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Thread: Tekken 6 Developer blog : In Motion

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    Default Tekken 6 Developer blog : In Motion

    http://blogs.ign.com/NB_Tekken/2009/05/22/121156/





    In Motion

    Katsuhiro Harada
    Game Director/Producer
    NAMCO BANDAI Games


    Hello, this is Katsuhiro Harada.

    I've been the Game Director/Producer on the Tekken project for over ten years now. I've also worked on the Soulcalibur series as a Co-Director.

    This year is the 15th year anniversary of the Tekken series. I've also been at the Namco/Namco Bandai Games for 15 years but this is the first time I've written a blog entry geared toward gamers outside of Japan!

    All that said, I'm a little limited in what I can say as the Sales staff will be watching me. Lol.

    First, I'd like to talk about the Editor's event we had in San Francisco at the end of April.

    Have you all seen the trailer yet? If not, check it out:


    The trailer on the web is only 30 frames per second but the actual game is moving at 60 frames per second, so it looks much smoother. Speaking of the framerate and smooth animation, the graphic engine was redone to make the movement in-game more smooth and dynamic. TEKKEN 6 was first released in Japanese arcades, with TEKKEN 6: Bloodline Rebellion following a year later. It was with this expansion that we took the opportunity to rework the graphic engine.

    With Soulcalibur IV, we focused on making a game that looked spectacular with any image you saw. With TEKKEN 6, we focused on making the game look its best in motion, as we believe the 'movement' is the most important aspect of a fighting game.

    For example, here is a screenshot from Soulcalibur IV:


    It's pretty impressive looking, isn't it?

    With TEKKEN, we implemented full-time variable motion blur; the first time for a fighting game. This makes the game look smooth and dynamic in motion; something not noticeable in a screenshot. This isn't artificial or partial motion blur as seen in past games, but motion blur applied to the full character model that varies in intensity depending on the speed and type of motion, and rendered in real-time. Not only is this applied to the attacking character, but also the character being attacked, as they are spinning through the air or the screen shaking. This adds to the overall visual impact. Please check out some examples below.

    Without full-time variable motion blur

    With full-time variable motion blur

    Without full-time variable motion blur

    With full-time variable motion blur

    Without full-time variable motion blur

    With full-time variable motion blur

    However, motion blur was designed to make unnatural-looking motion appear more natural, so it may not stand out at first glance. It is much more noticeable after playing past TEKKEN games, or other 3D fighting games. It's hard to picture, so maybe I should just include a motion blur on/off feature in the home version so everyone can compare it for themselves. A lot of people on the team are quite surprised at the difference once they have played without it and then turn it on again.

    Oh, I forgot to talk about Editor's Day!

    Every year since E3 scaled down, each company has had their own private press event where they gather the press to show off the latest stuff; our's is the Editor's Day event. I didn't even have time for lunch it was so busy but I was happily surprised that there were a number of TEKKEN fans among the press.

    They were all surprised (or maybe overwhelmed?) at the number of characters on the Character Select Screen. Lol. I often get asked how we managed to make so many characters! We often get fan requests to bring back certain characters so maybe there still aren't enough? Anyway, new characters and returning characters been updated with new moves and all of them have an insane amount of customizable items and customization parts.


    As a result of some of the new game systems, some techniques that weren't so useful in the past will become more important as well.

    Events like Editor's Day are important but I'd also like to participate in EVO as well. I've been working on the TEKKEN series for quite some time but have rarely been able to participate in events like this where a lot of gamers outside of Japan get together due to being so busy all the time.

    The main market for TEKKEN in the arcades is Japan, but the main market for the console version is really the U.S. and Europe. Thanks to our fans, the TEKKEN series (through to TEKKEN 5) has sold 33 million copies worldwide, with 28 million of that sold outside of Japan! So needless to say, we receive a majority of fan feedback and requests from the U.S. and Europe.


    Next, I'll talk about our development environment. I'd like to show you all the building that the TEKKEN team works in.


    Check it out! It's a pretty strange shape, eh? The first time I saw it, I thought it was leaning to one side... or possibly a dock where they build ships or something. We used to be in Yokohama by a U.S. military base but then we moved to this strange building in Tokyo.

    The Tekken and Soulcalibur teams work on the top floor. The walls look slanted on the outside, but this is what it looks from inside. I took a picture after everyone went home.


    The area around the outside wall is intersected diagonally with these beams, as you can see. They really get in the way! Everyone hits their head on them. I saw some guy fall down the other day like he was headbutt by Heihachi after hitting his head on one.

    These beams are on the inner walls as well...


    The inner ones tend to trip a lot of people. There was this guy a while a go who went flying through the air like he was hit with Paul's 'Bone Breaker'! It seems like there's an ambulance here every month. It's a tough environment but we're hard at work on the game!

    Until next time!

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    Default Re: Tekken 6 Developer blog : In Motion

    Tekken just keeps coming back with a bang...............

    Seriously ppl this game is magnificent!

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    Default Re: Tekken 6 Developer blog : In Motion

    AHAREE jibone koto game khela hoy nai!!
    Seriously.. life ta gusaya niye game khelay mononibes korte hobe!
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    Default Re: Tekken 6 Developer blog : In Motion

    tekken is just so 中中ing great. I was playing the PSP version . ITs so addictive. its literally the only game i play on my psp now

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    Default Re: Tekken 6 Developer blog : In Motion

    [an off topic question to [TH7][cRu$h]
    PSP er ki kono PC emulator ase?]
    * বাংলাগেমার IRC Chat ব্যাবহার করুন, IRC খুব সামান্য ব্যান্ডউইথ ব্যাবহার করে।
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    Default Re: Tekken 6 Developer blog : In Motion

    Quote Originally Posted by @m跫嬖 View Post
    [an off topic question to [TH7][cRu$h]
    PSP er ki kono PC emulator ase?]
    yah. but havent tried it.

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    Default Re: Tekken 6 Developer blog : In Motion

    Quote Originally Posted by @m跫嬖 View Post
    [an off topic question to [TH7][cRu$h]
    PSP er ki kono PC emulator ase?]


    yeah ase amar friend der khelte dekh si

    Like a wolf in sheep's clothing
    I try to hide my deepest sins,
    Of all the things that I've done wrong
    And I know where I belong.



    http://www.last.fm/user/deathwalking

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    Default Re: Tekken 6 Developer blog : In Motion

    Try kore dekhte hobe ekta...
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    Default Re: Tekken 6 Developer blog : In Motion

    ase but dont expect it to play games.It only plays homebrews right.Trust me ppl a lot of my friends and myself have tried it.

  10. #10

    Default Re: Tekken 6 Developer blog : In Motion

    Quote Originally Posted by [TH7][cRu$h] View Post
    tekken is just so 中中ing great. I was playing the PSP version . ITs so addictive. its literally the only game i play on my psp now
    heh,that what i play (obviously) every time there is a powercut.
    lets setup a wireless match sometime

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    Default Re: Tekken 6 Developer blog : In Motion

    Quote Originally Posted by DevilJIN View Post
    heh,that what i play (obviously) every time there is a powercut.
    lets setup a wireless match sometime
    would love to I have started playing after a huge break. but starting to get a hold of everything again

  12. #12

    Default Re: Tekken 6 Developer blog : In Motion

    Quote Originally Posted by [TH7][cRu$h] View Post
    would love to I have started playing after a huge break. but starting to get a hold of everything again
    heh,pm me with details when u want to.

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    Default Re: Tekken 6 Developer blog : In Motion

    Quote Originally Posted by DevilJIN View Post
    heh,pm me with details when u want to.
    i'll let you know when i get time Kinda bz with job and university right now

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