As always with fighting games, it is better to attack through the gameplay and enjoy the freshness of the neurons. The core mechanics haven't changed, and it's all about controlling each limb of the character – Square and Triangle for right arm and left arm, Circle and Cross for right foot and left foot. Once these commands are well in mind, it is easy to execute what are called chain combos, that is to say sequences made from a combination of keys. Immediately, we understand better why neophytes throw themselves on the characters with extended combos, even if the developers have made sure to balance things over time. The other major principle of Tekken which has not changed is the fact of having to control the distance constantly, not to remain static and to place small quick sidesteps so as not to expose yourself to attacks from others. face, while looking for the opening. Once the flaw has been identified, you can place a launcher, that is to say a blow that will send the opponent into the air and chain him without giving him the possibility of reacting. This is what followers commonly call a juggle. Unlike SoulCalibur which offers an escape with air control, Tekken imposes to be brutalized until the end, which generates enormous frustration when you are beaten like a victim. Despite the efforts of the Project Tekken Team to make the gameplay less permissive, the community has always been able to find infinites capable of keeping you depressed for weeks.
With Tekken 7, the Mishimas could not have dreamed of a better conclusion after 23 years of family confusion.
In short, even if Tekken 7 requires a certain sense of timing and infallible speed of execution to slam combos that tear off the life gauge, the whiff punish - pushing the opponent to make the mistake first - is the art. to be mastered first. Add to that the okizeme (the game on the ground) and the wall combos (the sequences against the wall), and we find everything that makes the salt of a Tekken. Naturally, the developers took advantage of this new episode to integrate new features, starting with the Rage Art we've been hearing about since the game was announced. To put it simply, it's the equivalent of Street Fighter's Ultra, with a little extra subtlety. In fact, the damage inflicted is linked to the state of the vital bar. Usually, a Rage Art can only be triggered with 75% of life gauge burnt out, but if our character is in an even more pitiful state, his fury will be more devastating. A nuance that brings a tactical dimension to the fights, favors the turnarounds dear to Harada-san, and encourages taking risks. Still with regard to Rage Art, even if it neutralizes mugs as well as standard attacks, you should know that it is far from safe. So be careful not to take it out at random, the counters that follow behind often hurt a lot.
RAGE AGAINST THE MACHINE
Since we are talking about the features associated with the "Rage" mode, let's highlight the presence of the Rage Drive. Like Street Fighter's EX attacks (decidedly), it offers new properties to attacks not only in order to inflict greater damage, but also to lengthen a combo. It's also perfect for eating the opponent's brain, because with Rage Art, Rage Drive offers a second offensive option and allows for devilishly effective mix-ups. Tekken 7 also marks the arrival of Power Crush, which takes up Street Fighter's Focus Attack, namely to withstand attacks – and suffer damage – without feeling the impact. The advantage is to be able to place just behind a sequence whose damage will weigh more heavily than the loss of life gauge granted. Faced with nags who recite their sequences by heart, the Power Crush is a good way to calm them down and put them under pressure. On the other hand, when we are dealing with a player accustomed to breaking down his combos, it is much less obvious, especially since the Power Crush only works with medium and high attacks. Again, Tekken 7 requires anticipation and judgment in our approach.
As for the purists, they will be satisfied to see that the game always knows how to reward the most talented, the Power Crush and the Rage Drive not being within the reach of the first comer.
Finally, as for the bounce system – introduced in Tekken 6 – it seems to have undergone some changes, to the point that we now have to talk about “Screw Attacks”. Clearly, we will have to rethink the way we execute combos, since the conditions for rescuing the opponent are more drastic. An example ? Unlike the bounce system, Screw Attacks cannot be integrated into wall combos. We haven't completely gone through it yet, but we understand better why the sequences of ten hits destroy the life gauge. A way to reward the relentless of the stick, basically. All these subtleties in the gameplay make Tekken 7 super pleasant to play, and it's a shame that the developers didn't think of putting a kind of Fight Lab, this mode of Tekken Tag Tournament 2 which was useful for learning all the basics of game. On the other hand, budding fashionistas will be thrilled. Indeed, the game is full of unlockables to customize the fighters - haircut, glasses, skin color, makeup, etc. – and the “Treasure Battle” mode is a real goldmine for that. The "Gallery" contains all the cinematics and illustrations of the different versions of the series, while the "Jukebox" is an opportunity to rock your ears with the full soundtrack of the saga. On this subject, it should be noted that there is a way to play Tekken 7 with the pieces of this or that episode, and even to build your own playlist. Nice.
AKUMA MATATA
Offline, the "Arcade" and "Training" modes are there, while the versus does not allow to face the CPU. Yes, we can talk about scandal friends. As for the online mode, we are not able to certify the good quality of the netcode, given that we were only able to play two matches. The opportunity, however, to realize that for ranked matches, it is possible to find an opponent randomly or from a list according to defined criteria – more or less important rank limits, connection quality . Apart from the usual rankings, there is above all the presence of the "Tournament" mode thanks to which you can take part in online competitions, and even create one yourself. The growing preponderance of eSports in the video game sector – even if the EVO has been around for fifteen years, let's not forget – is not unrelated to this. Note that rage-quitters will see their ID appear in yellow or red, and that penalty points will be awarded to them. It is true that we cannot qualify the content of Tekken 7 as pharaonic, but the "Story" mode saves the furniture brilliantly. Like 2011's Mortal Kombat, the single-player campaign allows you to successively embody different characters, while following the internal war in which the Mishima clan is engaged. It's really well done – even if it talks way too much – and some scenes make an impression. Well, we could have done without the two-three moldy QTEs lying around here and there, and Akuma is clearly a patch, but we gladly forgive these small errors which in no way spoil the experience.
Like 2011's Mortal Kombat, the single-player campaign allows you to successively embody different characters, while following the internal war in which the Mishima clan is engaged. It's really well done – even if it talks way too much – and some scenes make an impression.
Speaking of Akuma, his handling won't bother Street Fighter fans, since most of his attacks have been kept and perform the same way. The guy is even entitled to his Super bar for his Messatsu Gohado, which is to say the will of the Project Tekken Team not to distort it. The problem is that it poses some balance problems, even if its movements are not as fluid as in 2D. His Gohadoken can very quickly become boring, just like his Ashura Senku which disturbs a lot in a three-dimensional space. Maybe it's just a matter of habit before identifying its flaws. In the meantime, we are happy to note that the weight of the polygons prevents it from being as reactive as at Capcom. It's already taken. The rest of the cast includes some newcomers such as Lucky Chloe, Shaheen, or even Josie. To be honest with you, we haven't had enough time to study them – publication deadline obliges – but the long night sessions that are coming home will allow us to see more clearly. On the production side, Tekken 7 is based on the Unreal Engine 4, which allows it to be more successful than its predecessors in terms of graphics, and to benefit from a dressing that has a mouthful. The modeling of the characters has gained in roundness, even if the Tekken style is there. Some effects are fun to watch, like those close-ups when the killing blow is about to land; or then these slow motions when the two characters, on the verge of knockout, launch an attack at the same time.
JUGGLE'S LAW
However, by wanting to multiply the tricks, the developers have damaged the fluidity of the game. The framerate does not fall systematically, but let's say that certain courses are less frequent than others. These defects, we no longer have them at all once we switch to PC. Moreover, it is no coincidence that it was on this medium that the game was presented at E3 2016. Finally, it is impossible to complete this test without mentioning the major advantage of the game: the VR mode . More seriously, do not expect anything crazy with virtual reality, since it is only a "Training" mode in disguise. No gauge on the screen, just the two characters (one controlled by the AI) who can exchange a few rights. Although you can move it slightly with the right stick, the camera is the same as with a classic controller. Moreover, everything is played in a traditional way, so there is no need to take the PlayStation Move out of the drawer. Looking around is possible (still), as is engaging a slow motion to better scrutinize the movements of the fighters. In summary, zero interest.