Rage in Tekken 8: A Proposal

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  • Опубликовано: 20 авг 2022
  • I was getting tired of not putting out ANYTHING, so I slapped this together in an afternoon so I can say I made a video while I figure out what my next real video is going to be. Let me know what you think!
    Thanks to tobemorecrazy for supporting me on patreon!
    / sleepmode
    / sleepmodeau
    / sleepmodeau
    sleepmodeau.github.io
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    FOOTAGE USED
    Tekken 7 - Free Update & Global TWT 2022 Finals Announcement
    • Tekken 7 - Free Update...

    • 八
    Tekken 4 Lee Arena Infinite
    • Tekken 4 Lee Arena Inf...
    Tekken 6 Rage Mode Was Something else
    • Tekken 6 Rage Mode Was...
    Tekken Tag - Netsu Power
    • Tekken Tag - Netsu Power
  • ИгрыИгры

Комментарии • 7

  • @coreyvicesassistant4403
    @coreyvicesassistant4403 Год назад

    Nice video. I've also thought whatever the next Tekken is (8 or finally TXSF), there was going to be some meter. However, tying Rage to the meter is really clever. I wonder if that they would tie things like defensive options to rage/meter like Tag Crash.

  • @HQRubbish
    @HQRubbish Год назад +2

    Interesting proposal!
    I think personally I'm probably inclined to ask for less "intrusive" systems in the next Tekken iteration rather than more. Feels like we've had a pretty long period of bonkers Tekken games and I'd like to see what a more scaled down system could look like for 8.
    That being said, if a system including Rage Drives were to return I think it would be imperative from my PoV that they made them more interesting. I think Drives are on paper pretty cool, but so many of them basically just add up to GINORMOUS, QUICK +OB MID LAUNCHER for me to care much about the current system.

    • @SleepmodeFGC
      @SleepmodeFGC  Год назад

      This proposal is kind of based on the idea that the rage options as they exist in tekken 7 aren’t going away entirely, but I do think it’s interesting how many people aren’t on board with a meter in this way purely because of it feeling out of place in some regard? But I felt that what I outlined here would help to accentuate rage drives and limit rage arts
      Though I do agree with you on the design of rage drives themselves. This proposal would necessitate rage drives being designed in a more interesting way than they are now, where they fall into one of three categories: “plus on block mid launcher”, “unseeable low launcher”, and “completely useless” lmao

  • @KTP200
    @KTP200 Год назад +1

    its hard to find info on without looking at old footage, but i for some reason had the impression that rage arts damage scaling with further lower life was introduced in fated retribution.
    i'll have to check up on this

    • @SleepmodeFGC
      @SleepmodeFGC  Год назад

      Please let me know your findings! Somehow I feel like you’re correct

  • @thelastgogeta
    @thelastgogeta Год назад

    For a 3D game with bursts, there are plenty of Dragon Ball games and Naruto games from the PS2-PS3 era. My favourites include Budokai (3 and onwards) and Clash of Ninja (all games but Special) for having high cost escapes which can be called out or be done with bonus attacks if you want.
    As far as this idea, I do like it especially as it is incorporating the risk from using it without killing but I kind of like Tekken being more pure universally with only specific characters getting dedicated meter to worry about.
    Active Netsu activation is cool and even allows for them to work as offensive or defensive options (see Bloody Roar or Budokai transformations) but I'm worrying about how that would be mapped since we aren't exactly gaining buttons.

    • @SleepmodeFGC
      @SleepmodeFGC  Год назад +2

      yeah so when I was writing this script I may have forgotten about the numerous 3D fighting games that do have more explicit combo escape mechanics, so chalk that up to temporary short-sightedness lol
      I definitely get your concern about the meter! I’m not much a fan of super meters in my Tekken/Soulcalibur etc either, but the main idea here was to create some kind of simple visual indicator for the idea of gaining access to rage options potentially multiple times a round, if that makes sense
      As for the input, I see no reason why it can’t be something like 1+2+3. that’s how Geese activates max mode outside of combos in TK7, and from memory that input isn’t really used for much else that’s important