Tekken 6 Interview
- Posted February 9th, 2009 at 22:27 EDT by Steven Williamson
The Tekken series is back in 2009, bigger and better than ever, according to Project Director Katsuhiro Harada. Harada took time out his busy schedule for an exclusive interview with Playstation Universe where he gives us the lowdown on the new gameplay modes, features, and environments.
For the first time ever, the Tekken series is also going multi-platform for Tekken 6, but Harada also tells us why we, Playstation 3 owners, can look forward to a game that is built specifically to take advantage of the PS3 architecture.
PSU: One of big news stories involving the TEKKEN franchise during 2008 was that the series is going multiplatform. What factors influenced the decision to branch out from a series that has long been associated with the Sony brand?
The TEKKEN team, and I personally, have been developing for Sony platforms for more than 10 years. So, naturally we are fonder than anyone of the platforms and have a lot of great memories.
Back when the X360 was the first next gen console to hit the market, we had a lot of requests from fans to bring the series to the X360.
During the years, we have had many requests to bring the series to various platforms. As the X360 began to establish itself in the U.S. and Europe, the number of requests from fans to bring the series to that platform increased greatly. In reaction to the great demand from the fans, there were some within the company who began to think we should take the title multi-platform.
We are always listening to our fans, and this was perhaps the greatest factor in this decision as well.
PSU: TEKKEN was the first Playstation game to sell a million copies. Why do think it was and still is such a successful series?
A key factor in the success was of course the superior capabilities of the PlayStation hardware. It’s hard to imagine the series being as successful without the hardware.
The PlayStation was a machine that had great 3D graphic rendering capabilities at a relatively low cost that could also be used as an arcade board. It was also a result of being fine-tuned in the arcades that the TEKKEN series evolved into the heavy impact series that it is.
Perhaps the main reason the series continues to be successful is that we listen to fans from not only Japan, but around the world. We are able to incorporate this data in our games to great effect. The fans’ opinions differ greatly from country to country and one area this is easily seen is how we’ve incorporated this feedback in the line-up of characters.
Regarding gameplay, our main challenge is whether it is exhilarating or not. There’s always a sense of tension during battle; even a veteran player can be knocked out by a novice if he/she is not careful. I can’t go into details, but there are many aspects of the game that are tweaked to help bring out this tension during battle.
I believe these elements have contributed to the ongoing success of the series.
PSU: What has the response to TEKKEN 6 been like from the arcade community?
The feedback from the fans was that they really enjoyed the over-the-top and exhilarating game play. Another thing we were pleased with was the increase in new fans.
In Japan, the machines are connected to the TEKKEN-NET, which you can access on your cell phone for a monthly fee. TEKKEN 6 recorded the highest number of registered players to date. Not only do the numbers include the core base and players who have returned after an absence, but they also show an increase in first time players.
PSU: The roster has been substantially upgraded to approximately 42 characters*. Can you tell us about some of the new additions and what strengths these fighters will bring to the tournament?
*There are 40 playable characters and two CPU characters.
The last console release was TEKKEN 5 or TEKKEN Dark Resurrection Online. So since then, there are six new characters for TEKKEN ... (continued on next page) ----