Tekken 7 Articles RSS Feed | GameSkinny.com Tekken 7 RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network ELEAGUE: Legitimizing Esports Through Creative Storytelling and Emerging Technology https://www.gameskinny.com/c13z4/eleague-legitimizing-esports-through-creative-storytelling-and-emerging-technology https://www.gameskinny.com/c13z4/eleague-legitimizing-esports-through-creative-storytelling-and-emerging-technology Fri, 20 Jul 2018 11:07:40 -0400 Jonathan Moore

Log in to any sports broadcasting network, and there's a strong chance you'll run into a well-polished documentary or feature on a player's life, technique, or claim to fame. To anyone who cares about sports, the games we watch aren't really about the sports themselves but more about the personalities lacing up to take the field or court. We tune in because we want to see those players succeed or fail, and we want to see how they'll do it. 

The end, as they say, isn't as compelling as the journey. 

It's not surprising, then, that story and competition are uniquely linked. From the earliest days of sport, story fashioned from the splendor of victory and the disappointment of defeat has compelled us to watch, perhaps even more than the innate fun of the sports themselves. It's true in analog sports, and it's true in digital sports as well. 

In many ways, esports is the natural progression of competition. Just as analog sports have evolved from their primal roots, so have they evolved from traditional stick and ball sports -- such as baseball, football, and basketball -- to something if not more advanced, more closely tied to the digital age. Of course, traditional sports still entrance and enrapture us, but it's time to come to grips with a simple fact: sports are evolving, and both fans and broadcasters have to evolve with it.  

One of the companies leading the charge into that brave "new" world of broadcast esports is a name that's become synonymous with sports itself: Turner Broadcasting. Well-known for its coverage of the NBA, the MLB, the PGA, NCAA basketball, and more, Turner was one of the major broadcasting companies to quickly realize that esports wasn't just a fad but instead a legitimate cultural zeitgeist. Because of their foresight, their esports network, ELEAGUE, is one of the fastest growing and most renowned esports-centric networks currently showcasing games and tournaments. 

Speaking with Matt Mosteller, Vice President of Content for Turner Sports, who also oversees production for ELEAGUE, the idea of crafting compelling narratives lies at the center of each ELEAGUE production. As a fan-first esports brand, ELEAGUE seeks to bring esports stories to fans in interesting and creative ways -- some they may have never seen before. 

[Esports is] a great digital property, and there are a ton of young fans that are consuming this content and are ferocious when following these sports. For us, being able to create content and bring in a younger audience is always something that's key. It just made sense. 

At Turner, we're always looking for what's next; what are the new, big sporting events and phenomena? We want to be a part of those and help tell stories around those. We pride ourselves in doing premiere events. We looked at esports -- and being able to jump in and help grow some of those games and create some more premiere events -- [as something we were very interested in]. 

One of the ways Turner looks to help grow established esports such as Counter-Strike: Global Offensive, Street Fighter V, and Tekken 7 is through leveraging its experience in traditional broadcast storytelling. Creating hype around these games in ways both hardcore and casual fans may not have experienced before is an important wrinkle in the company's strategy. 

In many ways, I've seen it work on the "uninitiated" in person. Injecting broadcasts with player profiles, educational segments, and creative features such as this gem featuring ELEAGUE's 2018 Street Fighter V Invitational Champion, Tokido, serve a dual purpose in engaging the hardcore viewer and humanizing the competition for the casual viewer.   

Setting out after that goal, it's the creative work Turner employs outside the game that often sets its broadcasts apart from other esports coverage and analysis. It's crazy polished. It's engaging. It's compelling. The ELEAGUE team uses storytelling to give fans better insight into the every-day lives of these players, showcasing the monumental investment these players put into their training. What's more, it highlights the fact that esports players are just as passionate and skilled as players in the NBA, NFL, and MLB. 

Mosteller says that one of the best ways to ensure all of those boxes get ticked is by giving viewers what they really want, which is access to the players. That one thing is the connective tissue by which the entire organism seems to work.  

The game's the game. There's only so much we can do within the game itself. [But the question is], "What can we do around the game to create this buzz and get people excited and draw in more of an audience?". One of the great things fans love is access. They want to be these players and they want to see them away from the controller ...

One of the things we looked at was, "How can we bring fans closer to the action?", giving them the chance to know these guys. So we've dived into some of the documentary style [content], like the road to the international, the road to the Boston Major this past year for our ELEAGUE Counter-Strike major, and it really gave fans a chance to get to know these teams and see that other side of them, and create that connection and bond that will hopefully bring people back to watching live gameplay. 

That's a tall task when it comes to Joe Public. It's a safe bet that your average sports viewer isn't all that keyed in to esports -- or doesn't hold the niche in very high regard due to general views on gaming. Although studies show that some 250 million people follow esports competitions around the world, that's across all esports properties and tournaments, not a specific event.

In 2017, IEM Katowice brought in 46 million viewers, making it the largest esports event in history. However, that pales to the 2017 Super Bowl, which alone brought in 111 million viewers. This shows that broadcasters have the attention of hardcore gamers, but getting the attention of an ordinary audience requires a bit more finesse. 

In response, broadcasters like Turner have become more flexible.

That adaptability has helped ELEAGUE grow its brand and engage esports fans on both digital streaming channels such as Twitch and BR/Live, as well as TBS. It's been aided by leveraging proprietary and third-party technology. Used in conjunction with more traditional storytelling elements -- features, player profiles, and more -- tools such as eye-tracking technology and Game Command tell story in an engaging, yet more analytical way.  

Without eye-tracking technology, you wouldn't know that many Street Fighter V, CS:GO, and Tekken 7 players move their eyes just as fast, and in some cases even faster, than athletes in almost all traditional stick and ball sports.

That storyline in and of itself not only gives casual fans direct analogues by which to understand esports and overcome some of their initial hurdles, but it also gives hardcore fans the validation they've sought since players started gathering around cabinets in their local arcades decades ago. 

From another angle, ELEAGUE's Game Command gives viewers unprecedented access to professional esports play, specifically CS:GO. In Counter-Strike: Global Offensive, viewers streaming matches are able to see not only the main feed (which is similar to a typical sports broadcast on cable), but they are also able to see multiple angles of action, similar to a multi-feed that's sometimes provided during traditional sports broadcasts.

But that's not all. There's a unique wrinkle that takes the game to an entirely new level. With Game Command, viewers can watch specific players throughout the match, easily switching between players and viewpoints at their own discretion. It gives viewers unprecedented access and control to the games they love; and in cases of the uninitiated, gives viewers a new way to learn about the game they're watching. 

Mosteller says that's the whole point: to bring viewers and audiences as close to the game as they possibly can. Just like traditional sports, it's important to build a conversation around esports that grows it from a niche market into something bigger and more accepted. 

We always try to push ourselves on the technology side. And the gaming space is a great place to do that. Whether it was the eye-tracking technology or the augmented reality we've done around Street Fighter or the Injustice League, where we brought these great characters these fanbases know and love to life in the studio and during the broadcast. Those are just some things we can do to spice up our coverage and get the fans excited. 

I think if we're going to continue to grow the esports space, that's something that's big for us: bringing in that more casual audience, especially on TBS where people aren't as used to watching esports on that platform. 

If any mainstream broadcasting company can make esports widely popular, Turner is one of the very few that can do it. What makes Turner Broadcasting unique is that it has a wide array of ancillary properties from which it can pull from to further build hype around the scene. It has specific brands that already overlap with the gaming space, such as Cartoon Network, that further facilitate the push to greater esports ubiquity. 

It's that mixture of styles (a firm understanding of traditional media alongside a genuine excitement and interest in emerging technologies) that's helped ELEAGUE become so popular so quickly. Often, there's not a lot of context around esports matches. By crafting traditional and analytical stories around them, Turner looks to help both hardcore fans and casuals better understand what they're watching. By proxy, that understanding will hopefully transform into wider acceptance of esports as an "actual" branch of sports.  

Much like NFL films has done for the league's 32 teams and thousands of players, Turner uses technology and creative storytelling to craft compelling, engaging, and informative content that breaks down barriers.

It's telling stories where it at first doesn't seem stories could or should exist. By humanizing gaming and crafting stories around each of the scenes it represents, Turner is using ELEAGUE to firmly make the argument that competitive gaming isn't just for the initiated.

Just like traditional sports, it's for everyone. 


To see first hand the way ELEAGUE tells stories around esports tournaments, make sure to tune in to the CS:GO Premier 2018, which starts this Saturday, July 21, at 2 p.m. EDT on Twitch, BR/Live, and Game Command

The group action will go through Wednesday, July 25. After the dust has settled, four teams (two from each group) will face off in single-elimination playoffs held Saturday and Sunday, July 28-29, for their share of the million-dollar prize pool. 

As always, stay tuned to GameSkinny for more news and information on ELEAGUE as it develops.  

Five Games You Missed in 2017 https://www.gameskinny.com/5jlvx/five-games-you-missed-in-2017 https://www.gameskinny.com/5jlvx/five-games-you-missed-in-2017 Fri, 12 Jan 2018 16:07:26 -0500 wlkrjesse

Last year was incredible for video games. Super Mario Odyssey, Breath of the Wild, PUBG, the list goes on. 2017 was a seemingly never-ending barrage of critically acclaimed releases. However, with this degree of uninterrupted success from AAA and indie studios alike, we're bound to lose a few good ones along the way. Whether they were released too early, couldn't drum up the right kind of hype, or just had bad timing, these are a few of the games that shouldn't have been left off your end-of-the-year list. 

5. High Hell

The landscape has been changing for single-player FPS campaigns in the past couple years. Games like Superhot and Doom are bringing the frantic speed and arena combat of their predecessors back into the fold, but with quality of life changes that can only come from paying close attention to modern sensibilities. While I wouldn't say that High Hell is bringing the punching weight of Superhot's time-stop mechanic or Doom's sheer level of polish, it instead carves out its own identity from unapologetic style and an incredible use of restraint.

High Hell lets you know what it is from the second you start the game. "Go and get the gun." Now what? "Use your gun to shoot those guys." Now what? "Go and do that 20 times, very fast." This minimalist slash-and-burn approach can come across as severe at first, but once you play High Hell you soon realize that it's the only logical choice. This is speed shooting distilled down to the smallest but most potent dosage, and then injected directly into your cerebral cortex.

It's like a John Woo movie had a nightmare.

You have one gun and you don't need to reload. Levels have few, if any, health pickups. Take a few shots and you're dead. How do you finish the level? Jump off the roof after you shoot all the guys. What about side missions? Burn money. The game is relentless, leading you down one adrenaline-fueled murder binge after another. The insanity of High Hell is further complemented by the aesthetic choices. Fat, blocky graphics. BeamNG.Drive levels of insanity when it comes to the ragdoll physics. Doseone of Enter the Gungeon fame mans the soundtrack, consisting of electronic jolts that provide the perfect backdrop to the frantic action.

The loading screen minigames are always fun.

High Hell is a two-hour fever dream. There are no brakes. It's a twitchy, no rules just right sprint through a cathartic power fantasy that feels like someone took the scene from Saints Row: The Third where you parachute from a 50-foot drop directly onto a penthouse -- Kanye West's "Power" blaring in the background as you crash head-first into the rooftop pool, emerging from the water in a hail of bullets -- and made a game based around that feeling. It's a lowdown, dirty game with no ref, no whistle -- a $10 roller coaster ride.

4. Tekken 7

The genius of Tekken 7 is more than it simply being a great Tekken game. It's a Tekken game that has made so many small improvements upon previous entries in the series that it stands head and shoulders above many of its predecessors and contemporaries.

Comeback mechanics in fighting games are notoriously difficult to balance, with something like Marvel vs. Capcom 3's X-Factor being too overwhelming and ruining the flow of the match with a sense of purposelessness due to certain Level 3 X-Factor characters. Tekken 7 chooses a perfect middle ground by including the rage mechanic (more damage at low health) from Tekken 6 while giving players the option to sacrifice their newfound damage to perform various rage moves. This provides a powerful comeback mechanic when a game seems to be slipping through your fingers, but here it's a tool and not the final solution.

Tekken 7 walks the fine line between accessible for newer players and engaging for veterans.

Tekken 7 further goes above and beyond by including a slow-motion mechanic that activates when both players are low on health and have thrown out moves at around the same time. While this seems like a minor visual change to the game with no real impact on the match, it's so brilliant in its simplicity I'm shocked it hasn't been included in a fighting game before. The level of intensity that the slow-motion finishes create allows even the most bog standard of rounds the chance to reach a thrilling end.

The character roster, while missing a few fan favorites, is still fantastic. All of the mainstays show up in a big way -- with some of the best versions of Kuma and Eddy in a Tekken game to date, to name a few -- and the DLC is absolutely nothing to scoff at. Akuma, Eliza and Geese Howard all bring a unique marriage of 2D and 3D to the game, a concept that sounds like it would be an absolute nightmare on paper but works better than it has any right to.

I couldn't imagine using another costume for Kuma.

Round it out with a goofy story, a team that has recently addressed the frame lag in regards to the net code in an effort to continually balance online play and you have a Tekken game that just feels so much more polished than any other fighting game on the market. To see a series learn from its mistakes, fix them, and then improve upon what makes it great is such a treat, and that's exactly what Tekken 7 does.

3. Polybius

I have lost sleep thinking about what that one button does.
Veteran U.K. game developer Jeff Minter's latest venture, Polybius, borrows its name from the urban legend arcade machine, which in an early press release Minter claims to have played, that is said to be a government-funded psychological experiment that produces heavy psychoactive and addictive reactions in the players.

While Minter's Polybius does not claim to replicate the gameplay of its namesake, you honestly could have fooled me. If Thumper was programmed by Robotron 2084 creator Eugene Jarvis and Mr. Bean, this would be the end result. Minter's Polybius is a hypnotic trip through a psychedelic interpretation of the English countryside, as rendered through Raster graphics.

Nothing else looks like this.

Constantly dumping bullets at polygonal monsters and dodging vector pillars to pilot your ship through horned gates in an effort to attain ludicrous degrees of speed is the name of the game in Polybius. Each enemy killed results in an explosion of geometric impossibilities accompanied by a neon-fueled color change and another insane upgrade to your ship. While you can play the game without VR, with the glasses on, you're pulled into a state of flow. The pulsating soundtrack accompanied by the audio of a woman's voice reciting an airline safety video in Japanese coupled with images of countryside animals pulls you further into the world of Polybius than you'd ever want to go.

But why would you ever want to?

This is a game that just goes and stops for nothing, especially not the player. Yet it's so hard to put down. Once you acclimate to the speed, the game becomes rhythmic. You're sucked in. You live here now, in Jeff Minter's fun house of sunny-side-up eggs and ruminants. A constant struggle to maintain your ship's invincibility set against a retro-futuristic interpretation of what we thought video games would be in the 80's that overloads your mind to the point where you simply cannot leave.

2. Hollow Knight

Also nothing else looks like this.

The only reason we aren't collectively terrified of tardigrades and mites is because they're tiny. Hollow Knight immediately rectifies this problem. I can't recall a game about the horrors of the microscopic world outside of Harley's Humongous Adventure, and it's safe to say that Hollow Knight does a far better job at portraying exactly why the wriggling masses of carrion that live in your eyelashes and underneath the dirt in your finger nails are so horrifying.

The open-world action exploration game formula suffers from a few distinct problems, one of which is how stupid the term "metroidvania" is. Exploring is made tedious instead of engrossing by sectioning off areas that can only be accessed once you have X item, and the charm quickly wears thin. The game turns into this weird pseudo blobber where the difficulty dissipates once you hit a certain echelon of gear, and things begin to congeal together in a haze of same-y backgrounds, feeling less like a big, wide, open world and more like one long, gray level full of cryptic but unrewarding treasure that you got tired of a few hours ago.

The game is a graduate level course in engineering unique areas.

Hollow Knight immediately seeks to avoid this problem by simply making the game more open from the start. Instead of having to bang your head against the wall with the game saying, "Nope, can't go there yet," Hollow Knight swings its doors wide open and instead allows the player to get as lost as they'd like -- and Hollow Knight is a game that you want to get lost in.

Possibly the most brilliant use of parallax seen in a game to date is doubled up with challenging gameplay and a truly haunting setting. A slew of unique NPC's and enemies make the tiny world of Hollow Knight really feel alive, the simple designs hiding a level of detail I wasn't ready for. Furthermore, simple changes to the traditional gameplay formula keep you on your toes.

Borrowing from Shovel Knight and the Souls series, Hollow Knight is a game where the "retrieve your stuff if you die, or lose it forever if you die again" system really works, with the creepy atmosphere of the game and the general level of challenge making some fights back a hard-fought but well-earned victory. The further small change of having the main character drink their potions Monster Hunter-style instead of just immediately recovering their health adds yet another fold of tough but fair difficulty to Hollow Knight.

Having a nail as your main weapon just fits so well.

Hollow Knight is a game in tune with itself in a way that so many games are not. Created on a humble budget of $57,138 AUD ($44,040 USD), Hollow Knight has set a new bar for open-world action-exploration games that I thought only something like La-Mulana was capable of pulling off. Everything in the game works like the gears of a clock, all the little finite elements nudging the game closer and closer to excellence. It's an experience that isn't a pain to 100% complete, because you simply can't look away from the the dark underbelly of the world you find yourself in.

1. Yakuza 0

Welcome to the family.

The king with a furrowed brow of incredible games forgotten in 2017, Yakuza 0 had everything working against it last year. Originally released only in Japan back in 2015, the game finally received a world-wide port on January 24th, 2017. By the time the dust had cleared around December, there was no time of day given for a game released all the way back in January in comparison with the heavyweights that had come out more recently and were still fresh in our minds.

Yet for those who played Yakuza 0 and remembered it for what it was, the reward is incomparable. The most consistently excellent video game franchise to date has given us its most coherent game in Yakuza 0. It's a straight shot right down the middle. Bullseye. Get the popcorn out, it's a movie. The 80's economic bubble of Japan is a perfect setting. The way both fans and newcomers are introduced to Kiryu and Majima before they become the iconic characters we know them as is perfect. The changes made to both the combat system and the EXP system, where you flood millions of dollars into learning increasingly more ridiculous heat actions and "improving yourself," is perfect.

This is the first image you see when you go to heaven.

It never ends. And this isn't to say there aren't problems with Yakuza 0. Kiryu's real estate minigame is tedious and unrewarding (despite achieving Metal Gear Rising zandatsu levels of satisfaction when you see him pull out a giant briefcase full of money out in the middle of the street whenever you buy something), and while the combat is brutally satisfying, there are points where it does get a bit mashy. The game is not without flaws, but think about the rest of this game. Really think about it. People don't remember Ocarina of Time as that game with the water level, so why should we remember Yakuza 0 as such? Yakuza 0 is so successful in what it tries and then succeeds in accomplishing that I am unable to do anything but look past its flaws to see the unbridled enjoyment underneath.

Watching this gorilla man really invest in a game of Outrun will never get old.

The original concept of Japanese man simulator has reached such a high degree of perfection in Yakuza 0 that I have no idea how Yakuza 6 can even come close to topping it. This isn't even getting into some of the greatest comedy writing of 2017 that you can find within the substories, or the loving re-creations with which both Tokyo, Kabukicho and Osaka, Dotenbori are rendered, where the digital cities of Kamurocho and Sotenbori are uncannily synonymous with their real-life 1988 counterparts. Or just the almost insane amount of things you can do in the game that make other open-world side activities look lazy at best in comparison. Pocket racing is something you can spend hours on without touching the main story. Space HarrierOutrunFantasy Zone, and Super Hang-On are all available to play to completion as long as you have the money (and you do). How about some of the greatest karaoke ever in a game, complete with music videos? What about seeing if you can best Mr. Shakedown? What about the one-two punch of managing a cabaret club that is like all the best parts of a dating sim and Diner Dash in one game? Or just disco dancing the night away?

No really these cities are god damn incredible.

Yakuza 0 is an experience that can only be created after years of working on a series until everything falls into place so perfectly that it seems impossible to replicate. The grand champion of underrated series has released its magnum opus, which is somehow also the best entry point to get into the long-storied franchise. If you enjoy video games, you owe it to yourself to play Yakuza 0.

Don't you want to see what this guy gets up to?


While 2017 was a truly remarkable year for video games, it's easy to get analysis paralysis. With so many fantastic releases coming out one after another, you eventually have to prioritize, and some games simply don't make the cut. That being said, it's never too late to go back. You might be surprised by what you find.

The GameSkinny Community's 2017 Game of the Year Picks https://www.gameskinny.com/de4kj/the-gameskinny-communitys-2017-game-of-the-year-picks https://www.gameskinny.com/de4kj/the-gameskinny-communitys-2017-game-of-the-year-picks Tue, 26 Dec 2017 10:00:02 -0500 Josh Broadwell

2016 was no slouch as far as gaming went, but 2017 was absolutely spectacular. From new systems, rebirths of old genres, and reimaginings of some of the best-known IPs, it'd be difficult for anyone to choose just one favorite game from this year. But that's what we did anyway. We asked our community writers what their top AAA, mid-tier (or AA, if you prefer), indie, and mobile games were this year, and here's what they had to say.

Thomas Wilde

As you'd expect after seeing his usual monthly catalog, freelancer Thomas Wilde chose from a broad range of games for his best-of-year picks.

Best AAA Game
Asking someone to make a choice like that in 2017 is like asking them to pick a favorite vital organ, and I haven't quite managed to play everything yet. It was even a good year for horror games. In a year where everything else about human existence seemed determined to suck, video games offered one of the best lineups of titles in maybe a decade or more, with surprisingly few outright disappointments.

My top three is some combination of Resident Evil 7, Tekken 7, and Prey, depending on the day. Tekken 7 has a disappointing set of features in its long-awaited home releases, but the gameplay there is solid and quintessentially Tekken in a way that keeps you playing for evenings on end; Prey wraps itself around you and doesn't quite let go, with a paranoid atmosphere that has you questioning your own possessions and a truly weird alternate history; and Resident Evil 7 proves less is a lot more by removing (most of) the action-movie spectacle of the franchise and getting genuine scares out of something so simple as an old man with a shovel.

Best Mid-Tier Game
I'd probably hand this one to Nier: Automata, simply for how it sticks with you. It's a deeply weird game in a way that you don't typically get out of any release, indie or not. It feels like a localized production from an alien race. Sure, at its heart, it's a simple, remarkably short shooter/brawler, but it has a lot to say about loneliness, sentience, and violence. Even in as crowded a year as 2017, it's a stand-out for how it utilizes the medium.

Best Indie Game
I got a lot out of RiME. It may flag a bit towards the end, but it's a simple, evocative, and, above all else, colorful game, with effective puzzles and a bizarre world that keeps you asking questions. It's a learning experience about atmosphere and minimalism.

Ty Arthur

Freelancer and guide writer Ty Arthur had the unenviable task of choosing from several contenders, but he managed to do so nonetheless.

There were some absolutely fabulous games this year, from the long-awaited PS4 exclusive Horizon: Zero Dawn to a slew of Switch hits like Breath Of The Wild and Super Mario Odyssey. Both Wolfenstein II: The New Colossus and Call Of Duty: WWII rocked it on the first-person, Nazi-killing fronts, and Friday The 13th was more fun than it had any right to be. We got some very unexpected gameplay changes from Nier: Automata and Resident Evil 7 that sort of rocked the gaming world, along with a crop of outstanding RPGs. While it doesn't quite match its predecessor,Torment: Tides Of Numenera is easy to sink a whole lot of hours into if you love classic computer RPGs, and of course Persona 5 dominated on the console front. Now onto the impossible task of actually picking the best of the best!

Best AAA Game: While any of the above-mentioned games could easily sit in this spot depending on personal preference, I'm going to have to go with Arkane's tweaking of the stealth action formula with the sci-fi/horror mashup Prey. It has everything that makes the Dishonored games great, but in a revamped setting that really messes with your head. I love the combination of RPG elements with stealth combat that rewards thinking outside the box, and just wandering around the station learning little details about the people who lived there before all hell broke loose was a pleasure, even outside the killer gameplay.

Best Mid-Tier Game: I suppose there's some wiggle room on what exactly constitutes “mid-tier” over indie, so this might be a bit controversial, but I'm going to solidly put Divinity: Original Sin 2 here in this category. That was a game that absolutely lived up to the hype, and not many titles do that. This is the sort of title that shows why crowdfunding needs to exist and that the practice actively enhances the gaming landscape. Hats off to Larian for keeping the gameplay recognizable while improving on the original game in every single way. There's a hundred different ways to approach any situation, with dozens of character builds, and I've yet to get tired of trying out different combos. If you love turn-based RPGs, be prepared to sink a hundred hours or so into this one.


Best Indie Game: For me, easily the best RPG of the year is a little indie excursion that came out of nowhere and absolutely bowled me over with its amazing combination of style, substance, and humor: West Of Loathing! I'm still sort of in awe over how a black and white game with stick figure graphics managed to grab me and never let go. Every element of the game is hilarious, and there's always more to discover, whether it involves demonic cows, ghost pickles, or even more absurd hijinks. Throw in a killer old-school overland map, with random encounters that easily match the best of the '90s PC RPGs, and you've got a rare gem on your hands here that delivers on all fronts. It's laugh out loud funny and keeps you hooked with solid, classic gameplay.

El Conquistadork

Freelance writer El Conquistadork's choices are equally as varied and go to show that you don't have to love everything about a game for it to be your favorite too.

Best AAA Game: Horizon: Zero Dawn. I just had so damn much fun playing this game. The setting is fascinating and unique, the protagonist is amazing, and it’s the most beautiful game I’ve seen in a long time. A close second would be Persona 5 for the simple reason that I don’t like anime, I’m lukewarm on JRPGs, and their save system caused me to lose so much progress that I would take month-long breaks between sessions just to counteract the frustration ... and yet I put more hours into it than I’m comfortable with relating. How does that even happen? And RE7 would be in there as well: strong as hell at the beginning of 2017, and still strong as hell at the end.

Best Mid-Tier GameWhat Remains of Edith Finch was the apotheosis of what walking sims have been attempting to become since Gone Home and Dear Esther. There’s a level of vast storytelling interacting beautifully with its wide varieties of gameplay and its stylistic decisions, and it left me gobsmacked.

Best Indie Game: I wasn’t completely sold on the final, horror-themed moments of Night In The Woods, but that still left it plenty of room for being the best indie game of 2017. Its artwork, soundtrack, and themes of growing up, loneliness, small-town water treading, and crimes just sucked me right into its world.

Best Mobile Game: With a game titled We Eat Blood, And All Our Friends Are Dead, you know I’m gonna have a look. Based in the classic RPG world of Vampire: The Masquerade (a personal favorite of mine), this is a spooky, text-based adventure where you play a youngling vampire trying to learn about himself without getting purged by his elders. A damn fun time.

Kieran Desmond

JTP Mentor and community writer Kieran Desmond pulled from a wide variety of genres for his GOTY picks, a reflection of just how much there was on offer this year.

Best AAA Game: The Legend of Zelda: Breath of the Wild

Like a bunch people this year, I really fell in love with Breath of the Wild. The way the open world was set up by giving you access to a few core mechanics -- remote bombs, Magnesis, Stasis, Cryonis, and the glider -- and then just setting you loose to explore Hyrule was a stroke of genius. The subtle score and beautiful visuals only add to the "open-air" atmosphere they were striving for. I'm still playing BotW, and after putting about 250 hours into it so far, I'm yet to encounter the final Divine Beast or enter Hyrule castle -- I never want it to end.

Best Mid-Tier Game: Absolver

Absolver was a game that I followed from its announcement, hoping that it would live up to the promise of being able to dynamically learn various combat styles and customize your style as you progress. And SloClap absolutely delivered. This unique open-world fighting game takes patience and a keen eye to master, just like many traditional fighting games. Studying your opponent in order to predict their next move is a huge part of the game that, when done correctly, creates an immensely satisfying experience.

Best Indie Game: Pyre

I was attracted to Pyre because of the beautiful artwork and music from its trailer. I was also curious about its odd mix of RPG, visual novel, and sports-centric gameplay, which turned out to be an innovative and really fun combination. Every character is endearing, the overworld map and the locations are stunningly designed, and the incredibly diverse score, composed by Darren Korb (who worked on Supergiant's previous games Bastion and Transistor) is just sensational. If I were to recommend a single game from 2017, it would be Pyre.

Auverin Morrow

Erstwhile senior editor (now with Hi-Rez) Auverin Morrow took the time to drop in and leave her thoughts too.

GOTY: Horizon: Zero Dawn, hands down.

Beautiful game, excellent combat, a truly unique environment (with awesome robo-dinos), and a badass female character who puts more emphasis on the badass part than the female part. What's not to love?

Joshua Broadwell

Your humble writer felt the need to add his choices too, because why not?

Best AAA Game: The Legend of Zelda: Breath of the Wild

Like Kieran and countless others, this one has to go to BotW, but it was a tough choice between it and Super Mario Odyssey. The latter is excellent in its own right, but with BotW, Nintendo managed to pull off a difficult task by creating a fantastic game that also happened to be a radical remaigining of a world-famous franchise. Despite being so different, it comes across as everything Zelda games always wanted to be. Hyrule is truly a living and breathing land, with areas that look and feel drastically different from each other and characters who are actually deeply connected to each other. The combat and weapon mechanics are spot-on, and there's always something to make exploration worthwhile, even if it's just standing on top of a mountain and admiring the gorgeous view. There is also a definite sense of progression, going from everything being a struggle to feeling capable of handling challenges like that Hinox that looked awfully intimidating when Link only had five hearts. Plus, it's one of the only games (other than Xenoblade Chronicles) where my cat sits on my shoulder and watches. And that has to count for something.

Best Mid-Tier Game:Yooka-Laylee

Yooka-Laylee didn't go over very well with many at first (although we did quite like it in our review). But even with the original issues -- issues quickly fixed by the Spin 'n' Polish update -- it managed to recapture everything that made gaming great over a decade ago: bright, colorful worlds, plenty of challenges and things to do, fun and quirky characters, tight platforming, and generally just being fun to play. Being the first major 3D platformer in forever, it carried a heavy burden, and it would have been easy for Playtonic to rely just on nostalgia and hope for the best. Luckily, they didn't, and the end result is a quality experience.

Best Indie Game: Yono and the Celestial Elephants

Yono is definitely indie, since it's the result of a one-man studio. On the surface, it's a cute adventure game about an elephant trying to solve people's problems, with some Zelda-esque puzzles and combat. But underneath that, there's quite a bit more going on about the nature of life and death, reality, and the relationship between everything alive -- and dead. It's not going to tax your brain or skills, but it's more than worth spending time with.


And there you have it -- a host of games from across multiple genres, with enough quality and variety to satisfy almost anyone. But you, reader, are part of the community too, so sound off in the comments below and tell us what your GOTY picks are!

Will Tekken 7 Have Better Longevity than Street Fighter 5? https://www.gameskinny.com/xxsc2/will-tekken-7-have-better-longevity-than-street-fighter-5 https://www.gameskinny.com/xxsc2/will-tekken-7-have-better-longevity-than-street-fighter-5 Thu, 22 Jun 2017 11:43:26 -0400 Zantallion

The Street Fighter and Tekken franchises have been going at it for years. As two of the biggest franchises in the fighting game genre, both have long and storied histories, with successes and failures throughout. Historically, Tekken has always lagged a bit behind Street Fighter, having a smaller competitive scene and less overall notoriety. With the latest iterations of each franchise, however, Tekken has the opportunity to, for the first time in history, flip the script on Street Fighter

Tekken's chance to overtake its longtime rival comes largely due to the overall negative reception of Street Fighter V, which launched as an incredibly bare-bones game, lacking a large number of mechanics and modes that are seen as standards in modern fighters.

Street Fighter V launched over a year ago, and to this day, it still doesn't even have a proper arcade mode. But that's not it. At launch, Street Fighter V only had 16 characters, a tutorial mode, survival mode, and online vs. battles. In 1991, that would've been plenty. In 2016? It was nothing. Even Street Fighter IV, it's predecessor, had 25 characters at its base console launch. Street Fighter V still has yet to overtake even its previous installment's base character number, and we're coming up on its second full year of content updates.

By comparison, Tekken has far more content (practically) at launch, with a proper story mode and arcade mode, as well as character customization, all included. It even has 36 characters on its roster at launch -- with one more as a preorder bonus. Tekken 7 has the content edge on Street Fighter V, but is more content enough to give it the advantage?

Street Fighter's held onto its edge for as long as it has because of its history with the fighting game genre. As the grandpappy of modern fighters, many look to Street Fighter as the definitive fighting game. By comparison, Tekken has always moved to the beat of its own drum, remaining a 3D arena fighter where most returned to the classic 2D style, not integrating super moves, and keeping intact its oddball cast.

But now, as Street Fighter takes a big misstep, Tekken is in the perfect position to capitalize. Street Fighter V's biggest mistake was focusing so heavily on the competitive scene. While the pros found SFV to be a mechanically deep game, the casual crowd found a game with very little to actually do.

And everyone starts as a casual; no one is born a Street Fighter champ.

It is here that Tekken's biggest advantage lies. By providing the casual market with numerous gameplay options for all kinds of players at launch, Tekken's competitive market will grow as more casual players find enjoyment in competing at a higher level. Street Fighter, on the other hand, by catering only to already-existing professionals, chases away its potential future by giving fans an empty game, one they'll get tired of before they ever get to that professional -- or even semi-professional -- level.

Tekken's best chance to grow competitively is to offer more casual content. Whether it's by providing DLC modes or new customization options, or something else entirely, if Tekken wants to fully usurp its rival, it needs to offer more silly fun to really grow that competitive seed.

It's an uphill battle, but if Namco plays its cards right with Tekken play their cards right, Kazuya and Heihachi just might take over Ryu and Chun Li's place as the luminaries of the fighting game genre. They're off to a really good start, and if Street Fighter keeps moving at the snail's pace it has been, they'll have it locked down. Capcom needs to kick it into high gear -- or Namco is going to rightfully steal their throne.

The 11 Best Characters in Tekken 7 for Winning Tournaments https://www.gameskinny.com/2uqxe/the-11-best-characters-in-tekken-7-for-winning-tournaments https://www.gameskinny.com/2uqxe/the-11-best-characters-in-tekken-7-for-winning-tournaments Wed, 14 Jun 2017 14:19:56 -0400 Serhii Patskan


So, if you're looking for some serious competition, then consider Steve, Hwoarang, or Marshall. If you want to learn the game with the best character, then take into account Kazumi, Heihachi, or Nina. And if your goal is to suprise your opponents with unusual fighting styles, then opt for Bryan, King, or Dragunov.


With all these choices, you're bound to find a fighter that will take you to the top of ranks -- and win the King of Iron Fist Tournament.




What other great Tekken 7 characters would you choose to use during an online tournament? Share your thoughts in the comments section.


Sergei Dragunov


Dragunov, a Russian special operative, was first introduced in Tekken 5. He uses a modified offensive style of the Sambo martial art called “Commando Sambo.” His combos mainly consist of long strings of short pokes that create an unbreakable wall (e.g. df+2, f+4,4,3, f+1, f+3, f+1, f,F+2, B, f+3, cd+1+2).


He’s got a huge arsenal of those that work great against most other fighters. Paradoxically, his Rage Art (down + left punch + right punch) is a heavy blow that smashes opponents right into the ground:



Nina Williams


Nina, a fan favorite, is just as good in Tekken 7 as she ever was. Her fighting style is an amalgamation of two of the weirdest martial arts -- Hapkido and Koppo. It makes her both extremely fast and extremely dangerous, so watch out opponents.


Williams has a few secret attacks in Tekken 7 that mix up really well with her unbreakable grab, such as f,F + 1 + 2 (fast forward + left punch + right punch). And her Rage Art (down + left punch + right punch) is just bonkers:



Heihachi Mishima


Heihachi, the central character of the Tekken series, had to be listed here. After so many iterations in the series, Bandai Namco does a great job of pushing Heihachi to the limit by introducing new, amazing moves. One of them is the infamous d+2+3 (down + right punch + left kick) that can insta-kill an opponent from a distance -- if their life total is low enough.


It is incredible how Heihachi can still be relevant and so well-balanced even after so many years. If you enjoy the classic Tekken fighting style, or you are generally a nostalgic player, then this would be your choice for the tourney.


His Rage Art (down + left punch + right punch) cannot be missed either:



Kazumi Mishima


Kazumi is a completely new character and brings her own peculiar blend of  Karate styles to the game. It is important to mention that Kazumi might not have the strongest moves, but they are definitely the most beautiful ones. So if you’re looking to add an aesthetic component to your fights, then definitely choose Kazumi.


She is also the perfect choice for beginners, because her move set is quite limited. But in the right hands, she can go really far!


Kazumi’s Rage Art (down + left punch + right punch) reflects her style really well:





Here’s a new character… well, at least for the Tekken series. Akuma is a well-known Ansatsuken specialist from Street Fighter, meaning that his combos are all designed to do one thing – finish the opponent at once.


This method is beautifully expressed in his Rage Art (left punch + left punch + forward + left kick + right punch). Akuma is definitely not your typical Tekken fighter, as his move set is very different from the rest of the more familiar Tekken characters. But it doesn’t make him weak at all -- on the contrary, he is actually very strong.



Kazuya Mishima


If you are well-familiar with the lore of the Tekken series, you will know that Kazuya won the very first King of Iron Fist Tournament, which should already make him the rightful choice for your own tournament run.


His main style is centered in Karate, but in fact, Kazuya can do so much more than that. His combos are very elaborate and require a lot of skill and practice. Probably the hardest thing to accomplish is to dash during combos, which is possible by forward dashing (f,F) and holding the F. After that, you can finish off any combo you like.


Below you can witness Kazuya’s devil form during his Rage Art (down/forward + left punch + right punch):



Bryan Fury


A furious kickboxer, Bryan is known for his oppressive, fast-paced kicks and punches. Your main strategy with Bryan should revolve around spamming b+2+1 (back + right punch + left punch). Just don’t leave your opponents time to react: quickly block any of their mids or lows.


Most players will have no idea how to resist a strong bully like Bryan and will quickly give up. The only other character that could withstand Bryan is King, so keep that in mind.


Also, check out his Rage Art (down/forward + left punch + right punch) if you want to experience Bryan’s intensity:





This iconic character is the only wrestler in Tekken 7, which automatically gives him advantage over any other characters due to his unconventional move set. He's actually so strong that some of his damage had to be nerfed, such as u/f+3 (up / forward + left kick).


But his characteristic throws still remain some of his most powerful tricks -- either his generic throws (left kick + right kick; left punch + right punch) or command throws (left/down/right + right punch + right kick).


King’s Rage Art (down/forward + left punch + right punch) is every wrestling fan’s dream:



Marshall Law


You guessed it right -- this is the Bruce Lee of the Tekken series. Marshall uses a mixture of various martial arts, but his main style is derived from Jeet Kune Do, which means that just like Hwoarang, he is a fast poker.


On the other hand, Law has a few slow but super damaging tricks under his sleeve. For example, his b+3+4 combo (back + left kick+ right kick) kicks really hard.


His Rage Art (left punch + right punch) is just as powerful:





The famous Hwoarang returns with a blast in Tekken 7. His main technique is Taekwondo, which allows him to execute crazy fast pokes that can finish the fight really quickly. Mastering Hwoarang as your main character isn’t easy, but it is definitely rewarding.


His Flamingo stance is probably the most unique in the entire series, as it activates in just one data frame, so you can input commands right away. You can also block while staying in Flamingo, but then the stance will be canceled.


As for his Rage Art (down + left kick + right kick), be sure to check it out below:



Steve Fox


Steve is an unusual Tekken character that mainly utilizes simple boxing techniques -- with almost no kicks -- that turn out to be super effective against the current roster of fighters. Although he is still not very good against characters that spam lows, Steve can deal a lot of damage even if you don’t know how to combo right.


You can use his mid mixups with the occasional low and you will do really well either in a tournament or casual match-up. He can easily counter almost any combo, while his own Rage Art is also quite impressive and easy to activate (left punch + right punch):



Online Tournament mode is one of the most exciting components in Tekken 7. It allows players from around the world to take part in something really big and rewarding. If you win, you get to earn special prizes and gain confidence for the upcoming world tour. But how do you approach such a tournament? Which character do you choose?


Amongst the wide array of fighters in Tekken 7, there are a few must-have choices that most fans are already familiar with. But with the introduction of 10 new characters, there is room for a couple of fresh choices, too.


If you have a hard time deciding which character to play in your next tourney, or you’re trying to re-consider your initial choices, then check out these 11 top tier fighters readily available in Tekken 7.

How to Get Tekken 7's Hidden Trophy https://www.gameskinny.com/lcrkr/how-to-get-tekken-7s-hidden-trophy https://www.gameskinny.com/lcrkr/how-to-get-tekken-7s-hidden-trophy Mon, 12 Jun 2017 15:25:36 -0400 Zantallion

In trying to complete your trophy list for Tekken 7, you may notice that you're one short after all your time spent on the game. There's a hidden trophy in Tekken 7 that you'll need to really complete your collection. In this guide, we'll go over how you can get your battle-scarred hands on it.

Unlocking the Hidden Trophy in Tekken 7

First things first, you'll need to play through the game's story mode all the way to the end. After you've finished making your way through the story of the Mishima family, you'll unlock a special 13th chapter  titled Instant Carnage.

Start up this chapter. When you do, you'll see Kazuya confidently standing among the fire and brimstone of a volcano. As he dodges a purple fireball, you'll see fan-favorite Street Fighter crossover character Akuma standing in the distance.

After a quick bit of trash talking, you'll take control of Devil Kazuya and go up against the master of the Satsui no Hadou himself. Be warned -- much like Akuma fights in other games, he's incredibly difficult. Most likely, you will have to try this fight a few times to finally get that last hit in on him. But if you check out our guide to beating Akuma, you should get through just fine. 

If and when you're able to triumph over this formidable foe, you'll be able to claim the hidden trophy -- called Master of the Iron Fist -- and complete your collection. 

That wraps up this guide for unlocking the hidden trophy in Tekken 7. Be sure to check out the rest of our Tekken 7 guides for more tips that will get you in fighting shape. 

Tekken 7: How to Unlock Devil Kazuya and Violet https://www.gameskinny.com/2o4c4/tekken-7-how-to-unlock-devil-kazuya-and-violet https://www.gameskinny.com/2o4c4/tekken-7-how-to-unlock-devil-kazuya-and-violet Wed, 07 Jun 2017 08:57:17 -0400 Craig Snyder

Tekken 7 has been hyped as one of the most game-changing fighters in years, and now that it's out, the reviews seem to be coming in as overwhelmingly positive. It's got the feel of the classic Tekken games that we know and love with next-gen polish on it.

Unlockable characters have been a staple of fighting games for years. In Mortal Kombat, there were characters like Quan Chi and Cyber Sub-Zero. The Street Fighter series, especially Street Fighter IV, is well-known for incorporating unlockables by beating Arcade mode with different characters. Tekken 7's pool of unlockable characters isn't quite the size of other fighters, but there are two characters who have secret transformations that are worth looking into: Kazuya and Lee.

Play as Devil Kazuya in Tekken 7

Devil Kazuya makes an appearance toward the end of the story mode in Tekken 7. There's no way to select this character in the character selection screen, but you're still able to play as Devil Kazuya if you enter a match as Kazuya.

When in a match, you can transform until Devil Kazuya by activating Kazuya's Rage Art by pressing R1 on PS4 or RB on Xbox One. This can also be done by performing UB+1+2

Devil Kazuya gains several moves that you don't have access to as just Kazuya. Although this isn't a character unlock in the traditional sense, it does differ from others' Rage Arts and plays and feels like a whole different character.

Play as Violet in Tekken 7

While again not technically a new character unlock, many Tekken fans will recognize Violet as the alter-ego of Lee. Violet has been a very popular character since early on in the series, and switching out Lee for Violet in Tekken 7 is as simple as swapping his outfit.

All you need to do is hover over Lee in the character selection screen and press Square or Circle on PS4 or X or B on Xbox One. Violet's set of moves don't differ from Lee's at all, but the outfit change is pretty sweet.


While Tekken 7 went in a slightly different direction than competing series like Street Fighter in terms of unlockable characters, it's much appreciated that they do try and weave these alternate personalities and appearances into the game. They're neat little Easter eggs that don't tip the balance of competition in a game that many have expected to pave the way for fighting games for years to come.

Drop a comment and let me know what you think about Devil Kazuya and Violet, or share any other secrets or little-known content!

Be sure to check out some of our other Tekken 7 guides:

How to Beat Akuma in Tekken 7 https://www.gameskinny.com/9snut/how-to-beat-akuma-in-tekken-7 https://www.gameskinny.com/9snut/how-to-beat-akuma-in-tekken-7 Tue, 06 Jun 2017 10:36:44 -0400 Serhii Patskan

The special chapter of the Tekken 7's story mode involves a guest character from the Street Fighter universe -- Akuma. You can fight him after you finish the main story as Devil Kazuya. This can be an easy fight if you choose low difficulty, but if you’re trying to beat the game on max difficulty, then it’s going to be really tricky.

Follow this guide if you want to know how to beat Akuma, what strategy works the best against him, and what kinds of moves you should know about.

Beating Akuma on the Highest Difficulty in Tekken 7

Step 1: Keep Your Distance

As soon as the fight begins, Akuma will shoot fireballs at you. Sidestepping works great in this case, which also lets you keep a healthy distance from Akuma. If you try to attack him, he will just parry and block everything and punish you with his heavy-hitting combos.

Try to stay away from Akuma and use your Air Laser (up-forward + left punch + right punch) whenever Akuma halts to charge up his energy.

Step 2: Sidestep and Attack

When sidestepping, you can start getting closer to Akuma. When he uses all of his energy on fireballs, attack with your Hell Lancer combo (forward-neutral + down-forward + left kick).

But don’t get too close, as Akuma has the ability to teleport. If you do get too close, he will appear behind you and punish you with his powerful blows.

Step 3: Use Teleportation Against Akuma

If you do nothing, Akuma will try to teleport in front of you. Now, if your timing is correct, you will be able to execute the Wind God Fist combo (forward-neutral + down-forward + left kick) right at the moment he reappears.

This will completely disrupt his own combo and let you deal some serious amounts of damage. You can repeat this as often as you like.

Step 4: Use Kazuya’s Rage Art

If you’re able to dodge all of Akuma’s fireballs and hit him with your Air Laser and other combos at the right moments, then you will leave him with no other choice but to use his Rage Art.

The only way to disrupt Akuma's Rage Art and finish him off is to execute your own Rage Art (down-forward + left punch + right punch).


This should be enough to defeat Akuma on the Tekken 7's highest difficulty level. If you’re in need of other Tekken 7 guides, then take a look here:

Troubleshooting Online Connection Issues in Tekken 7 https://www.gameskinny.com/bpy7s/troubleshooting-online-connection-issues-in-tekken-7 https://www.gameskinny.com/bpy7s/troubleshooting-online-connection-issues-in-tekken-7 Tue, 06 Jun 2017 09:12:27 -0400 Serhii Patskan

Since the release of Tekken 7, many players have experienced connection problems in online matches. The real issue here is not the online connection itself, but the buggy matchmaking system implemented in Tekken 7.

This was recently confirmed by the game’s director, Katsuhiro Harada, on his Twitter account. Currently, the Bandai Namco is working on fixing this matchmaking issue in Tekken 7.

But what do you do before the patch arrives? Actually, there is a way around this problem. All you need to do is follow this simple guide.

How to Fix Your Online Connection in Tekken 7

Step 1: Adjust Your Connection Quality

When you choose either the Warm-Up or Match List option in the Ranked Match menu, the game will offer you the option to adjust two settings before searching for your opponent: 

  • Rank Restrictions
  • Connection Quality

Set both of the connectivity options to “Any.” This option will not restrict your search to a specific opponent. Instead, it will widen the search area and find a match-up must faster. 

Step 2: Confirm the Choice in the Lobby

As soon as you begin searching for an opponent, the Tekken 7 will ask you to wait for the right match-up in the matchmaking Lobby. If you’ve adjusted your Rank Restrictions and Connection Quality correctly, you will find an opponent in just a minute or two (give or take).

When the game finally finds the right match-up for you, the “You’ve been Challenged!” menu will pop up, and you must choose “Yes” in order for the servers to connect you to the given match-up without any connection issues.


The official fix for the match-making system should arrive soon, which will then allow you to restrict your search options without losing your connection or experiencing any online connection issues. But f, r now just enjoy the game in its current state, and if you need any other guides on Tekken 7, check them right here:

How to Beat Kazuya in Tekken 7 https://www.gameskinny.com/temei/how-to-beat-kazuya-in-tekken-7 https://www.gameskinny.com/temei/how-to-beat-kazuya-in-tekken-7 Mon, 05 Jun 2017 11:32:25 -0400 Serhii Patskan

The final battle in the Tekken 7 story mode is probably the most important battle in the entire series. This is where Heihachi fights his son Kazuya, who exposed himself to demonic powers. And he's really hard to kill no matter what difficulty you’re playing on.

This guide will help you go through all the phases of Kazuya’s transformations, and find the best moves to finally put him down.

Father vs. Son: Defeating Kazuya in Tekken 7

Phase 1: Human Form

As soon as the fight between father and son begins, Kazuya will appear in his normal human form. It will be an easy fight, so you don’t need to do anything special.

Just dodge his lows and mids, and keep pushing through with short bursts of punches and kicks. Kazuya’s health will diminish rapidly and he will fall on his knees. This will end the first phase of the battle.

Phase 2: Third Eye Form

Kazuya will start the fight by shooting a laser from his third eye that deals remarkable amounts of damage. He will also fight more intensely using powerful blocks and blows.

The best way to avoid his laser shots is to simply keep him busy as much as you can. If you keep pressuring him, he will not have time to use his third eye.

You also need to use Heihachi’s combat tricks to quickly beat Kazuya down. For example, press down along with left and right punches. This will make Kazuya block, but the damage will still go through. Another thing you can try is to get behind him and kick Kazuya in the back.

Phase 3: Devil Form

As Kazuya transforms into his demonic form, he will keep shooting lasers from his chest that hit like a truck. Dodge them as well as you can by sidestepping.

He also becomes more resilient to your hits, so you must apply Power Crush attacks to deal enough damage to his health total. Press left-down + left punch + right punch.

Lastly, try to keep your own health total as high as possible, as in the final round you will start with that much health, and if it’s too low, you’ll have a hard time beating Kazuya.

Phase 4: Final Round

In the final stage of the fight Kazuya retains his devil form, but this time he will not limit himself to simple attacks. Kazuya will stay in the Rage mode through the entire round, so your main task here is to dodge his Rage Arts.

The best way to do this is to jump either forward or backwards. Sidestepping also works, but you need to be very precise with the timing. You can try and block them, too, but be aware that some of the damage will still go through.

As soon as you see Kazuya open himself, go ahead and attack him. This will take some time between going into defense and attacking modes -- but if you’re being patient and mindful, the fight will end soon with your victory.


Hopefully, this guide will help you defeat Kazuya, and if you’re looking for other Tekken 7 guides, then check them out below:

Tekken 7 Review: Great Fighter, Subpar Storyteller https://www.gameskinny.com/inrz4/tekken-7-review-great-fighter-subpar-storyteller https://www.gameskinny.com/inrz4/tekken-7-review-great-fighter-subpar-storyteller Sat, 03 Jun 2017 21:36:31 -0400 Serhii Patskan

The long-awaited sequel in the Tekken’s main series is here… and available on PC, which is a real treat for those who don’t own a console yet.

Tekken is a favorite fighting game of many generations of gamers since the times of Tekken 3 that was a massive international hit on the very first PlayStation console. But up to this moment it was never available on PC, which greatly limited the availability of this excellent fighter.

In Tekken 7 you will be able to see the end of the epic Mishima clan saga, try out all the new and old modes, and even experience the game in VR. Now, let’s get deeper into each of these features!

Story Mode: “Father, I will tear you to pieces”

With that “heart-warming” phrase begins the story mode of Tekken 7 -- the one that should have answered so many questions regarding the Mishima clan. Then, the first fight begins with a ridiculous clash between a little boy and his father that doesn’t end well as you would assume.

The story goes on showing the present world being engulfed in a terrible war provoked by Jin Kazama -- an heir of the Mishima clan, who’s gone missing. So Heihachi returns and reclaims the order in the clan with an announcement of the King of the Iron Fist Tournament.

Usually, PC ports of exclusive console games rarely turn out well, but Tekken 7 is an exception, and the game runs very well even on the low-end machines.

After thirteen chapters of testosterone-infused fights accompanied by the short cutscenes, we finally get to see the end of the epic Mishima clan saga. Or is it so? Well, one of the major characters dies (not going to spoil which one), but that doesn’t mean that the story is over in a full sense of that word.

If you expected a massive resolution at the end, then you will most likely be disappointed. But in all honesty, story mode was never a distinguishing characteristic of the Tekken series -- it has always been about the arcade/versus modes, and by the looks of things, from now on will always be about the online battles. That is where the game really shines.

Combat Mechanics, Graphics and Optimization

Tekken 7 introduces a few really powerful new combat mechanics, such as Rage Arts, Rage Drive, and Power Crush. The Rage Arts is especially interesting, as it allows you to deal insane amounts of damage, when your character is on the brink of death.

At first, it may be challenging to activate this ability, especially for the new players, but you can always learn how to activate the Rage Arts offline. It is always a good idea to switch to Practice Mode that allows you to keep the Arts activated throughout the entire match, so that you don’t have to wait until your character drops below the 25% HP mark.

The only drawback of the Practice Mode is that it has absolutely no frame data available for each of the characters, so if you take your fighting skills seriously, you will need to search for it outside the game.

But let’s not get distracted. The new combos not only work well, they also look fantastic! But the animations in the Tekken series have always been mind-blowing, so this shouldn’t be much of a surprise. Since the new game runs on the Unreal Engine 4, you can imagine how detailed and polished all textures look even at 60 FPS.

Usually, PC ports of exclusive console games rarely turn out well, but Tekken 7 is an exception, and the game runs very well even on the low-end machines.

Player and Character Customization

Since the game is now fully adapted for online battles, the players can customize their tags, which can be unlocked through Treasure Battles or simply by winning online and earning the fight money. There is a huge pool of options that allow you to change the look of the health gauges and the fighters themselves.

You can change your characters’ appearances by adjusting their clothes, hairstyle, make-up, and other fun stuff. It’s really nice to see such a diversity for each of the fighters, where every player’s character can look different and really fit their own particular tastes.

There are all kinds of styles available from grungy and trashy to cute and fluffy -- the choice is all yours. But that’s not it! The custom animation sequences are also available, and in this way you can start a fight by representing your character in some cool cinematic way.

Online Tournaments

Just like the story mode suggests, you can create your own tournaments in Tekken 7. You will have two options: single or double elimination. Also, you can limit the tournament to only a few private persons, or make it open to all global players.

A normal tournament may last for up to one hour, but it really depends on how many slots you have opened, and if you have the simultaneous battles activated or not. If you do have them activated, then it will go faster, since there is no queue as such, and if you get bored, you can always spectate other players fighting each other.

You can change your characters’ appearances by adjusting their clothes, hairstyle, make-up, and other fun stuff.

The overall presentation of the tournament mode is fantastic, and it can really create a solid foundation for the global competitive scene for Tekken 7. You can follow the changes in the brackets live as the players progress through the stages of the tournament, and even win prize fight money.

Many players will also be interested in solidifying their position on the global leaderboards, but this, of course, requires a lot of grinding/fighting on the ranked ladder.

Verdict: 8/10

The gameplay is what’s making Tekken 7 a truly great game, and if you want the story, then go look for it somewhere else. Fortunately, the subpar story element cannot distract you from excellent combat mechanics and animations.

On a technical level Tekken 7 is definitely the best installment in the series with its rich customization menu and online tournament modes. There is also a VR support, but it is something of an acquired taste, and does not translate well in the actual fights.

And, if you ever dreamed of becoming a professional gamer, Tekken 7 gives that chance to everybody. You can start earning points right away in online modes and earn the place in the Tekken World Tour that will start on June 16 in Orlando, FL.

How Many Chapters are in Tekken 7? https://www.gameskinny.com/3uf87/how-many-chapters-are-in-tekken-7 https://www.gameskinny.com/3uf87/how-many-chapters-are-in-tekken-7 Sat, 03 Jun 2017 21:17:09 -0400 ESpalding

The name Tekken has been synonymous with fighting games for over two decades and yesterday, June 2nd, 2017, marked the arrival of the next installment Tekken 7. Developed by Bandai Namco Entertainment, this new game sets about bringing to an end the 20-year family feud between Kazuya and Heihachi Mishima. The main storyline in this climactic finalé consists of 14 chapters, a prologue, an epilogue plus a special chapter which becomes available after the end credits.

Fury vs. Dragunov

There is a handful of achievements to be had from completing the story but you do not get rewarded with one for completing every chapter:

  • You Think You're Tougher Than Me? - awarded for completing the prologue
  • Let's Do This - awarded for completing chapter 1
  • You Challenge Me?! - awarded for completing chapter 8
  • I Can't Accept This Fate - awarded for completing chapter 13
  • It's Time For You to Meet Your End - awarded for watching the epilogue

The main story is estimated to take approximately 2 hours to complete if you sit and watch all the cutscenes. You can reduce the time to complete by skipping the cutscenes and having it on the easiest difficulty.

Azuka vs. Alisa

But just when you think you have completed the game, you still have plenty of hours gameplay left as there are character episodes as well. These unlock upon completing the story and there are 28 of them. They won't take up much of your time as these episodes consist of an intro, the main fight, and an end cutscene. If you are an achievement hunter, there are only 2 achievements linked to character episodes and you only need to play through 10 of them.

Shaheen vs. Claudio

After you have completed all the story chapters and character episodes, do not despair as there are still many hours of gameplay left. Even though great care has been taken to craft a fitting story for this final chapter, you mustn't forget that Tekken 7 is foremostly a multiplayer so once you have perfected all the moves offline you should jump online and test your skills against other players around the world or even just with friends!

Is Tekken 7 bringing back lots of memories from previous games in the series? How do you like the new story? Join in the discussion below and remember to check back to GameSkinny for other Tekken 7 news, tips and reviews!

Tekken 7 Beginner's Guide: Rage Arts and Rage Drive Move List https://www.gameskinny.com/8vkfz/tekken-7-beginners-guide-rage-arts-and-rage-drive-move-list https://www.gameskinny.com/8vkfz/tekken-7-beginners-guide-rage-arts-and-rage-drive-move-list Fri, 02 Jun 2017 09:56:12 -0400 Serhii Patskan

Tekken 7 introduces a few new combat mechanics, and Rage System is definitely the most powerful among them. It has two options for you to choose from during your fights: Rage Arts and Rage Drive. One is mostly used to break through attacks, while the other one can mitigate even the strongest combos.

In this guide you will find a complete Rage System move list with both PC and console controls for each character in Tekken 7.

How to Use Rage Arts and Rage Drive in Tekken 7

Rage Arts

Your Rage Art is a super blow that can disrupt your opponent’s combo and push through with some massive amounts of damage. This type of move allows you to finish off your opponent in the most unexpected way.

You can only activate Rage Arts when your life total drops below the 25% mark and your character starts glowing red. The lower your life total is, the harder your character will hit.

Rage Drive

The second option is far more advanced, and each character has their own way of using Rage Drive. You should try it on different characters and see how want to use it.

Just like Rage Arts, it is activated after your life total drops below a certain mark, and your character will glow in blue color.

Note that two characters -- Akuma and Eliza -- have no Rage Drive combinations.

Rage System Move List

Character Rage Art Rage Drive
Eliza  b+3+4 --
Panda b+1+2 f,f+1+2
Lee/Violet d+1+2 d/f+3+4~f,N
Bob d/f+1+2 f,f,f+3+4
Nina d+1+2 f+2+3~F
Akuma 1,1,f+3,2 --
Kazumi d+1+2 f,f+1+2
Master Raven d/b+3+4 f+3+4,2
Miguel b+1+2 d/b+1+2
Kuma b+1+2 f,f+1+2
Eddy b+3+4 f,f+3+4
Yoshimitsu b+1+2 u/b+1+4
Dragunov d+1+2 f,f,f+1+2, d/b+1+2
Hwoarang d+3+4 d+3+4,4
Law 1+2 d/b+4,3+4
Asuka d/f+1+2 f,f+1+2
Shaheen 1+2 d/b+2,4~d/f
Kazuya d/f+1+2 f,N,d,d/f+1+4 or f,N,d,d/f+1+4~U/F
Heihachi d+1+2 b+2,1+2
Claudio d/f+1+2 b+4,2~f,f
Lucky Chloe 3+4 d/f+3+4 or FC d/f+3+4,1+2
Lili 3+4 d/f+3+4,3
Lars 1+2 1+2
King d/f+1+2 d/b+1+2
Jack-7 b+1+2 b,d/b,d,d/f+1,2
Bryan d/f+1+2 b+1+2
Steve 1+2 d/f+3+4,1+2
Paul 1+2 d,d/f,f+1+2
Xiaoyu b+1+2 d+3,3+4
Josie d/f+3+4 f,N,d,d/f+3+4
Jin b+1+2 f,N,d,d/f+1+2,3,1
Devil Jin b+1+2 f,N,d,d/f+4,3+4
Katarina 3+4   1+2
Gigas 1+2 f+3+4
Leo d/f+1+2 f,f+2
Alisa b+1+2 f+2+3,3+4 or f+3+4
Feng d+1+2 b+1+2


Move List Legend
Notation Move
  u  Up
  d  Down
  f  Forward
  b  Back
  N  Neutral
  f,f  Forward Dash
  b,b  Back Dash
  SS  Side Step
  SSL  Side Step Left
  SSR  Side Step Right
  SW  Side Walk
  SWL  Side Walk Left
  SWR  Side Walk Right


Notation Attack
  1 Left Punch
  2 Right Punch
  3 Left Kick
  4 Right Kick
  1+3 Left Punch + Left Kick
  1+2 Left Punch + Right Punch
  2+4 Right Punch + Right Kick
  3+4 Left Kick + Right Kick
  2+3 Right Punch + Left Kick
  1+4 Left Punch + Right Kick

Come back soon for more Tekken 7 guides at GameSkinny!

Fighting Game Terms: A Glossary for New Players https://www.gameskinny.com/64mo1/fighting-game-terms-a-glossary-for-new-players https://www.gameskinny.com/64mo1/fighting-game-terms-a-glossary-for-new-players Sun, 04 Jun 2017 14:14:57 -0400 Thomas Wilde

We're currently undergoing a low-key fighting game renaissance. Last year's Street Fighter V finals at Evolution were shown on ESPN 2 for the first time, SNK made a triumphant return with The King of Fighters XIV, and Guilty Gear is still going strong. On top of that, Injustice 2 has released to rave reviews, Mortal Kombat X was the best-selling game of its franchise, Tekken 7 has finally come out for consoles, and we've still got Marvel Vs. Capcom: Infinite on the horizon.

There are more people trying to get into fighting games than ever before, but like any genre, fighting games have their own specialized slang. You may have noticed it yourself; if you try to read a subreddit or forum thread about a game you're interested in, it can be like fighting-game fans are speaking an entirely different language.

This is intended as a guide for beginners as a way to get a handle on some of the common terms used by the fighting game community (FGC). Even a relatively simple modern fighting game can be complicated for a newcomer, and that's bad enough without also having to pull out a decoder ring to figure out what your fellow players are saying. 

FGC Notation

Here's where the first problem usually kicks in. Click on a link for a fighting game you're interested in, and here's something that they might list as "basic":

j.S -> st. M -> st. H -> b, d, db + L -> j. M -> j. M -> j. S -> st. M -> st. H -> DP + H

That's an ostensibly beginner-level combo for Spider-Man in Ultimate Marvel vs. Capcom 3. (There are a lot of hits in it. UMVC3 is just that kind of game.) If you're coming at the game cold, it looks like gibberish.

Every fighting game typically has its own unique button scheme. There may be a crossover between franchises from a single publisher, too; for example, Street Fighter and DarkStalkers both use the same six-button layout, although their mechanics differ. In general, however, each game will have its own style of notation, the most basic of which starts from the joystick:

b - back
f - forward
d - down
u - up

Naturally, "back" and "forward" are always relative to your character, who will almost always be facing your opponent.

Combinations of these notations are used to indicate diagonals, so, for example, d/f is down and towards the opponent.

To make things a bit more confusing, some Japanese players will use numbers here instead, which dates back to old-school BBS days. To translate, look at the number pad on a standard computer keyboard. The numbers correspond to the joystick direction. For example, 1 is down/back, 2 is down, and 3 is down/forward. Let's just stick to Western notations for now.

j. -- jumping
sj. -- super-jumping, where applicable
cr. -- crouching
st. -- standing; neutral position
XX -- often used to indicate canceling one move into the next

If there's nothing at all in front of a button, you can comfortably assume that it means a standing or neutral move.

Individual buttons will differ widely enough between games that we'd be here all day if we tried to discuss them all specifically. Fortunately, this is one of the easiest things to figure out if you've got the game in front of you, although you'll still run into an occasional naming convention among different online fans. Still, you'll have to go game by game on this one.

Basic Fighting Game Terms

We should probably start with these, as they're the heart of most fighting games' systems.


There's some form of resource meter built into most modern fighting games. Typically, this meter fills up gradually when you get hit or land a hit, and is spent on using super moves, enhanced special attacks, or other useful mechanics.

This may seem obvious -- after all, the meter's right there in the UI, it's generally always in the same place from game to game, and some kind of gradually-building resource has been a regular fighting game mechanic for almost twenty years -- but this is meant as a list for beginners, after all, and meter management is a huge part of any fighting game it's in.

This goes doubly for games like Street Fighter V, where there's more than one similar resource to keep track of, or Mortal Kombat X, where your X-ray, EX moves, and breaker all run off the same meter.

EX Move

This is a mechanic where you can opt to spend some super meter when you use a special move in order to enhance that move in some predetermined way. This may mean it does more damage, hits another couple of times, or has some additional tactical utility. For example, Johnny Cage in Mortal Kombat X can spend some of his meter on his energy ball in order to throw two of them at once.

This is also known as "meter-burning" or as an enhanced move, but fans often call this sort of thing an EX Move, after its name in the DarkStalkers and Street Fighter franchises.

Ryu's EX Hadoken in SFIV hits twice.

Normal Move

These are the most basic attacks you can do. Normals are what come out when you push a punch or kick button while standing, jumping, or crouching.

A "command normal" requires you to use simple joystick commands in conjunction with an attack button. These aren't typically as elaborate as special moves but do give you some extra options.

Special move

These moves are more complicated trademark attacks of a character, which are performed with the combination of a joystick motion and an attack button. These are your fireballs, teleports, fancy throws, and special punches or kicks. They form the spine of your character's strategy.


It often has a more spectacular official name, such as a Desperation, a Super Art, or an Overdrive, but they all mean the same thing. A super move is a damaging, often multi-hit attack that costs a substantial amount of meter to perform. In games that include supers, they are often where much of your damage ends up coming from.

Slightly Less Basic Terms

This is by no means exhaustive; a full list of all the slang in the FGC would be enough for a short book, and it would likely be out of date within a few days to a week depending on when Yipes next goes on stream. It also tries to shy away from terms that are overly specific to one game or one community.


A common term in the community for a particular subgenre of well-animated, often insane Japanese fighting games, such as Guilty Gear, BlazBlue, and Persona 4: Arena. Also known as anime fighters or anime games.


In team-focused games, this is the last character in your team order, and thus, the one who you're going to fall back on when you're about to lose the match. Less frequently, it's also used as an adjective to refer to the last character standing on a player's team ("anchor Vergil").

When choosing a team, it's generally a good idea that your anchor is a character that A.) you're good with, and B.) has particular abilities that scale well with whatever comeback mechanics are built into the game. In King of Fighters XIV, your anchor should be a fighter who benefits from higher meter capacity, like Robert; in Marvel vs. Capcom 3, anyone can be a decent anchor, but the best are characters who are already fast and mobile, so they turn into absolute nightmares when you activate X-Factor.


An attack that is either intended or which is used to counter an incoming attack from above, such as a jump-kick. Ryu's and Ken's Shoryuken is the most well-known example.


A passive ability that allows a character to ignore the impact of one or more incoming hits. Armor allows you to go straight through an enemy attack in order to connect one of your own. You'll still take the damage from it, but your character won't flinch.

Armor may be a passive ability that a character possesses (Juggernaut in Marvel Super Heroes) or applied temporarily by certain special moves (enhanced special attacks in Mortal Kombat X). If a character can ignore more than one hit before flinching, that's sometimes called super armor; if a character simply will not react at all when struck, regardless of how often they're hit (Hsien-Ko's gold mode in Marvel vs. Capcom 3), that's sometimes referred to as hyper armor.

Enhanced moves in MKX often get a single hit of armor.

Some older games have a similar mechanic, auto-guard, where an enemy attack that connects during a given special move is treated as though it was blocked.


This refers to a character that's good at generating resources, like super meter, but who doesn't necessarily need to spend them to be effective. Their role on a team is to build those resources so another character can use them.

In team-based games like King of Fighters, it's helpful to have a battery character in the first or second spot on your team, as if that character gets knocked out, it positions your next character to come in with plenty of available meter.

Beam super

A generalized term for any super attack that takes the form of a giant, screen-filling projectile of some kind.

Bread and Butter Combo

A simple combo that a character will use all the time. Like the name suggests, it's basic stuff, and part of picking up a new character involves mastering or coming up with some bread and butter combos. Often abbreviated as B&B or BnB.


The split-second following a successful block in which a character is stuck in his or her blocking animation.

It's difficult to take a screenshot of Laura that doesn't
look like I'm doing it for the sake of fanservice.

Some games have mechanics that allow you to cancel this state into an attack or end it early, such as the Just Defense system in Garou: Mark of the Wolves or guard cancels in the King of Fighters series.


A move you can use while you're getting hit. Your character breaks out of your opponent's combo, allowing you to regain momentum. This will typically cost you some amount of resources to perform, such as super meter. They're a well-known feature in the Killer Instinct games, but made their debut in the Mortal Kombat franchise in MK vs. DC Universe.


Interrupting one move by entering the input for another. This forms the basis of many games' combo systems.

Charge character

A character whose special moves mostly or entirely involve holding back or down for a second, then pushing forward or up in conjunction with an attack button.

Guile in Street Fighter II is the archetypical charge character, but most 2D fighting games will have at least one on the roster somewhere.


When you jump up to deliberately block a move while you're in mid-air. When your character lands, you come out of your block animation early and can retaliate just a little bit faster.

Obviously, this only works in games where you can block in mid-air. It's most commonly seen in the Marvel vs. Capcom series.

This link is NSFW (content warning: announcers swearing/having a lot of fun with this), but skip to 5:21 for a perfect example of chicken-guarding. Since Chris blocked Nova's super in mid-air, he recovered from blockstun upon landing and could instantly retaliate, ending the match.


Cherry tap

To knock out an opponent with one of your weakest attacks.

The term comes from the Street Fighter Alpha series, where when you won a round with a jab or short kick, your victory icon was a pair of cherries. This went on to appear in a couple of later games, such as 1995's Marvel Super Heroes.

Chip damage

A slight amount of damage that gets inflicted through a successful block. In most fighting games, normal attacks do not inflict chip damage, while special attacks do; however, a few games, most notably the Mortal Kombat franchise and Street Fighter V, have universal chip damage on block.

This is also sometimes referred to as cheesing. As with cherry tap, above, you got a block of cheese as your victory icon in Street Fighter Alpha if you knocked out an opponent with block damage.


An attack, usually a super, that takes the form of a short, non-interactive animated sequence. They cannot be interrupted once they begin, and some will even stop the round timer while they're playing.

Examples include the supers in the Injustice games, Ultra Combos in Street Fighter IV, or Spencer's Bionic Beatdown in Ultimate Marvel vs Capcom 3.

All you can do is watch the show.


A series of attacks in a row. How you achieve a combo will differ markedly from game to game, but in general, basic combo mastery is the first step in learning a new fighting game.

Command throw

A particular type of special move or super. Command throws typically cannot be blocked and inflict heavy damage, but leave you wide open if they miss. The ur-example is Zangief's Spinning Piledriver.


An attempt to circumvent an opponent's defense by attacking from an unexpected direction, so they don't immediately know where you're coming from and will have a hard time blocking you.


An informal slang term for a special move that involves some kind of jumping uppercut or kick, usually used as an anti-air. Named for Ryu and Ken's Dragon Punch (a.k.a. the Shoryuken) in Street Fighter II, which spurred countless imitators both in the Street Fighter franchise and elsewhere.

DP can also refer to the trademark joystick input -- down, forward, down-forward -- for a Shoryuken. Many fan-created move lists will use DP (or SRK) as shorthand for it.


This refers to when both players are testing out each other's defenses and trying to find an opening. This often involves a lot of long-range kicks, hence the name; in some games, such as Street Fighter IV, an extended period of footsies looks a lot like both characters are trying really hard to kick one another in the shins.

Frame Advantage

Frame advantage discusses how quickly a character becomes directly controllable again after a given action or reaction, measuring it in the number of frames of animation it involved. The more of a frame advantage you have, the faster you recover after a given action, and at the tournament level, players frequently build their strategies around manipulating frame advantage.

This is what fighting-game fans are talking about when they refer to a given move as "plus/minus on block." It's a specific, precise way to discuss a move's activation and recovery time. 

Frame Data

A measurement of how many frames of animation a given move lasts, which illustrates its response and recovery time. High-level players will often analyze frame data as a method of determining what moves to use in a given, specific situation, especially when they're trying to figure out a particular character match-up.

There are a number of ways to determine frame data, such as strategy guides, in-game tutorials, third-party analysis tools, or mods for a game's PC version.

Note: Frame data and frame rate are not the same thing. Frame rate is how fast the game is running; frame data is a relatively number-crunchy way to analyze characters' reaction speeds.

Frame Trap

An advanced tactic in which you're deliberately trying to bait your opponent into a counterattack, because it looks like you left yourself open. It's a mind game, because, in an ideal frame trap, you're using your character's skills to feign vulnerability.

A typical example: You're raining down hits on your opponent, who blocks them all, but you leave just enough of a gap between one hit and the next that he thinks you're done and tries to stick out an attack of his own. He is mistaken.


The part of a character that can interact with an opponent, whether it's by hitting or being hit. Hitboxes are invisible in a typical retail copy of a fighting game, but they can be revealed via mods or developer codes. Studying them can tell an advanced player a lot about how the game works, as a character's moves may temporarily grow, shrink, or outright remove their hitbox.

Alternatively, there's a type of highly specialized all-button arcade stick called a Hitbox, which some players swear by.

Hit confirm

To successfully turn an attack into the start of a combo. Also known as a conversion.


The period of time immediately after being struck when a character cannot act.

Invincibility frames

A window in which a character cannot be hit at all. Some characters have special moves that provide invincibility frames, and knowing when to use them is a big part of that character's strategy. For example, Haggar in Ultimate Marvel vs. Capcom 3 is a common team pick entirely because his Spinning Lariat assist has a lengthy period of invincibility, which lets him stop enemies in their tracks.


An attack that, if it connects, knocks a character into the air in order to start a combo.


Timing an attack on an opponent so it hits as late in its animation as possible, typically while the opponent is standing back up. This is a method of gaining frame advantage.


Damage you inflict without having to burn any meter on it.

Mirror Match

A round in which both players are using the same character. Named after one of the later fights in the original Mortal Kombat's arcade mode. Sometimes simply called a "mirror."

Negative Edge

In a fighting game that has negative edge, its systems allow you to input special attacks by either pressing an attack button or letting go of one.

At a beginner level, this is likely why your attacks aren't working the way you want them to. At an advanced level, you can use negative edge to save a split-second on your inputs, which lets you pull off combos and tactics that would otherwise be impossible.

Relatively few games have negative edge. Recent examples include Street Fighter IV and Mortal Kombat 9.


Also abbreviated as "oki." A portmanteau of the Japanese words for "to wake up" and "to strike." See wake-up.


"Off the ground." Moves or attacks which strike a character who's lying prone, knocking him or her into the air for further punishment.

Some older games called this a "pursuit" move, although there, it's typically limited to a single hit.


An overhead, or a move that hits overhead, cannot be blocked from a crouching position.

This is designed to allow an attacker to get in on a defender who's simply crouching in the corner. Before the implementation of overheads, if an opponent simply spent the entire match holding down-back, there wasn't much an attacker could do about it.


A medium to long-range attack meant to test your opponent's defenses.


A vaguely controversial term that regards a given attack's chance to hit. It doesn't actually involve any math or random chance; instead, a "high-priority" move might have a bigger hitbox or temporarily move a character's hitbox out of harm's way.


A move done all by itself. You didn't combo into it or do anything to set it up; you just threw it out there. It will be extremely impressive if it hits anything. Sometimes it's worth doing to inflict some block damage, though.


To deliberately let a combo end so you can immediately start another one. High-level players will do this in order to get around the way that damage scales with the length of a long combo.


A rematch. Most commonly used to refer to one player earning a rematch against another player who's already beaten him or her once in the same tournament.


An attack that doesn't leave you at a potential disadvantage, such as a quick jab. You can throw safe attacks out all day and your character will recover in plenty of time to block or avoid an incoming counter.


A common term in the larger FGC, used to denote dissatisfaction, typically from a match that didn't go your way. This is why one of the most common reactions to a sore loser in FGC Twitch streams is an emote of a spilled container of table salt.


A character that looks and plays similarly to Ryu and Ken in Street Fighter, who both practice Shotokan karate.

A lot of subsequent fighting games used the general Ryu/Ken moveset as a kind of shorthand for its protagonist or its entry-level character. There are also a lot of similar or related fighters in later games in the Street Fighter franchise, such as Akuma, Sean Matsuda, Dean Snider, and Dan Hibiki.

Not Ryu or Ken, but an incredible simulation.


A special move, traditionally mapped to the Start button on arcade cabinets, where your character leaves him- or herself open in order to jeer at the opponent.

This is basically a way you can show off, although some games' taunts have additional capabilities. For example, Street Fighter III: Third Strike gives every character a short-lived buff after a successful taunt, Eternal Champions' taunts drain your opponent's chi meter (yeah, we mentioned Eternal Champions; old-school cred firmly achieved), and taunting an opponent right before you win a round in Guilty Gear Xrd -SIGN- means they start the next round with 50% Tension.

Tech hit

To break out of an attempt at a normal throw.


Using a quick attack, such as a light punch or kick, to set an opponent up for a command throw. Ideally, either the attack hits and you can use it as the beginning of a combo, or they block the attack and you land the throw while they're stuck in blockstun. Tick-throws are a big part of the game for anyone who's playing a wrestler or grappler.


Typically used in discussion of character matchups, "tiers" are an entirely arbitrary method of ranking characters' abilities. High-tier characters have many solid advantages; lower-tier characters are flawed in some significant way.

This is sometimes also discussed in terms of numerical match-ups. For example, if a character is said to be 6-4 against another character, assuming an equal amount of skill on both players' parts, the first character should confidently expect to win six out of every ten matches.

There is very little hard data behind tier lists, most of the time, and each one generally comes down to the writers' opinion. They can be an interesting point of discussion, as a game's tiers usually give you a good idea of what the competitive players are thinking, but if you're strictly a casual fan, you can (and probably should) ignore them altogether.


When both characters take damage at once; taking damage in order to inflict greater damage or gain a positioning advantage.


A move with a lengthy recovery time. If it misses or is blocked, you're leaving yourself wide open.

An unsafe move is generally high-risk, high-reward; throwing it out randomly is a bad idea, but if you figure out how and when to use it, it can be powerful. The Shoryuken, for example, is notoriously unsafe.


A general term that surrounds what you do when your opponent or your character have been knocked down. Also known as okizeme or oki, as above.

The wake-up game is a big part of any fighting game, although some, such as the Tekken franchise, make it more important than others. At its heart, the wake-up game is about how you use the advantage you've gained by knocking your opponent down, or conversely, how you recover momentum after getting knocked down yourself.

Wall bounce

A heavy attack that throws its target backward into a wall or the corner of the screen, allowing for follow-up attacks while they're recovering from the impact. This is also frequently called a wall splat.

Some games also allow you to inflict a ground bounce, which is exactly what it sounds like.


A character built around controlling space and making him- or herself difficult to approach. This typically involves a wide variety of projectiles and ranged attacks. A perfect round for a zoning-based character is one in which their opponent was unable to get anywhere near them.

Zoners tend to make people angry, especially early in a game's life (such as Full Auto Jacqui in the first few weeks after Mortal Kombat X came out), but eventually most people figure out their tricks. They're great in the first month or so, but after that, tend to fall out of regular use.

Even the sound of her gunshots still makes people angry.

Nowhere Near Done

This should be enough to get you started on a general level. If there are other terms you'd like to have explained, feel free to mention them in the comments below.

Fighting games can have a big learning curve, but they're one of the most social parts of this hobby, and you've probably got a local scene near you. Be ready to lose your first few (hundred) rounds, keep learning, and keep adjusting.

Tekken 7 Is Going to Be the Best Fighting Game in Years https://www.gameskinny.com/kwkmt/tekken-7-is-going-to-be-the-best-fighting-game-in-years https://www.gameskinny.com/kwkmt/tekken-7-is-going-to-be-the-best-fighting-game-in-years Tue, 16 May 2017 06:00:02 -0400 Serhii Patskan

With the return of fighting classics like Mortal Kombat and Street Fighter, Bandai Namco had to give its fans the one thing they’ve been waiting on for so long. It took seven whole years for Namco to finally release the next Tekken game in the main series, and the launch date is fast approaching -- Tekken 7 is scheduled to hit shelves on June 2, 2017.

The much anticipated sequel introduces new fighting mechanics, lots of new and old characters, and concludes the story of the Mishima clan with a blast. The game's producers announced that Tekken 7 will be darker than ever before, and will be augmented by a couple more expansions.

Does Tekken 7 have the  power to take back its status as the world’s best fighting game this year? By the looks of it so far, there is definitely a chance.

A New Approach to Storytelling

Heihachi Mishima and Kazuya Mishima

Tekken has always been an excellent fighting game, but it never really had a solid storytelling element. In the previous parts of the series, all story points were presented in a sequence of short cutscenes that appeared between the fights.

In Tekken 7 you can expect to see a complete storyline that will take up to 10 hours to finish. It will answer many questions from the past games, and will mostly focus on the conflict between the members of the Mishima clan.

The story mode follows the similar pattern as the one in Mortal Kombat X, where you can’t choose the characters to fight with, but you have to play with the ones offered by the plot sequence. This mode is recommended for new players, as they will learn a lot about the lore of the Tekken series, and practice their fighting skills beginning from the very basics.

Rage Arts and Other Cool Mechanics

If you don’t care about the story, and you just want to try out all the new combat mechanics, then you can start off with the arcade mode or go online and fight other players from around the world. In this regard, Tekken stands out from other fighting games in that you can’t just smash random buttons and win -- you actually need to know how to fight well.

Rage Arts

The most interesting type of mechanic introduced in Tekken 7 is Rage Arts, which utilizes the Rage System from Tekken 6. Rage can be activated on its own or during a combo, but only when the character’s health drops below the 10% mark.

This is an especially interesting technique, since it can change the pace and the result of the match-up. The competitive scene will definitely be happy to learn all the possible Rage Arts in the game, as they can single-handedly win tournaments if used properly.

If you think that using Rage Arts is cheating, then don’t worry, as there is a way to block even such a powerful blow -- simply by sidestepping and ducking. However, you must be highly reactive, since there won’t be too much time to execute even a simple blocking move.

Power Crush

This new type of move may even be more broken than the Rage Arts, as it allows players to keep damaging their opponents even when they are in the middle of their own combo. However, you will still take damage from your opponent, and you are still vulnerable to lows and overthrows.

Basically, Power Crush will allow the players to finish off their opponents even when they are Raging, which wasn’t possible in the previous games of the series. It’s a dangerous precedent and will most likely make many players rage for real.

Screw (Kirimomi)

Screw, also known as “tailspin”, is a new combo extender that replaces Bound in Tekken 7. It allows players to send opponents in midair into a full rotation frenzy til they land on their backs. This elegant move breaks walls and keeps dealing damage, while completely disrupting the opponent’s flow of attack.

With these new mechanics Tekken 7 offers a fresh look at the older characters -- and makes you want to try out all the new characters, too.

Ten Powerful New Characters

Akuma -- guest character from Street Fighter universe.

Most of the characters in Tekken 7 are well-known returning characters from the previous games in the series -- such as Bryan, Yoshimitsu, and many others. But in addition to the 27 old characters on the roster, we get 10 new ones. And the most interesting one is Akuma -- a guest character from Street Fighter universe.

You could see the concept of merging two different worlds in the same game before in Street Fighter X Tekken. But this is the first time in history that we'll see a guest character appear in a main title of the series. There will also be two more guest characters coming with planned DLC packages sometime in the future.

Akuma looks and moves a little differently than he does in Street Fighter, just so that he could fit in with the rest of the characters in Tekken 7. Akuma’s Rage Art -- called "Shin Shun Goku Satsu", or "Wrath of the Raging Demon --is especially destructive. Let’s just say that when he unleashes his combo, the screen goes all black and something very, very bad happens to his opponent…

Among the rest of the new characters, the most interesting ones are: Gigas (red male behemoth creature), Kazumi (Japanese empress), and Raven (the game's first black woman fighter). All the characters have their own unique styles of fighting and Rage Arts, so Namco really hit the bull’s eye this time around.


Tekken 7 is packing excellent graphics, a full roster of interesting characters both old and new, a fleshed-out story mode, and a brand new take on the fighting genre with Rage Arts and other interesting abilities. There's a lot more innovation happening here than we've seen in recent fighting games, which puts this main series Tekken entry a cut above the rest. And I'm willing to bet that it's not just going to be the best fighting game of this year -- but the best one we've seen in years as well. 

Do you agree that Tekken 7 will take the title of the best fighting game of the year? Share your thoughts in the comments below!

The Story So Far -- King https://www.gameskinny.com/rv59s/the-story-so-far-king https://www.gameskinny.com/rv59s/the-story-so-far-king Tue, 11 Apr 2017 08:00:01 -0400 Ricardo melfi

If you missed some of our previous issues of The Story So Far, click on any of these links: Yoshimitsu, Kazuya, Resident Evil. Follow STG to stay tuned for more coming soon!

Donning his iconic jaguar mask and wrestling gear, King is one of the few fighters to appear across all the Tekken games. A fan favorite due to his easily recognizable costume, tragic story, along with difficult, grappling combos, King has actually had two iterations. As you will come to find (if you didn't know already), King dies tragically in Tekken 3 and is replaced with another fighter, under the guise of King (King II). However, both of their stories encompass the persona that is one of the best fighting characters in gaming history. Welcome back to The Story So Far!

King II, as he is known from Tekken 3 onward.

King's Intro

As a young child, King was an orphan who wandered the streets of Mexico with no other purpose but to get in street fights. King definitely grew up in the School of Hard Knocks. One day, King was very badly injured in one of his brawls but managed to make his way to the steps of a Marquez monastery. Thanks to the monastery priests, King was looked after and managed to recover with a new outlook on life.

Being ordained and becoming a Catholic priest himself, King looks to the orphans of his region in the hopes that he can guide them from becoming anything like his former self. With the money that King also receives from his Luchadore wrestling matches, he donates to his monastery and orphans. Some time after this goes on, King then decides that he wants to do more and build his very own orphanage for the poverty stricken orphans of Mexico.

 Armor King and King; Mentor and Student


Now that King has his life purpose, he was going to need a lot of cash to make his orphanage a reality. Upon hearing that CEO of the Mishima Zaibatsu, Heihachi, would be holding a fighting tournament with a $1 million prize, King immediately entered the first King of Iron Fist tournament. He increased his training and pushed himself harder each day so that he could be the victor.

At this time, King found out that his friendly rival, Armor King, would be entering and competing in the tournament also. Knowing full well that Armor King is no pushover, King continued to train with this in mind. He had to beat Armor King if he was going to see any of that prize money and make his dream become reality.

After fighting through the tournament rounds successfully, King faced his rival in the competition. A tough match ensued, with King ultimately damaging Armor King's left eye. Afterwards, King was the winner of this battle, moving up to the third, final fight. While he was unable to win the tournament, King came in a close third place and managed to take enough prize money home. Immediately working on his orphanage, the children of Mexico (and King himself) have never been happier.

 King's ending FMV video in Tekken.

Tekken 2

After constructing his orphanage, an orphan under King's care happens to pass away. This left King absolutely devastated, depressed, and turning to the drink. King fled his orphanage but not before throwing his iconic jaguar mask away. King was done with everything and was content to drink his worries and memories away (a little melodramatic no?).

Having everlasting respect for his former wrestling rival, Armor King began to track King down and find his whereabouts. Clue after clue led Armor King from one place to the next, all leading up to where King had himself holed up. It seems to me that if you are an alcoholic running away from your problems, bars and taverns would be the first place you look, right?

Armor King finds his former friend slumped in an alleyway behind a dingy bar, throws his mask to him and convinces him to get his collective s**t together. He has an orphanage to run, with children dependent on him. Since the institution wasn't going to fund itself, Armor King also convinced King to get back into training and enter the second King of Iron Fist tournament (announced by Kazuya Mishima).

His time with depression and alcoholism didn't do him any favors and even though King and Armor King trained every day for the tournament, it just wasn't meant to be. Not securing a victorious place in Tekken 2, King still had enough money left to fill some children's Christmas with happiness and presents. He remembers what it was like to help kids, and never touched the drink again. King continues to fund the orphanage with his pro-wrestling money and also began teaching the children under his care how to defend themselves. A truly selfless man indeed.

 King's ending FMV video in Tekken 2. 

Tekken 3

Fast forward 15 years later, where a new, evil presence has been found by the Mishima Zaibatsu. Located in an Aztec temple near King's town in Mexico, King went to see what the ruckus was all about. Unfortunately for him, the evil being 'Ogre' was too much for him. He was killed by this beast. Upon learning this news, an orphan under King's care decides to continue King's legacy and dons the jaguar mask. King II is born...

Unfortunately, King II has had very little training and has ever only seen his hero fight on the TV broadcasts. Luchadore match after match sees King II losing, until one day, Armor King shows up out of the blue. Explaining that his friendship with the original King was one of the great things in his life, and to see someone taking up his mantle swelled him with pride, he became King II's new foster father, trainer and mentor. 

Four years of training together, Armor King decides that King II is ready for more. The third King of Iron Fist tournament is announced and Armor King enlists his new protege, to see if he can handle the world's best fighters and if his training has paid off. However, King II had another agenda; taking revenge on Ogre for killing his foster father.

Unsuccessful in this tournament, and not being able to face Ogre, King continues to fight in luchadore matches in order to fund the orphanage he now takes care of. During one of King II's victories in the arena, he becomes worried when he can't see his master celebrating the win. Bursting into his locker room, King II learns that his mentor, Armor King, has a heart illness. Tough break...

 King's ending FMV video in Tekken 3.

Tekken 4

After realizing that his master, Armor King, had cardiac problems, King was distraught. He was going to be losing yet another mentor and foster father. Before his time came however, Armor King managed to get himself killed in a bar fight. When King II heard the news, he was enraged and quickly swore another revenge mission. It seems revenge is the only motivator for anyone entering Tekken tournaments, doesn't it?

Learning that the murderer was currently serving time in Arizona State Penitentiary, King II used his pro-wrestling money to eventually bribe the warden. Securing Craig Marduk's release from prison, King II sent him a plane ticket and an article detailing the fourth King of Iron Fist tournament. King II was hoping he would find his new enemy there and exact his vengeance.

It was a grueling battle between the two fighters but with enough focus and rage, King II ended up hospitalizing Marduk. Not content to stop there, King II moved forward to win the tournament and inherited the Mishima Zaibatsu fortune from Heihachi. After using some of the money to fund his orphanage indefinitely, King II donated the rest of his fortune to help impoverished children around the globe.

Finally, the time had come for King II to get rid of the murderer he hated so much. Walking into Craig's hospital room while he was unconscious, King II was ready to end him. Before he was about to strike, King II noticed a photo portrait of Craig's elderly parents, stopping him in his tracks. He looked on and finally understood that revenge only leads to more pain (such as those losses he himself suffered). King II places the photo on Craig's chest and calmly makes his way out.

King's ending FMV video in Tekken 4.

Tekken 5

Humiliated by the fact that he was defeated at the hands of King II, Craig Marduk donned a black jaguar mask identical to King's mentor, Armor King. He even went so far as to televise his challenge to King II stating that in this tournament, he would beat him fair and square. Disgusted by this insult to his dead master's memory, King II enters the fifth King of Iron Fist tournament in a rage. He would take Marduk down, no matter what!

While making his way to Craig, King II crossed paths with Julia Chang who attempted to convince King II not to fight Craig and to let it go. He isn't worth it and shouldn't have to fight simply because Craig 'called him out.' King II is so angry that he is having none of this and begins fighting Julia when she doesn't get out of his way. He promptly beats her, only further fueling the fire in King II's belly.

King II finally arrives to fight Craig and in a very heated battle of Luchadore Wrestling VS Vale Tudo, King II emerges as the clear victor. However, something strange happens next. We would have expected King II to kill Marduk after everything that has happened but instead he stretches out his hand in friendship. Marduk slowly takes his hand and the two reconcile their differences.

After beating Craig, King II has no more reason to fight and immediately leaves the Tekken 5 tournament, continuing to fight as a pro-wrestler. The difference now? Craig Marduk and King II are a tag-team event and currently the WNW champions of the world. Everyone loves redemption stories...

King's ending FMV video in Tekken 5.

Tekken 6

It seems that if you really want to push King II's buttons, all you have to do is dress up like his mentor, Armor King. During the last tournament, Marduk was attacked by a mysterious assailant clad in the same costume as Armor King. Once King II heard about this attack on his new friend (and that they besmirched Armor King's honor to do so), enraged him to no end. It seems King and King II are either angry or depressed all the time.

Determined to uncover the culprit behind the mask, King II searched and searched. Unfortunately, due to the worldwide warfare being carried out by Jin Kazama and Kazuya Mishima, it was nigh impossible. After receiving an invitation from Marduk to enter the sixth King of Iron Fist tournament, King II entered with his ally in the hopes that this masked imitation would show his face (or erm, mask).

After the tournament was over, King II sat quietly in his room and stared at an old photo of his dead mentor. Both Marduk and King II were unsuccessful in finding out who the imposter Armor King was but this hasn't stopped them from attempting to find out. As King II carefully places the photo back on the sill, he accidentally drops it on the floor, breaking it into pieces. Noticing that there were two photos in the frame, King II was in shock to see two Armor Kings standing side by side in the hidden photo. Now this doesn't really make much sense until you see both Craig Marduk's and Armor King's Tekken 6 ending.

Staring at the exact same photo, the imitation Armor King sets it down and leaves his room. We then cut to Marduk digging up the original Armor King's grave just to make sure he is actually still dead. As Craig witnesses the body, Armor King walks up behind him, with King II quickly following suit. Meeting the world champion tag-team at the grave site, he insists that he is Armor King and no one else. He is the brother to the original Armor King, who had cardiac problems, and now claims his legacy as Armor King II. Marduk killed his brother (King II's foster father) and now, Armor King II wants revenge...

 Craig Marduk, Armor King and King's ending FMV video in Tekken 6. 

King's Conclusion

A great story of revenge and redemption, it's easy to see why King is a sympathetic and lovable character. Ever since the endings of Craig, King and Armor King in Tekken 6, fans have been waiting to find out what happens next! This could make things very complicated as King II has every right to feel the same way Armor King II does. On the other hand, the friendship and trials Craig and King II have gone through together could be a lesson for the newly arrived Armor King II. We will only have to wait until Tekken 7 hits consoles to find out!


So there we have it! The Story So Far has taken you through the entirety of King's life in the Tekken franchise. Hopefully when Tekken 7 is released on consoles, we will have a little bit more to add to the story. Until then, please don't forget to leave a comment.

The Story So Far -- Kazuya Mishima https://www.gameskinny.com/ygtyw/the-story-so-far-kazuya-mishima https://www.gameskinny.com/ygtyw/the-story-so-far-kazuya-mishima Wed, 05 Apr 2017 16:00:02 -0400 Ricardo melfi

Kazuya Mishima is a fantastic character in the Tekken series. Not only has he progressed from likable, mistreated son to evil, fallen hero but he is also ranked as one of the best fighting characters in gaming history. This is due to his complex relationships with his family members, awesome combos, and 'Devil' persona.

He has appeared in every Tekken game to date, apart from Tekken 3, and is the son of billionaire Heihachi Mishima and father to Jin Kazama. Just as with many of the characters in this universe, Kazuya has a long and complex history in the Tekken series. Sit back and get ready. This is The Story So Far -- Kazuya Mishima.

Kazuya Mishima, Tekken, Tekken 5The Mishima family. From the left: Jinpachi, Heihachi, Kazuya & Jin.

Kazuya's Intro

As we all know, Heihachi Mishima is the CEO of the Mishima Zaibatsu; a massive conglomerate spanning the globe. Heihachi was not a very good father and was extremely tough on Kazuya, labeling the child 'weak' and 'pathetic' (at age 4!). That kind of parenting can screw up any kid's childhood but this next part really takes the cake.

Apparently Heihachi decided that in order for his son to become a strong, worthy heir, he must survive a very traumatizing ordeal. Learning that Heihachi killed his mother, 5 year old Kazuya attempted to murder his father. Obviously unsuccessful in his efforts, Kazuya was thrown off a cliff by Heihachi. He was expected to not only survive the fall but climb back up on his own. Poor Kazuya would have been splattered all over the cliff base if he didn't attract a dark, malevolent energy, known as the 'Devil' gene. It's interesting to notice that the evil power appears a lot like the evil in Soul Edge. It was this power that allowed him to survive the ordeal and plan revenge against his father.

For 21 years, Kazuya traveled the globe taking part in countless martial arts tournaments. During this time, he becomes champion of every, single one. After decades of honing his skills, Kazuya is ready to face his father...

Kazuya Mishima, Tekken, DevilKazuya and 'Devil': One in the same.


A well traveled yet weary Kazuya has been fighting with the evil power inside him this entire time. The 'Devil' gene seems to encapsulate the worst aspects of his psyche, holding no remorse. At the same time, Kazuya still has many good qualities to him and hasn't been completely corrupted, yet. This 'nice' side to him emerges as 'Angel'. Get it? The literal Devil and Angel on Kazuya's shoulders?

After hearing that his father is staging a fighting tournament with a prize of $1 million, Kazuya leaps at the chance to finally take revenge on Heihachi. Entering the King of Iron Fist tournament, Kazuya battles his way through every opponent that comes against him and eventually faces his father.

After a grueling fight, Kazuya emerges victorious and decides that the perfect revenge is Karma. Kazuya carries the limp, unconscious body of Heihachi to the same cliff he was thrown from as a child. Kazuya allows Heihachi to fall from his arms and smiles as the Mishima Zaibatsu becomes all his.

Kazuya's ending FMV video for Tekken.

Tekken 2

After finally exacting burning revenge against Heihachi, the Mishima Zaibatsu is now under Kazuya's control. Assuming that his father was dead, Kazuya spent the next two years running the global conglomerate. The problem is, however, that decades living with the 'Devil' gene inside him, Kazuya has become a corrupted evil man himself (worse than his father). Instead of righting all the wrongs implemented by Heihachi, Kazuya uses the Mishima Zaibatsu to engage in even more heinous acts.

Two years pass as Kazuya orders assassinations, extortion, arms dealing, and even orders genetic experiments on exotic creatures. This is when Roger the Kangaroo and Alex the Raptor are 'born'. In order to attract undesirables and secure his greatness in the world, Kazuya's ego drives him to announce the second King of Iron Fist Tournament. Appearing as if from nowhere, Heihachi returns to fight, stunning all combatants (especially Kazuya himself).

After learning that his father survived the battle from Tekken (and the subsequent fall), Kazuya steels himself while he waits for another chance to kill his father. The final battle ensues with Heihachi in top form (beating every other fighter before him). Once again, this is an intense and grueling fight but in the end, Heihachi emerges victorious. Once he has won, Heihachi decides that the world needs to be rid of his son (for his own selfish reasons of course) and decides to throw him into the mouth of an active volcano. Kazuya Mishima is dead... or is he?

     Heihachi's ending FMV video for Tekken 2.

Tekken 3

Unbeknownst to many, Kazuya's one weakness was his attraction to fellow Tekken 2 contestant, Jun Kazama. A bond eventually blossoms between the two, ill-fated lovers to the point where he fathered a son with her (fan favorite Jin Kazama). Tekken 3 is set 15 years after the previous tournament and while it doesn't specifically include Kazuya as a playable character, his story is still a big part of the installment.

After Heihachi threw Kazuya into the volcano, his 'Devil' gene attempted to carry on half of its nature into the rest of the Mishima bloodline. Parts of this gene left Kazuya's body and attempted to take over Jun and Kazuya's unborn son. Jun was able to defeat the evil and was then able to deliver her child safely. However, 15 years later and in the present, Jun has suddenly gone missing, allowing the 'Devil' gene to come back for his target. There is more of his father to him than Jin would like to realize.

During the 15 years that Jin is growing up into a proficient fighter, Kazuya's body had been retrieved (and revived) by the G Corporation, a rival genetics company to the Mishima Zaibatsu. Years of tests and experiments are carried out on Kazuya (with his permission) in order to fully understand the 'Devil' gene. It is also important to note that Tekken 3 is where Eddy Gordo learns that Kazuya is responsible for his father's death. The plot thickens...

Eddy's ending FMV video for Tekken 3.

Tekken 4

Six years after the events of Tekken 3, experiments are still being carried out on Kazuya in order to understand the 'Devil' gene but things go awry very quickly. As Heihachi learns that his son's body was retrieved, he sends his own Tekken Force (the Mishima Zaibatsu Special Forces) to attack G Corporation. He wanted Kazuya's body to carry out his own experiments on the 'Devil' gene but he wasn't counting on his son still being alive! After violently killing most of the attackers and forcing the others to retreat, Kazuya swears revenge on his father once again.

Revenge is not Kazuya's sole purpose this time around as his son, Jin, possesses the other half of the 'Devil' gene. After Heihachi announces the fourth King of Iron Fist tournament, Kazuya enters in order to defeat his father once and for all, and take back the gene that is rightfully his from his son.

Battling his way through to the final round of Tekken 4 allows Kazuya to face his father once again. He fights Heihachi with everything he has and eventually forces Heihachi to reveal where he is keeping Jin. You may think that Kazuya actually cares about his son at this point but we all know better. Leading Kazuya to Hon-Maru (a Mishima compound), Heihachi is blasted out of the compound by Kazuya's/Devil's psychic beam.

Using his powers to subconsciously taunt Jin through his coma, Kazuya is able to unleash 'Devil' Jin. Unfortunately for him, the rage possessed by 'Devil' Jin is much too powerful for either Kazuya or Heihachi to overcome, their deaths imminent. Suddenly, Jun Kazama (his mother) appears to Jin and it seems Jin's 'Angel' side has a little more control. Due to the blood relation he shares with these two men, Jin allows them to live and promptly flies out of the compound. Big mistake...

Jin's ending FMV video for Tekken 4.

Tekken 5

One of the first installments of the series to continue immediately after the ending of the previous tournament, Kazuya and Heihachi find themselves beaten by the younger Mishima generation. There's no time for rest however.

A large army of Jack-4s assault Hon-Maru immediately after 'Devil' Jin makes his escape. The Jack-4s were sent by the G Corporation as a retaliation to the laboratory attacks by Tekken Force. It seems they have little use for Kazuya now that they are done with him and aim to take out the two generations of Mishimas in one hit.

For one of the few moments in their lives, the duo begin to fight the army of Jack-4s as true father and son but as the battle becomes unwinnable, Kazuya throws Heihachi to the wolves. He then spreads his 'Devil' wings and flies off into the night as the compound explodes. Heihachi Mishima is dead... or is he?

After this incident, Kazuya has yet another revenge target; the G Corporation. During this time, Jin has assumed control of the Mishima Zaibatsu and its vast fortune, due to his win in Tekken 4. The problem is that it seems corruption runs deep in this particular, dysfunctional family. Jin cannot control the evil inside him and uses his new empire to declare war on several nations. He is now vying for total, world domination (like his father and grandfather before him). Funnily enough, Jin announces the fifth King of Iron Fist tournament in order to weed out Heihachi and Kazuya, if they are still out there.

Kazuya decides to enter again to put an end to his son once and for all but is unsuccessful. However, even though he wasn't able to win the tournament, Kazuya was able to track down those responsible for the G Corporation attack. He eliminates them all (violently I might add) and now becomes the shadowy leader of the G Corporation. No one is able to stop him in his own ambitions and now uses G Corporation to fight and stop Jin's plans for global domination. We might think that Kazuya is back on the right path but we all know that he simply wants to be the most powerful man in the world.

Jin's ending FMV video in Tekken 5.

Tekken 6

Succeeding with his plans of world domination, Jin has only one, major rival left; the G Corporation (still led by his estranged and psychotic father). The world is at constant war and public perception has moved towards the G Corporation's (official) cause. Many believe the G Corporation to be a noble entity, trying to fight tyranny, but we all know the truth by now. Kazuya is using the corporation to fulfill his own selfish goals; killing Jin, retaking his half of the 'Devil' gene, and ruling the world himself.

Having lost more than once before to his son, Kazuya doesn't take any chances. He places a very large bounty on Jin's head for anyone that can take him in alive. Entering the sixth King of Iron Fist Tournament (again announced by Jin), Kazuya heads towards his destiny.

After a long and intense fight between the two 'Devil' genes, Kazuya emerges victorious, lifting a limp, unconscious Jin into the air as a sign. Kazuya smiles that famous smile and is back on track, at age 50-something...

Kazuya's ending FMV video in Tekken 6.

Kazuya's Conclusion

It's easy to see why Kazuya has been named one of the best fighting characters in history (considering Tekken itself has had that honor multiple times). A tale rich in betrayal and intense family problems, Tekken 6 left fans wondering how much left of Kazuya's tale there is to tell. With Kazuya back in charge of the Mishima Zaibatsu and the G Corporation, there is nothing left to stand in his way. When Tekken 7 is finally released on consoles, we hope to have our answers.

What is this Devil's fate?

So what did you think? Was there anything I missed while explaining the complicated story of this character? Please leave a comment below to let me know!

EVO 2017 Line Up Revealed, Extra Entry Available via Fan Vote https://www.gameskinny.com/c4l2c/evo-2017-line-up-revealed-extra-entry-available-via-fan-vote https://www.gameskinny.com/c4l2c/evo-2017-line-up-revealed-extra-entry-available-via-fan-vote Wed, 25 Jan 2017 08:40:34 -0500 Jeffrey Rousseau

Yesterday, it was revealed which games will be headlining Evolution(EVO) 2017. The announcement was made by event founder and organizer, Mr. Wizard. He gave fans the full rundown of the nine games they'll see at the event -- which represent the most up-to-date, competitive, and active fighting games of today.

Here are the games that are getting featured: 

Street Fighter V

This is arguably the most popular and most played fighter around right now. The franchise has been the main draw of the EVO tournament since its inception. Although the title has experienced its share of bad press, it can't be denied that it has an active community. It's also the face of the Capcom Pro Tour.

Guilty Gear Xrd Rev 2

Arc System Works has craved a niche within the fighting game community. The series is known to be flashier, more vibrant, and nuanced. Among fans and critics, it's agreed that Guilty Gear Xrd is one of the most well-designed titles. The game is considered to have a high level of entry for fans and newcomers alike. 

Super Smash Bros. (Wii U)

The fourth Super Smash  Bros. title continues the series' popularity. Among professional players, it's considered to be second only to its Nintendo GameCube counterpart. However, the game it still one of the most technical fighters on the market. The large cast and new characters has added some much needed freshness to the game as well. 

Super Smash Bros. Melee

Even 15 years after its release, this game has been recognized as the best Super Smash Bros title. It boasts high-intensity gameplay involving control space and damage output. Characters also have a wide array of playstyles. Before Melee became an EVO regular, the community donated in record numbers for years to have the game featured at the event. Those efforts and the level of competition it offered has made it a regular attendee at EVO since.

Injustice 2

This yet-to-be-released title from NetherRealm serves as the sequel to Injustice. The game features gameplay inspired from Mortal Kombat starring popular DC heroes and villains. The sequel features newer characters  and improvements.

The first Injustice was a tournament regular for years. The second entry in the franchise was added to EVO's roster in anticipation of how much attention the upcoming game will receive.

Blazblue Central Fiction

Another series created by Arc System Works, this fighting game has been recognized as "anime fighter" -- a term used to describe titles that are mostly 2D, feature a diverse cast, and boast gameplay that favors fighting game veterans.

The Blazblue series is quite different from similar titles like the Guilty Gear series. It's a much more fast-paced game, and requires intricate knowledge of the cast to be proficient. 

Tekken 7

The newest title of in this 3D fighting series will be featured at EVO as well. The game has been showcased over the years for player testing, and each time has been meet with positive reactions. It will see a full release on consoles this June, but it's seen success in Japanese arcades since 2015. The Tekken series continues to be a fan favorite for 3D fighters.

King of Fighters XIV

The newest entry in this series was very well-received upon release. The title marked a return to form for developer SNK, with impressive roster of fighters and robust gameplay.

The game has found itself featured in a number of smaller events to date. Fans agree that KoF XIV is balanced well and offers an interesting series of comeback mechanics. This version will be an update, featuring two new fighters, and is releasing in the Summer.

After announcing these 8 titles, Mr Wizard went on to mention that a 9th game will be present. But the 9th game will be determined via donation drives by players.

The games up for vote are:

  1. ARMS 
  2. Killer Instinct 
  3. Mortal Kombat XL 
  4. Nidhogg 
  5. Pokkén Tournament
  6. Skullgirls
  7. Super Street Fighter II Turbo
  8. Ultimate Marvel vs. Capcom 3
  9. Windjammers

Players can vote via donation here. The title that gains the most donations will be an offical showcase game.

EVO 2017 is set to take place July 14-16 in Las Vegas, Nevada at the Mandalay Bay resort and casino.

The Tekken Universe: How It's Evolved & Where It's Going https://www.gameskinny.com/4nzzg/the-tekken-universe-how-its-evolved-where-its-going https://www.gameskinny.com/4nzzg/the-tekken-universe-how-its-evolved-where-its-going Fri, 09 Sep 2016 07:43:36 -0400 Lakise Chambers

Tekken has been an amazing series that has taken its community of gamers through many of its characters' stories with an amazing plot. Throughout this series we have been able learn about, and even come to love, some of the playable characters that are in the Tekken universe. And now with new generation consoles, we can continue to watch the Mishima Clan and many others struggle against each other as Tekken 7 comes closer to launch.

The Evolution of the Series

The first Tekken game came out in 1994. At that time it was one of the first fighting games to use 3D animation. The game;s major focus was to take control of a large and wealthy corporation owned by Zaibatsu Mishima, and to do so by winning a tournament. The winner of the tournament would then host the next Tekken tournament. But then in Tekken 2, the focus began to shift onto the Mishima Clan, and the bad blood that the family members had with each other. This created more drama, betrayal, and an overall fascination with the series that developed over time. 

Tekken is also one of the few fighting games that would throw away or kill off some characters. Some of the characters would age, and then they would replace or add in new characters with distinguished fighting styles. As such, the roster for the Tekken series has become very diverse. Fighters from all over the world compete in the tournament, so the game does not have only Japanese characters.

But now, this long-lasting series that boasts ten games (three of which are not apart of the main story) seems to be finally coming to an end with the installment of Tekken 7, released early March 2015 in Japan, and coming early 2017 worldwide. (You can pre-order now for Xbox One and PS4.)

Bandai Namco, the company that created the Tekken series, has been doing a lot for this game. If you were lucky enough to attend gaming events such as EVO, MadFest, or PAX, than you might have gotten a taste of Tekken 7.

Tekken 7 is the first game in the series in which Unreal Engine 4 is used. The graphics are amazing, and the game features several new characters and features. Now we can see clothes being torn and accessories flying off of your opponents as you engage in combat. Several new characters are being added into the roster -- including a street fighter special, my personal favorite, Akuma. We also get to meet Kazumi Mishima, the mother of Kazuya and wife of Heihachi. There is even an adorable character by the name of Lucky Chloe who comes with cat ears and paws. Each character has their own unique and distinguished fighting style that you would surely enjoy.

However, when Tekken 7 releases for those who are not Japanese citizens, Lucky Chloe may not be included in the roster of playable characters -- at least according to what rumors say. She could be DLC, but we can only wait and see.

Additionally, Jun Kazama will not be included in the roster of Tekken 7. But the developer has said that her character was unharmed in Tekken Tag Tournament Two, which could mean another character addition as DLC. All and all, the game has created a lot of hype, and fans of the series cannot wait for its official release.

Japanese Gamers' Perspective on Tekken 7

When Tekken 7 first came out in Japan, people felt as though there was much to be desired. So Bandai Namco had a second release. Some people said that the graphics looked the same as Tekken 4. Others complained that the roster was too small. A few even mentioned that sometimes when facing off with Kazumi Mishima, the A.I acted completely dumb and did its own thing, which didn't make the fight challenging. Some people wanted her to have a scary outlook like Jun did in Tekken Tag Tournament Two. 

After the game's second release, the reviews were a little mixed. Some people did not like that the developers had changed up some of the gaming mechanics and effects. Others loved it and thought it would add to the challenge of learning the game. Overall, the problems were pretty minor. A lot people really enjoyed some of the new characters that was being implemented in the game. 

Only time will tell whether Tekken 7 can live up to the expectations of Western audiences. When the game finally drops at some undetermined time in early 2017, we'll see the latest (and perhaps last) evolution of the Tekken series. 


Rumor: Tekken 7 to Be Available on Xbox One and PC? https://www.gameskinny.com/h9dl1/rumor-tekken-7-to-be-available-on-xbox-one-and-pc https://www.gameskinny.com/h9dl1/rumor-tekken-7-to-be-available-on-xbox-one-and-pc Tue, 31 May 2016 04:47:42 -0400 Joe Passantino

While Tekken 7 is confirmed to launch on PlayStation 4, it appears that Xbox One and PC users may be able to get in on the battles as well. As reported by WCCF Tech, Twitter user j.va claims to have heard from a Bandai Namco representative at this past weekend's MCM London Comic Con. The results look promising for the Microsoft-compatible platforms landing editions of the game.

There has been no official announcement on additional Tekken availability beyond the aforementioned PlayStation 4 game, which currently has no release date.

The game will launch on PS4 as Tekken 7: Fated Retribution, an updated version of last year's Japanese arcade release. Destructoid reported in December that Fated Retribution will feature new attires, items, and stages. It will also contain new characters, including Akuma from Street Fighter and Nina Williams.

Are you an Xbox One or PC user who badly wants your Tekken fix? Speculate away in the comments!