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729.6 óra a nyilvántartásban (78.4 óra az értékeléskor)
I will first start this review by breaking down the good and bad aspects I have seen and felt within the time frame I have played up to reaching mighty ruler in ranked matchmaking.

good aspects:
Brilliant visuals.
Brilliant effects.
Stunning scenery/stages.
Decent arcade feel hub in game to find many players with a interesting arcade cabinet style set up for matchmaking.
Great sound design.

negative aspects:
Terrible movement.
Over focus on flashy cutscene invoking moves mid game via use of "Heat" removes the immersion from the fight.
Terrible balancing.
Nerfed backdash for several characters which ties into balancing problems.
over bloated 50 50 options for many characters which makes the game more guess work heavy.
bloated damage for certain launchers with not enough punish potential trade off if blocked.
movement feels slow and clunky like walking through mud/wet sand.

In Tekken 7 I reached Tekken King rank online towards the later stages of T7 life cycle and I loved near enough every aspect of it. The movement felt balanced across all characters and rewarded you for putting time into learning the movement system and how best to utilise it in your game play to improve yourself. In Tekken 8 movement or more accurately stated as spacing is completely thrown out of the window with plenty of moves from near enough the entire cast can hit you at very questionable ranges and hit boxes seem to be bigger on many moves which effects how well you can utilise movement overall. Back dashing feels terrible for certain characters in this iteration of the series which is a odd take to go for with a game like tekken where it felt like movement was a core fundamental yet despite this in tekken 8 this is not the case.

Several characters in the cast that are string focused which for new comers reading this review means characters that use multiple button inputs to complete a 3,4 or more string of consecutive hits for whichever reason in this game now has built in tracking in some cases which realigns the character model with their opponent which also effects the movement system meaning that players mash happy more in this game with less regard to movement being a possibility to stop their advance unlike in previous instalments of the series. There are many recorded cases online where moves from certain characters have hit their opponent despite the opponent being completely in their back or completely off axis to the characters weak side.

The Heat mechanic in game is an awful addition to the tekken series as a whole. In game we now have the introduction of Heat engagers, smashes and burst. Heat is essentially a meter system. This is the first time in tekkens history I have seen where the risk reward ratio for a particular move is completely skewed in the players favor with absolutely no repercussion for blocking it. you could be pressuring your opponent and have landed a move on them granting yourself an advantage with for example a +5 on block advantage for the opponent to then use a heat smash to reset the situation and grant themselves a plus frame advantage essentially stealing their turn. Even if you block this despite it being your turn frame wise the opponent that used this heat smash is completely safe and now has a on average across the cast +2 frames to then turn the pressure back to you. These moves are armoured, have excellent range and deal chip damage which is also an unwelcome addition to the series.

This game has now become a 50 50 guessing simulator where after using heat smash or a heat engager it then follows into a 50 50 situation meaning the player or opponent can now use a guaranteed mix up option and depending on the character you're facing this can be easier to accommodate to or much much harder all because of a character choice. this is directly linked to a balancing issue as certain characters can absolutely abuse this much more than others.

there are also guard breaks in this game with some characters example I will use being Jack 8 where he can charge up a move for a guard break which for some reason allows a guaranteed heat burst move which if at wall can lead to a guaranteed 80 or 90 damage combo in a game where it usually only takes two combos to kill.

In this game there are currently 5 or 6 characters used more than the rest of the cast for very obvious reasons if you decide to play this for yourself and they outshine the rest of the cast by a astonishing degree at this stage. This game has been made by the developers to be deliberately more offence focused with the introduction of chip damage and recoverable health to incentivise players to attack more which makes for very mash heavy fights where certain characters outperform in this aspect also. all of this whilst making 50 50 mix ups much stronger options and adding heat smashes in game which have a built in mini cutscene which ruins the immersion of a fight and prioritising armour moves to steal turns back makes this iteration of the tekken franchise the most mash heavy and outright exhausting fighting game I have ever played and it's not even remotely entertaining to witness with most of the offence being thrown at you feeling like completely cheap thrown shots with no general aim but just used to see if it works because that's what the devs intended for.

Rage arts are still in the game along with the entire heat system as a separate resource and are all currently -15 on block meaning not all of the cast can launch punish these moves anymore which again ties into move risk reward ratio being completely unbalanced again.

Grabs in this game are strange now where a lot of them seem to have built in tracking and then others don't all with varying degrees of frame break windows with some characters having generic grabs with not accurate frame break windows despite the rest of the cast sharing the same which again is a balancing issue or a bug and with many varying states that guarantee full grab chains for insane damage in some specific circumstances.

movement is absolutely butchered in this game by comparison to its predecessors with back dashing being nerfed into oblivion for several characters and this makes the movement system feel terrible to utilise which makes it feel like moving through mud or sand. Sidestepping has been buffed slightly in this game, however so many moves now have weird tracking properties despite not expressly stating they are tracking moves and these can come from moves that are part of strings or outright singular hit moves. in this game tracking moves can be visually seen by use of blue lines stemming from the characters limb yet despite many moves not having this property you can still be hit in very odd and outright incorrect positions all because the devs have made offence a priority so locking you down with these big hit box moves seems to of been a intentional move.

Good aspects of the game so far seem to be the netcode. I play on a high end PC with top upload and download speeds and I have absolutely no trouble playing with players from Pakistan, Japan and America despite being in the EU with very minimal lag noticed at all during sessions.
Sound design is impeccable.
Character model visuals are great.
Stages are stunning and interactive with many different situations and mechanics in built.
Overall graphics are incredibly nice and smooth.

Unfortunately the bad sides outweigh any semblance of good this game has in its current state as Tekken 8 is nothing like the core of what Tekken is and has been for years and years prior. What made online matches interesting to both watch and experience was the mind games and the footsies players would have vs one another to force a mistake wether through movement or punishment yet all of those core fundamentals of what makes tekken an amazing game that stands out from the crowd of other fighters has been completely stripped away in this iteration. Devs please go back to your roots.
Közzétéve: 2024. február 11.
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