Shrouded in mystery, the King of Iron Fist Tournament 5 came to an end with the
defeat of Jinpachi Mishima at the
hands of Jin
Kazama. Jin took control of the Mishima Zaibatsu and began using the special
Tekken Force unit to carry out covert disinformation and paramilitary
operations. As a result of its efforts, the general public became paranoid and
minor incidents around the globe soon evolved into major conflicts. Governments
around the world grew increasingly impotent as chaos spread. At the peak of the
carnage and confusion, the Mishima Zaibatsu arose from the darkness, flexing the
full potential of its military might and declaring its dominion over all
The Mishima Zaibatsu took control of the world
with overwhelming force. In response, G Corporation materialized in opposition
to the Zaibatsu, setting-out to subdue the Mishima forces globally. Hailed as
civilization's savior, The G Corporation offered a generous bounty to anyone
who captures Mishima Zaibatsu's leader, Jin Kazama. In an effort to lead the
next steps in the deadly dance between organizations, The Mishima Zaibatsu set
the stage for battle with its announcement of The King of Iron Fist Tournament
6. Some seek fame. Some seek the bounty on
Jin's head. Some seek solely to banish their own inner demons. Each fighter has
a unique agenda. Welcome to The King of Iron Fist Tournament 6.
40 characters... and it
takes 100's of hours to "master" even one.
In a world...
5: Dark Resurrection was still fun & one of the most rewarding fighting
games for loyal players... comes the long-awaited Tekken 6. The original Tekken 6
was released in winter of 2007 in arcades of Asia, with very few cabinets
finding their way to American shores. Tekken 6
hit arcades in a very raw state and was patched several times to remedy
balance issues and 100% "death combos" found by top players. About
one year later, Tekken 6:
Bloodline Rebellion hit the arcade scene overseas and was the more complete
sequel that fans demanded, but again didn't see a widespread international
release. Tekken players worldwide waited patiently for the next ten
months, and finally, the definitive version of Tekken 6
was released on consoles in late October of 2009... it was surely a long wait
for fans overseas, but was it worth it?
You'll most likely hear
mixed reviews if you ask that question to a panel of gamers, but
if you think Tekken 6
in particular is some sort of "rehash" or not different
enough to be a called sequel, you're sadly, sadly mistaken. With that
said, not one... I repeat, NOT ONE mainstream review
to comment on the noteworthy changes that occurred since the prequel (Tekken
5: DR). So in this review, I'll be making up for
their total disregard (or
perhaps ignorance), because I feel some things must be pointed out, especially for
the potential players that
may not know the differences. Not only are there 6 dynamic new fighters to
try out, but every returning
character has been updated dramatically... and that's saying a lot
for a roster of 40 characters.
First off, one of the most impressive visual upgrades in Tekken 6 are the
attack animations. If you didn't spend a significant amount of time closely watching replays in Tekken 5 or Tekken 5: DR, you
notice how nearly every stance, attack & throw animation was
slightly tweaked. As a whole, the new animations make attacks even more fluid and
generously add to the ouch factor.
Most classic moves simply have a bit more "ooomph"
behind them, and the new moves look nothing short of
bone-shattering. Connected attacks
are highlighted ever-so-nicely by some of the most thunderous sound effects to
date, along with the trademark Tekken sparks & hit effects which
also received some notable visual enhancements.
Intense and vibrant hit
Unfortunately, it seems Namco's effort in re-imagining
these classic animations
has fallen short
of the mainstream's radar. I found it disappointing that no mainstream
Tekken 6 review bothered to mention
the improvement in animation. I guess it's generally overlooked since many
staple Tekken animations like walking, jumping and the infamous juggle animation have seemingly stayed the same for
years. But seriously... have casual fighting game players &
"pro" game critics become that jaded? Revamped animation certainly isn't something that many fighting game sequels (or video game sequels)
bring to the table very often. Worry not Namco, TFG is here to set the record
straight... yet again.
Tekken's tried & true gameplay engine has also undergone quite a few tweaks in itself, including a re-worked wall game,
new ground "bound" combos, and the new Rage System which
activates automatically when your character's
health is reduced to 5% or less, increasing their power
and making combos even more deadly. First introduced in Tekken
Tag, "Rage" definitely ups
your chances for a dramatic comeback but isn't something that can be abused
or causes any imbalance in the game. If you're a smart player, you can prevent
your opponent from even entering Rage and
you'll know which moves to watch out for when your opponent is in Rage.
Overall, the Rage System adds a nice touch to the gameplay and makes for
some highly intense (and sometimes scary) moments during the fight.
overall gameplay has improved slightly if not significantly. Still, Tekken's
core gameplay mechanics from the prequels are always preserved. Namco
clearly follows the principle of "if it isn't broke, don't fix it" when
releasing a new installment. Hence, long-term fans of the
series have been continually rewarded with a game we can pick up & play easily, with
our favorite characters retaining their familiar play-styles and most (if not all) of their classic moves!
The deepest corners of Tekken 6's combo system show some truly strong
design components, offering countless "mix-up" options and strategies
along the way.
Although Tekken 6 still feels very much like the Tekken of the
recent past, there is no doubt a handful of new gameplay nuances to master this time around.
Actually, the vastness of
the new content can be quite overwhelming from the start, even for a seasoned Tekken player. With
a seemingly countless number of new moves and combos to learn, at first it can be
very intimidating for a casual player to attempt to
memorize even a single character's move-set... "What? This character has over 100 moves?"....
Yup, welcome to
Tekken 6's character
anatomy and clothing detail is spot on.
The deep and
dynamic characters have always been among
Tekken's strong points, but ironically enough, this fact alone may actually "scare away" some
potential players... especially since Tekken 6 is a hardcore player's best
friend. It's true that Tekken 6 can be enjoyed by players
of all skill levels, but the true complexity of the gameplay can only be
discovered and fully appreciated in high level play. The vast number of mix-ups, strategies and combos that
can be done set the groundwork for an exceptionally fun and satisfying 3D fighting game experience.
Getting to such a level requires a considerable amount of studying
and practice, something that many gamers these days are far too lazy to do!
It's no surprise why so many gamers & mainstream reviewers
went "gaga" over a simpler fighting game like Street Fighter IV, but can't really seem to
get into Tekken. Have 3D
fighting games become too technical and deep for the casual gamer?
Only a few
years ago, the mainstream was saying "2D fighting games were dead," but now
it seems as if 3D
fighting games aren't getting the respect they deserve...
of the story: F*ck the mainstream!
To quote producer Katsuhiro Harada:
control scheme is designed foremost to be intuitive and responsive. After a player
inputs a command, the move is executed the next frame and in exactly one
frame after the input, you see the result displayed on screen. This is something
that is not widely known, but this is unique to Tekken."
Though sometimes appearing erratic in high level play, the "movement controls" of
Tekken 6 are as responsive as ever and feature a variety of
offensive & defensive maneuvers for each character.
Unfortunately, Namco didn't include a Tutorial Mode in Tekken 6, so
beginners have a lot to learn on their own... and without sincere dedication
from the start, most beginners won't even scratch the surface of the gameplay.
Thankfully, Tekken 6's Practice Mode features a ton of convenient
training options and is set up perfectly for players who take the game
seriously. It's actually the best and easiest-to-use training mode I've ever
seen in a fighting game. Furthermore, gameplay is intuitive enough for experienced fighting game players to grasp
rather quickly. Any respectable
fighting game player knows it's best to stay a moving target (like
in a real fight), in Tekken's case, frequently using forward & backward dashing and sidestepping.
Now that most characters have special dashing & evasive techniques,
there's even more
diversity between fighters and equally more strategy involved in fighting against them.
Learning how to move properly is key to playing Tekken, and it's certainly
not all about combos (which some people fail to realize).
Still the hardest hitting
fighting game around. Ouch factor = 10/10.
The "ouch factor"
found in Tekken games was always among the best of the genr,e and there's definitely no shortage of it in Tekken
6. The authentic fighting styles are highlighted by accurate & well-executed martial arts
techniques that would hurt, cripple, or possibly kill you in real life... Tekken 6
is actually a pretty realistic game when you look at it that way, but as
you probably know, Tekken doesn't take itself too seriously and there are a handful
of less-authentic (yet cleverly entertaining) fighting styles thrown in just for fun
and entertainment value.
The brand new (and long overdue) KO animations add another refreshing visual element, as certain mid & low attacks will cause your opponent to fall in a
certain way... but I do wonder why they haven't completely removed the old one
from Tekken 3.
In any case, I never seem to get tired of watching those
hard-hitting replays in slow-mo!
The new bound
combo system is technically fantastic and, in my opinion, makes Tekken
combos look flashier and more painful than ever. Thanks to the bound system, there are nearly an
infinite amount of new combo possibilities, which also means players are less likely to
use "the same old combo" over and over again. Tekken 6's combo system > Spamming.
Graphically, Tekken 6 was a powerhouse at the arcades, boasting incredibly crisp character models & stages all at 60 frames per second.
The home versions of Tekken 6 also run at a smooth 60 fps, but unfortunately the
overall resolution has been
downgraded from its arcade counterpart.
The new "motion blur"
graphical filter correlates well with the action and adds a nice
touch to the visuals, but unfortunately having it turned on lowers the
overall resolution. The default
setting for Tekken 6 has motion blur turned on, but
ironically enough, the graphics will appear a bit crispier on your HDTV if
you venture to the Options menu and turn it off.
Alas, some people may end up being
slightly disappointed with the graphics, but there's really not much room to
complain. Although nearly 2 years old, Tekken 6's graphics are superb... from the unique
muscle anatomy that each individual fighter has, to the noticeable differences
in the fabric textures & folds in countless clothing items, to the reflections
of the actual backgrounds in shiny parts of clothing... Tekken 6
is crispy! The strength of Tekken 6's visuals lies within its fluid
animation and the incredibly detailed character models (which were
completely redone for this sequel from the ground up). To sum up the graphics, unless you're
sitting too close to your television and looking for imperfections,
the console version is fantastically gorgeous at the end of the day.
Customization Mode is much improved over Tekken
5's. All of your favorite fighters can easily acquire some all-new costumes if you
grow tired of their original threads. The new Customization Mode also allows
you to freely move the camera around the intricately detailed character models
which, as I said before, are freakin' incredible! Character anatomy is spot-on
and the models are practically
"naked" at their core, allowing you to remove or switch out
shirts/jackets, pants, gloves & footwear or just set a character's default color scheme to your
Another new feature introduced in Tekken 6 are "item moves," customization items
that have an actual
gameplay, giving your fighter an extra move or taunt. Each
character has several specific item moves and it'll probably take
you a long while to actually see them used during gameplay. Some of them are awesomely
badass (like Kazuya's, where he puts a gun to his opponent's head during a
others make little sense but are hilarious (like when Lili summons penguins that follow her around).
The new item moves add flash & entertainment value,
but thankfully don't effect balance or gameplay in a negative way
since they don't take off much damage when they connect. The dev-team was clearly just having
fun, which is always nice to see in a fighting game.
Top notch clothing detail
& lighting effects... but water effects could be better.
Now onto aesthetics.... As
in Tekken 5,
certain high & mid attacks will occasionally make contact with a grounded
opponent, oftentimes picking them up to extend an air combo and inducing guaranteed
"how did that even hit me" moments.
primarily a visual flaw (and not a gameplay flaw), but those jump kicks and uppercut punches really shouldn't
touch a grounded opponent. Some "surface gamers" might see this as a flaw, but it's one
of Tekken's familiar quirks. In order for the game to be balanced, every character has those "pick-up"
type moves, and some look more convincing than others. Having the advantage for a period of time in a
battle in the form
of a combo, has always been an enjoyable feature about Tekken. In the history of fighting games, longer combos and a
more open-ended combo system equals more fun for the hardcore players, so it's a reasonable trade-off.
To continue my nitpicking... the ground bound
animation looks natural during combos, but as "the low parry
animation" it occasionally looks out of place. Unless you use your imagination, seldom does it make sense why a
character ends up on their back, with their legs up in the air, after their
opponent anticipates their low punch or kick.
If you remember correctly, this is only apparent in the Bloodline Rebellion
update to Tekken 6 and, in my opinion, there was nothing wrong with the original Tekken 6 low
parry animation. It
doesn't look too bad once you get used to it, but I think a low parry deserves
its own unique animation.
The breakable walls & ground adds a nice change of pace to the gameplay, but
the effect could've been done better visually. Ground damage and large chunks of the floor still
disappear after a few seconds, and it gives off a rushed/cheap vibe. Several low-quality floor textures are also apparent on a
couple stages, but the stage designs themselves take your eyes away
from the floor and look excellent. Each location contains an impressive amount
of background animations & detail, as well as some interesting lighting
effects (although lighting effects in the arcade version are superior to
console). One flaw about some of the stages, however, is that "walls"
are sometimes undefined or even appear invisible when a character is
knocked against them. It's another solely visual flaw, because once you learn
the stages you'll know exactly where the walls are.
Online Mode contains the staple modes you'd expect and offers some cool
features like ghost & replay sharing, but isn't perfect. Ranked matches can be set for "connection
priority," so the option to opt out of a potentially laggy
match is there, but unfortunately, you can't see your opponent's disconnect rate
before the fight (like in SC4) to avoid those annoying rage quitters.
Overall, Tekken 6's online
mode gives the current gen of online
fighters a run for their money. But as someone who put countless hours into Tekken 5: DR Online, I
definitely miss some of the previous (and rather basic) battle lobby features, like being able to
name your room, and
the ability to show off your rank to your friends in the casual "player match."
Aside from a
weird and annoying "random disconnect" glitch, T6 has a
netcode, and playing online is a great way to meet other players and improve your
||July 13th, 2021
|| Namco Bandai
Yuichi Yonemori Producer
|| Arcade, PlayStation 3,
PSP, Xbox 360
|| Nov. 26th, 2007
Dec. 18th, 2008
Arcade - TEKKEN
6: Bloodline Rebellion
Oct. 29th, 2009
Oct. 30th, 2009
Nov. 24th, 2009
Dec. 11th, 2009
Jan. 14th, 2010
Dec. 19th, 2014
PS3 - in Fighting Edition compilation
Kazama, Leo, Zafina,
Mishima, Heihachi Mishima,
Bryan Fury, Lili,
Dragunov, Steve Fox, Ling
Xiaoyu, Devil Jin, Paul
Phoenix, Bruce Irvin, Marshall
Law, Lei Wulong, Lee
Marduk, Ganryu, Roger
King, Mokujin, Azazel,
(T6BR / Console), Alisa
(T6BR / Console)
||Tekken 6: Bloodline Rebellion,
Tekken 3, Tekken Tag Tournament, Tekken
4, Tekken 5, Tekken
5: Dark Resurrection,
5: Dark Resurrection Online
, Tekken: Dark Resurrection, Tekken
Tag Tournament 2, Tekken 7, Tekken
Hybrid, Tekken 3D: Prime Edition, Tekken
Advance, Tekken Revolution, Street Fighter IV,
Street Fighter X Tekken
9.5 / 10
7.5 / 10
9.0 / 10
9.0 / 10
/ Sound Effects
9.5 / 10
8.0 / 10
8.0 / 10
9.5 / 10
Options / Extras
9.5 / 10
Intro / Presentation
6.5 / 10
Replayability / Fun
10 / 10
10 / 10
10 / 10
Review based on PS3 version
So is Tekken 6 the best installment
in the series to date? If we're talking gameplay, the answer is YES...
but when it comes to the story and presentation, definitely NO. The
presentation value that the series became known for early on is definitely a bit
compromised this time around. Firstly, the
opening movie is an updated version of the "original"
arcade introduction. It's done well in some areas, but overall it's kinda
"sleepy" and the fight scenes look unrefined. I wish they put more
time into the console opening or at least made it flow right into the
6: BR intro (which is at least viewable in the Gallery). Still, it doesn't
make any sense why they didn't include the awesome Jin VS Kazuya
sequence in the main intro of the console version (which would've so much for the
game's first impression).
The character prologues are also less impressive than those in Tekken 4
& Tekken 5, and the endings leave much to be desired. Some endings
aren't bad, some offer nothing more than a "WTF" moment and/or leave
you wanting more, and finally, some are just plain stupid. The overall
presentation of Tekken 6 doesn't nearly match up to what we were treated
to in earlier installments, which very well may turn off the "casual
fans" (as shallow as that may be). As far as character endings go, Tekken 6
seems to be going for comedy rather than the more serious tone of past games...
and the endings don't do much justice in terms of storyline or
character development. On the flipside, the
production value found in the animation, the graphics, and the amazing soundtrack makes up for it.
Gameplay-wise, I love
the reworked wall game, the improvement of side-walking and the dynamic
combos that can be done off of bound.
Tekken was always a rewarding game to the hardcore players that have stuck with it for all these years,
and thankfully, it still is.
clearly knows what loyal players want, and they know we don't want a
completely new game... we want Tekken.
Tekken 6 delivers gorgeous visuals and some of the
hardest-hitting, most authentic and most fluid martial arts seen in any
video game, period. Even though there are several less-than-authentic
and off-the-wall fighting styles introduced in this installment, the
returning "serious" martial artists stay true to their roots and still accurately represent
their traditional fighting styles, all of which looking notably more impressive than ever
before. That said, players who appreciate fighting games with authentic
martial arts will still prefer Tekken
over many other titles out there.
Namco tried valiantly to attract a larger audience
with Tekken 6 by going multi-platform & launching various advertising campaigns
hope it worked for them). Sadly, many "surface gamers" who might be
disappointed with Tekken 6's first impression & presentation may
never appreciate the brilliance and polish behind the gameplay... the
actual game. Tekken 6 doesn't quite "draw you in" like
earlier titles in the franchise... you have to already be a fan of Tekken
or truly want to learn the intricate gameplay system to get the most out of the
Beginner players should find a lot to like
about Tekken 6, as the developers have further streamlined movesets to
make characters feel more natural to play. Thus, it's pretty easy
for new players to pull off a fair amount of "cool-looking" moves with
Still, I really think Namco should've included a Tutorial Mode, which would greatly diminish the number of button mashers online (it's
bloody pathetic I tell you). Due to the deep controls and the style of
animation, Tekken is still one of those games that looks eons less
impressive when beginners & button mashers are behind the controls... unless of course
they are appropriately being obliterated
by skilled players...
(then it looks pretty coo)l.
One final point I'd like to bring up: Because of the fact that many titles in this next-gen of video
games seem to somewhat "play themselves," technical masterpieces like Tekken
6 that require hours/weeks/months of practice will ignorantly be overlooked by many
casual gamers. Like I've already stated,
brilliance of the Tekken 6's gameplay can only be
discovered and fully appreciated in high level play. It's 1000
times easier to find a reason to say "I don't like Tekken 6" than to
become a skilled player.
Many "next-gen gamers" also don't like losing unpreventably and Tekken
6 is a game where pros will relentlessly destroy amateurs (with style
& finesse to boot).
With that said, it's easy to hate the game if you're a newb, and many will quit before they even
start. It's a sad truth, but also a bittersweet one since the fighters of Tekken will seem to
"magically come to life" when under the control of a player who knows
what they're doing.... That's the magic of Tekken. In
closing, the fact that Tekken 6 lasted as a tournament-level fighting
game for over 4 years legitimizes the high score I've given it. Not too
many games of this era have kept such a presence in the tournament
circuit as long as Tekken 6 has.
SCENARIO CAMPAIGN MODE
Scenario Campaign is a bonus mode included in the home version of Tekken 6,
and a spiritual successor to the earlier Tekken Force mode. SC Mode features an
epic opening movie and some rather good BGMs (exclusive to the mode), but the gameplay
doesn't take itself nearly as seriously. As you destroy hordes of baddies,
"arcade beat-em-up" style, you'll run around collecting eggs & chickens
for health, money bags for extra cash, and gain silly power-ups along the way by
equiping the random customization items you obtain. Your
character (of your choice) will potentially end up looking ridiculous by wearing the most
effective items, since " wearing matching clothing" and "looking
cool" probably won't take priority while you're playing this mode. If you
were hoping for a more serious, story-driven playthrough (which would
compliment the series), you'll be disappointed. However, if you enjoyed Tekken
Force Mode from Tekken
3 & 4, you'll find something to like about Scenario Campaign.
In Campaign, using the analog stick allows your fighter to freely move in 3D,
and only a few random moves will be at your disposal. However, using the d-pad
will allow you to stay on the same plane of your targeted opponent, allowing you
to play Tekken as you know it. It should be noted that if you just
"run around mashing buttons" and expect "cool stuff" to
happen (like it will in most button masher
friendly 3rd person action games of this era)... you're shit out of luck,
and if you're an ignorant person, you might say this mode "sucks"
before learning how to play it properly. However, if you
have some basic knowledge of how to play Tekken, you'll have fun with
Take to the streets with
your favorite Tekken characters.
move & combo you can perform in the regular game, you can perform in
Campaign! What "beat-em-up" do you know of features 40 playable
characters, each packing 100-150+ moves?!?
(The answer is none). It's practically a game in and of itself, and for a
"bonus mode" in an arcade fighting game, there's not much to complain
about. Campaign offers a wide variety of locations to fight
through, including quite a few hidden stages with hilarious
The default control layout is actually a bit uncomfortable if you're using a
controller, but it can be remedied. Since most Tekken players who use
Dual Shock use the "two fingers" technique, simply changing the
"Switch Target" command to L1 makes a world of difference. In general,
the controls and targeting system could
be better... but with some practice, targeting enemies is a fairly
simple & smooth ordeal. Those who complain about the camera in this mode
(like Adam Sessler) are most likely not using the targeting system
correctly. *sigh* Gamers these days... expecting the game to do
everything for them.
Once you get the hand of it, Scenario Campaign is actually pretty fun. I'm one
of those guys who likes to juggle an enemy for 10 hits after they're already
so for someone who loves Tekken's combo system, there's plenty of fun to
be had. The inclusion of
ridiculous weapons that characters can pick up (lead pipe, chaingun & flamethrower) adds to the "arcade style
beat-em-up" vibe, but seems very
out of place for Tekken... (although, as much as I hate to admit it,
mowing down hordes of fools with a flamethrower is strangely satisfying at times
(primarily when you're low on health).
Sadly, the story element of SC Mode isn't nearly as compelling as it could be,
and is agonizingly slow paced at times. On the bright side,
its fair share of entertaining moments & cut scenes. SC Mode also features an online co-op option,
where you and a friend can take down the bad guys in style. The lack of local
multiplayer co-op is disappointing though. At
the least, Scenario Campaign is one of the best "bonus" modes in any
console fighting game to date and is also the best way to unlock extras &
customization items. Where the mode went wrong is that it was presented as the
"main attraction," which it surely is not. Another flaw of Scenario
Campaign is that it has slightly lower quality graphics than the main