonymous said...

hey sup dawgy. this is HNIC. just wanted to let you know that you're doing a great job on this blog thing. i also wanted to comment on the Tekken 5.1. regarding tech-traps. although "regular" tech-traps are no longer in the game, you can still tech trap with a well timed UB. Bruce's UB allows for very easy UB tech-traps especially in wall stages.

as for Steve, alot of japanese are saying he's more of a high-mid tier character now. actually, that goes for any of the Tekken 5 God-Tier characters, aka SNBF(Steve, Nina, Bryan, Feng).

regarding releasing T5.1 on console; one good idea would be to package it along with either TTT2 or Tekken 6 when they come out for console. yeah it might take a while but it can be done. T5 console version has T1-T3.

finally, dude, DON'T quit Tekken 5 yet!!! its a great game. if you're complaining about juggle damage, then i don't really think you've gotten in it all that deep. the game is really different from TTT. the whole crush system is crazy good. use it to your advantage whenever your opponent is trying to launch you. also most of the lauchers are very unsafe. meaning you can punish them on block IF you know what to punish with. know how many frames you have to punish with whenever you block a launcher, and then you can use a move in your movelist that can hit before the frames pass.

keep up the good work...

 
At July 18, 2005 7:03 p.m., Blogger Rock Joe said...

Thanks alot for your input, dude.

regarding releasing T5.1 on console; one good idea would be to package it along with either TTT2 or Tekken 6 when they come out for console. yeah it might take a while but it can be done.

That leads to the problem of people HAVING to practice in arcades to get better at T5.1.

As far as half-life combos go, your suggestion over-simplifies my point. I didn't use the best wording, but there are shitloads of ways to get half-life combos in T5. Counter-hit stuns, some sweeps, some throws too.

I don't think it's a question of getting deep into the game. Half-life combos will always be the juiciest fruit, and IMO the lowest hanging fruit too. The only things that can compete with that kind of damage aren't guaranteed (King's Giant Swing, and King's multithrows, unblockables... I can't think of anything else).

I still have fun when I play Tekken, but I don't enjoy it enough to allocate practice-time at home, or even seek out games. It's more of a "someone else suggests it" thing for me now...

 
At July 19, 2005 3:21 p.m., Anonymous Anonymous said...

I still believe that the more you play, the better you'll get at avoiding those half-life juggles. i had the same complaits. especially against Bryan. he has SOOOOOOO many options when it comes to launching that it only takes 2-3 juggles and you're done. however, i kept playing and now i can spot ANY of his launchers a mile away. and a blocked laucher equals half-life juggle for me. heh heh.... ;)

 
At July 19, 2005 6:21 p.m., Blogger Rock Joe said...

i kept playing and now i can spot ANY of his launchers a mile away. and a blocked laucher equals half-life juggle for me. heh heh.... ;)

You may not realize it, but this supports my position.

 

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