![]() You know, we can do more.” But I think what we have so far is pretty great. I mean, obviously, Harada-san says, “We're not done. I think all of that - the graphical level that we were able to attain for Tekken 8 - was one of the early goals we had, and I'm pretty happy with the benchmark we hit so far. ![]() Just the level of detail, not just how pretty it is, But, you know, the puddles on the ground and the reflections, all the different billboards and the detail there. We were playing earlier, I believe you saw the New York stage that we had. ![]() And then I think now that people have had a chance to play the CAT and the CNT as well, and gotten their hands on the game, they say they see that, not only in the character models but the environments themselves. But then, once we showed off Kazuya, I think it was at EVO that year, We were like, “Wow, okay, we're ready.”Īnd the fans just exploded with excitement over the level of detail and quality we had in the game models. And so it was interesting to see kind of weird-looking Jin Kazama, at first, for example, it's like, “It doesn't look quite right!” Even though most of us had been doing this for twenty-something years, right?Īnd so it took a little bit of trial and error until, you know, the models were perfect. So all the characters, all 32 in a roster, were built from zero, which was quite entertaining because we're doing the sculpting and everything from scratch. To achieve that, we actually threw out all the character models that we had from Tekken 7 we started from scratch. And so it's not just about having pretty 4K graphics, but the environments, the characters, the detail, the depth, all of that visually, that whole experience. So we want to make sure that everything really popped. And we kind of had a little bit of a chance to test different things and see what resonates with fans.īeing on a new generation of hardware, it's the first time we were on PlayStation 5, and Xbox Series X and S. You know, we released the game and supported it for five years. Michael Murray: So, I guess first, to touch on Tekken 7 a little bit: that was a big learning experience. ![]() Can you talk about what you wanted to accomplish going into Tekken 8, and how you approached that challenge? IGN: Tekken has a long history of pushing technology forward, and Tekken 8 looks incredible visually. Don’t worry though many of Michael’s other thoughts on Tekken 8 will appear in the rest of our exclusive IGN First coverage, running all through October. It’s been condensed and edited for clarity. What follows is an excerpt from a much longer interview on almost every aspect of Tekken’s history and Tekken 8. Like I said, I couldn’t have picked anyone better to talk Tekken 8 with. While we were talking, he joked that he spends so much time with Harada that he often knows how he’ll answer questions before he actually answers them. That’s 22 years of Tekken, for anyone keeping track. He also worked on Tekken: Bloodline, an anime adaptation of Tekken 3 that you might have seen on Netflix. Michael did some marketing work after the merger with Bandai (while, I might add, still working on the games themselves), and started working as a producer in Tekken 7, a role he still occupies for Tekken 8. Michael has worn a lot of hats: he started working on Tekken in a design capacity during Tekken 6, and transitioned to it full-time by Tekken Tag Tournament 2, where he had his own mode to design.
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