Where does AI sit in the mix, and what’s really the feeling of SMEs adopting such technology on the ground? …
Tekken 8 Review – Aggressively Absurd – Game Informer
The bar for the fighting game genre has been uppercut to astronomical heights in recent years. Exceptional one-on-one combat remains the primary bullet point, but other series have complimented their packages with robust suites of destinations, from cinematic story campaigns to comprehensive training dojos. Although Tekken 8’s fighting remains a treat thanks to some neat tweaks to its strong formula, the rest of the package, while respectable, falls short of some of its contemporaries.
The Heat system is the big new addition, adding a new gauge that, when activated, adds chip damage to attacks, buffs your blocks, and even adds follow-up moves to extend certain combos. My favorite use is spending the full meter to unleash a unique and powerful combo attack, and weaving this into an assault can be devastating. Heat offers a fun and effective new trick that rewards aggression while also providing a solid counter to an opponent’s relentless assault. Combined with the returning Rage system, it’s another way to help turn the tide of a one-sided battle without feeling like a protective crutch – pure skill still wins the day.
Rage Arts have been smartly simplified to a universal button for easier execution and more spectacular finishes. Another good tweak is that health bars are divided into sections displaying recoverable and non-recoverable HP, the former of which is replenished by attacking (even if blocked). I like seeing when I should turn up the heat to regain a few hit points. I also like being encouraged to end an opponent before they can heal themselves, once again promoting aggression in a way that speaks to my playstyle.
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Tweaks aside, as far as the basic meat and potatoes go, if you want some good old-fashioned Tekken, this eighth entry delivers. The 32-character roster feels as great as it ever has, and new faces, such as the enigmatic Reina or the coffee-obsessed Azucena, are fun additions I’m enjoying mastering. Tekken 8 also scores a win in the looker category. Powered by Unreal Engine 5, our favorite combatants have never looked or been animated better. Stages pop and are packed with details, whether you’re battling under the neon lights of an urban city square or amid Peruvian ruins with roaming alpacas. As nice as they appear, they fall apart even better when you’re knocking opponents through walls or slamming them through the floor.
Tekken 8’s cinematic story mode, which centers on the ultimate clash between Jin and Kazuya, is a step above Tekken 7’s. Admittedly, that’s a low bar to cross; not having a monotone journalist narrate the tale already raises it several notches. Absurdity is the name of the game, thanks to the narrative’s onslaught of laugh-worthy action scenes, culminating in a final bout that takes the series as high as it’s ever been on the “outrageous” meter. While more fun than Tekken 7’s story, Tekken 8’s tale is still an uneven experience. A choose-your-fighter tournament arc in the middle is a cool idea, but your selection is meaningless. A gigantic battle reminiscent of Avengers: Infinity War unfolds as a generic, ill-designed brawler where players pummel waves of foes in a manner reminiscent of Tekken 3’s Tekken Force mode, and feels just as dated. The final confrontation, while epic, drags on for so many rounds that it becomes a slog. It almost feels like a parody of climactic boss fights while playing it totally straight.
While the main story mode is a solid starting point for Tekken 8, Arcade Quest offers another narrative-driven quest better suited for teaching players the ropes. As a customizable Xbox 360-esque avatar, you and your Tekken-obsessed friends travel to various arcades to climb the ranks of the competitive scene while learning the power of friendship and having fun. It does a decent job of providing thorough tutorials on new mechanics like the Heat system and teaching helpful combos and general fight psychology, making it ideal for both newcomers and returning veterans. The downside is suffering through a supremely bland tale that feels more like a saccharine lesson in fighting game etiquette (i.e., let people play how they want and don’t be a jerk) for kids.
Offline offerings are otherwise underwhelming. Character Episodes remain succinct ladder climbs to watch Tekken’s trademark humorous fighter endings. Tekken Ball returns as a cute addition, but nothing worth revisiting after a round or two. I enjoyed testing myself in Super Ghost Battle, which pits you against a learning A.I. mirroring your behavior and tendencies. While the practice mode features robust breakdowns of stats such as frame data, a more guided experience would have been welcomed. You’re still largely left to wade through menus for desired lessons (which boil down to inputting commands without much context as to why it’s effective and when to use them) and sift through tons of combo lists. The Gallery is disappointingly slim compared to 7’s, leaving the bulk of fight money spent on unlocking new pieces for the popular character creator.
Hardcore players will likely spend their time trading blows in the largely smooth online mode. Bandai Namco has jazzed up online play with an explorable hub to show off your Arcade Quest avatar while challenging players to bouts. This presentation is mostly for show; you still access the same menu options available elsewhere. But it adds a little flair to the tried-and-true fun of gaining ranks and spectating fights.
As a complete package, Tekken 8 doesn’t reach the heights of recent rivals like Street Fighter 6 and Mortal Kombat 1. But when the match begins, and you’re exploiting openings to unleash flashy combo strings and air juggles, it remains a thrilling, if very familiar, one-on-one experience. The latest King of Iron Fist tournament still has work to do to feel wholly satisfying or ground-breaking, but it remains a fun arena to test your mettle against friends and rivals.
League Of Legends Company Riot Games Lays Off 530 Employees
Riot Games, the publisher-developer company behind League of Legends, has announced that it is laying off 530 employees. Plus, it’s ending new game development under its Riot Forge arm, which produced third-party-developed games with the “A League of Legends Story” tag, like Ruined King, The Mageseeker, Song of Nunu, and the upcoming Bandle Tale, which will be the last in this line of releases.
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As for why, Riot CEO Dylan Jadeja and co-founder and chief product officer Marc Merrill sight the need to “move us toward a more sustainable future” in the announcement post released on January 22.
“Minutes ago, we shared with Rioters that we are focusing on fewer, high-impact projects to move us toward a more sustainable future,” it reads. “Now, we want to tell you what these changes mean for our games, everything around them (esports, Arcane, music, etc.), and what to expect going forward.
“For most of our history, we’ve managed to avoid days like this, but this decision is critical for the future of Riot. This isn’t to appease shareholders or to hit a quarterly earnings number—it’s a necessity. Over the past few years, as Riot more than doubled in headcount, we spread our efforts across more and more projects without sharp enough razors to decide what players needed most. The adjustments we’re making aim to focus us on the areas that have the greatest impact on your experience while reducing investment on things that don’t.
“This means we’re eliminating about 530 roles globally, which represents around 11% of Rioters, with the biggest impact to teams outside of core development. We recognize that many of you don’t just care about the games you play, but also about the people who make them. These are not just organizational changes; they affect individuals and families, and we do our best to approach these decisions with respect and sensitivity. If you’d like to read the email we sent to Rioters, we’ve shared it here.”
In that email, Riot says it’s a company without a sharp enough focus with too many things underway. It says some of the significant investments it’s made aren’t paying off the way the company expected them too, and “our costs have grown to the point where they’re unsustainable.” It also says Riot has left itself with no room for experimentation or failure, putting the core of the business at risk. Despite attempts, Riot apparently made to cut costs and fix this, according to that email, “it’s become clear to all of us that these changes aren’t enough,” which is why the company has turned to making 530 people jobless.
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The email also shares details about severance pay, cash bonuses, health benefits, and more that those affected will receive.
Moving forward, Riot says it’s putting games back at the center of everything it does, committing to League of Legends, Valorant, Teamfight Tactics, Wild Rift, and the in-development fighting game, Project L. As previously mentioned, Riot Forge development will end with Bandle Tale, which is due out sometime this year. Riot also says Legends of Runeterra’s development team will be reduced with a renewed focus on The Path of Champions to allow the team to experiment more in the PvE space, which it says is where players spend the most time.
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These Riot layoffs join a string of other disheartening 2024 job cuts, which total more than 3,500. We recently learned that Lords of the Fallen publisher CI Games was laying off 10 percent of its staff, that Unity would be laying off 1,800 people by the end of March, and that Twitch had laid off 500 employees. We also learned that Discord has laid off 170 employees, that layoffs happened at PTW, a support studio that’s worked with companies like Blizzard and Capcom, and that SteamWorld Build company, Thunderful Group, let go of roughly 100 people. Dead by Daylight developer Behaviour Interactive has also reportedly laid off 45 people, too.
Last year, more than 10,000 people in the games industry or game-adjacent industries were laid off.
In January of last year, Microsoft laid off 10,000 employees amidst its ongoing $69 billion acquisition of Activision Blizzard, which it completed in October.
Striking Distance Studios, the team behind 2022’s The Callisto Protocol, laid off more than 30 employees in August of 2023. That same month, Mass Effect and Dragon Age developer BioWare laid off 50 employees, including long-time studio veterans. The following month, in September, Immortals of Aveum developer Ascendant Studios laid off roughly 45% of its staff, and Fortnite developer Epic Games laid off 830 employees.
In October of last year, The Last of Us developer Naughty Dog laid off at least 25 employees, and Telltale Games also underwent layoffs, although an actual number of affected employees has not yet been revealed. Dreams developer Media Molecule laid off 20 employees in late October.
In November, Amazon Games laid off 180 staff members, Ubisoft laid off more than 100 employees, Bungie laid off roughly 100 developers, and 505 Games’ parent company, Digital Bros, laid off 30% of its staff.
In December, Embracer Group closed its reformed TimeSplitters studio, Free Radical Design, and earlier in the year, Embracer closed Saints Row developer Volition Games, a studio with more than 30 years of development history. A few weeks before the winter holidays, Dungeons & Dragons and Magic: The Gathering owner Hasbro laid off 1,100 employees.
The games industry will surely feel the effects of such horrific layoffs for years to come. The hearts of the Game Informer staff are with everyone who’s been affected by layoffs or closures.
Like A Dragon: Infinite Wealth Is An RPG For Adults Who Don’t Need Everything Taken So Seriously
Blake Hester is hard at work on Game Informer’s full review of the exceptionally long Like a Dragon: Infinite Wealth, but while he is gathering his final thoughts, I wanted to share my impressions so far.
Like a Dragon: Infinite Wealth can be deathly serious when it wants to be. A character with a negative first encounter with the game’s protagonist, Ichiban, soon reveals he is in over his head with the local Yakuza and spends time in jail, leading to heartbreaking difficulties with his significant other. Ichiban is sympathetic and builds him up with his unique and often excessive brand of optimism. The moment is well-written and genuinely moving. Those moments (at least in the first 11 hours) are rare and hit hard.
The majority of the game is an absurdist fantasy in a believable (and this time, surprisingly American) setting, and I am learning from my early hours that maybe this is precisely what I want from video games as my real-life age nears Ichiban’s. Riding around the city on a Segway with new friends as we beat up locals who pick fights for nearly no reason is a bizarre joy. After approximately 10 Like a Dragon games (a few of which I have played), the team at Ryu Ga Gotoku Studio has basically perfected the bizarre tone of its series to create an experience that manages to feel grounded when it needs to but silly at every single moment it doesn’t. And it’s exactly the kind of story I want now – a tale of adults in a city just trying unsuccessfully to stay out of trouble.
Perhaps it’s a product of finally rushing to the end credits of Final Fantasy XVI so that I could dive into Infinite Wealth guilt-free, but I have grown weary of the high-fantasy (and science-fiction) melodrama of the typical RPG. Where Final Fantasy XVI felt like an impression of a video game for adults with its liberal use of profanity, violence, and brooding protagonist, Infinite Wealth feels strangely relatable despite being a game where you have a pet crawfish named Nancy that can help you in battle. Ichiban has to find his lost passport, make friends as an adult, deposit money in a bank, and learn how to establish boundaries and not take on too many benign requests from strangers (a seemingly impossible lesson for him to learn). I aspire to be him not because he’s a badass but because he’s nice and makes everyone feel good about themselves. And all that is happening alongside a turn-based combat system that is fun to watch play out.
These are all lessons we learned about the new face of the Like a Dragon series from Yakuza 7 in 2020, but with Ichiban’s rolled-up pants, sandals, and Hawaiian shirt, he’s more casual and inviting than ever. Infinite Wealth is a game for players with fond memories of the RPG genre who have grown up and are ready for the stakes to be lowered from world-ending calamities to grown-up relationships. The one thing I do wish the game took from Final Fantasy XVI, however, is its Active Time Lore system because I don’t know who all these people are.
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