Tekken 8: The Unique First Interview with Katsuhiro Harada – ‘A Turning Level’

In a room excessive above downtown Tokyo, Bandai Namco Leisure basic supervisor Katsuhiro Harada is on the brink of exhibit Tekken 8. He’s exchanged his customary sun shades for a face masks as the sport’s debut trailer performs on a tv subsequent to him.

Describing the trailer because it performs on loop, Harada explains how the scene – which depicts sequence mainstays Kazuya and Jin battling amid rain, lightning, and crashing waves – units the temper for an additional climactic second within the long-running sequence.

“Tekken 7 type of showcased a showdown of the 2 Mishimas, however it was Heihachi Mishima and his son Kazuya. Now we have type of progressed down the timeline so that you just’re seeing the face-off once more between father and son, however completely different characters: Jin Kazama towards his father, Kazuya Mishima,” Harada says.

Introduced earlier this week, Tekken 8 picks up one in every of gaming’s longest working cleaning soap operas for a brand new technology of consoles. Followers are speculating on the character of the imagery peppered all through the trailer, and Harada is joyful to supply some solutions whereas withholding others.

“You’ll be able to see the chain impact the place it then breaks after which kinds into Tekken 8 – 8 portion for the emblem. We did not simply do this as a result of it seems to be cool, however there’s really very robust story components which might be tied to that,” Harada explains “This type of chain motif has been seen prior to now with Satan Jin, for instance. It is because Jin’s not solely actually conflicted due to his Mishima roots within the bloodline, but in addition Satan Gene inside him and the way it type of takes management over his life. So exhibiting the chains break free is type of exhibiting Jin changing into freed from all this stuff which might be limiting him. He is compelled to type of face these components of himself, however on the similar time to face a part of that which is his father in this type of showdown.”

Nevertheless it’s Tekken 8’s transition to Unreal Engine 5 that has Harada most excited. To Harada, the entries which have completed essentially the most to push a console’s {hardware} have at all times been essentially the most profitable. He talks at size about how “all of the fashions and all the pieces from Tekken 7 have been completely discarded,” leaving all the pieces to be rebuilt in Unreal Engine 5 from the bottom up. He factors to the rain and sweat rolling down Jin and Kazuya’s faces, and describes the way it’s completely different from its predecessor.

“Tekken 7 had one thing that appeared comparable; that when the character fell down or through the battle, they’d look like sweating or one thing. However that was only a parameter within the sport in the way it was displayed. That is really the primary time that we’re taking rain and outdoors results and having that impact of rolling down the characters fashions. And never simply that, however after they fall down on the bottom, their clothes will get soiled consequently. So you possibly can see the type of outcomes of the battle on the character fashions,” Harada says.

Over the course of a 90 minute unique interview with IGN, Harada talks about working with Unreal Engine 5; discusses urgent questions on accessibility choices and mechanics (although not rollback netcode, which he feels is just too early to speak about), and the place the story goes from right here. He additionally talks concerning the state of combating video games typically and why he thinks they’re in a greater place than many individuals suppose.

Proceed onward for the complete interview with Harada together with two new unique screenshots for Tekken 8.

IGN: You’ve made loads about Tekken 8 being on next-gen expertise. Are you able to inform me about what it has been like to make use of Unreal Engine 5 for the primary time, attending to grips with it? You had been speaking about the true time reflections and the rain rolling down and all the pieces, however discuss to me about among the extra delicate elements of working with Unreal Engine 5.

Katsuhiro Harada: It is a very tough query. From a developer’s perspective, not only for us, however builders typically within the business, it is completely different from the tip customers’ impression, the place type of like an iPhone 4 was getting used up till a sure date after which, “Okay, now the iPhone 5 is out, it is superior, it is model new, all the pieces works so a lot better.” That is type of the impression that your common consumer has when this new Unreal Engine 5 comes out. However in actuality, it is not that case in any respect. It is prefer it’s a unbroken course of. Clearly, we did not simply begin growing a sport on UE5. UE5 was introduced fairly a while in the past, however we’ve not seen video games for it but.

So we began on UE4 and regularly began porting sure components of the sport over into UE5 and in addition confirming the outcomes. Like, “Okay, oh wow, the graphic stage on this specific space improved tremendously.” After which different areas as nicely – the issues which might be necessary for a combating sport: the response time…these type of issues are stuff that we have been porting out into the sport after which determining what to anticipate in that space as nicely. And we’ve been working carefully with Epic to determine the right way to optimize a few of these processes for enter. So we’re simply beginning and it will proceed to any extent further.

IGN: Are you able to discuss to me concerning the early planning phases of Tekken 8? What had been the discussions within the room with the staff?

Katsuhiro Harada: Yeah. I imply, clearly, as you possibly can see within the trailer, the graphics are one thing that we actually targeted on. And I do know that sounds type of trite, however in the event you look again on the franchise and see the place it did nicely – like Tekken 3 on the PlayStation 1, possibly Tekken Tag Match on PS2 – there was the number of modes and the gameplay that individuals favored, however an necessary side has at all times been the type of graphics folks can count on on new {hardware}. And never simply from a sure phase of the neighborhood or viewers, however from PlayStation followers typically, from informal gamers to hardcore combating sport lovers. Every little thing was concerning the graphics at first.

Throughout the PlayStation 1 days, simply to have a sport at the moment be in polygons and make it appear like a showpiece of expertise, was one thing that actually drove the viewers for the sport. And we felt that in spite of everything these years, that is one thing that hasn’t modified. So we actually determined what we wished to do with the graphic benchmark of the sport, what the tone of method was going to appear like visually. All of that stuff was one of many first issues I believe we mentioned firstly of the undertaking.

IGN: As we head into Tekken 8, I am questioning in the event you can share your perspective on the place Jin and Kazuya are proper now as characters?

Katsuhiro Harada: Tekken’s story has at all times been concerning the Mishimas and their blood feud, and Tekken 7 showcased Heihachi Mishima and Kazuya and the showdown that befell there. And that completed with that installment. So now we’re exhibiting everybody a pinnacle of the story from the beginning of the marketing campaign, however that is exhibiting the remaining Mishimas, the 2 of them, the one ones left, and you then’ve obtained Jin Kazama and what he is making an attempt to realize.

So whoever wins that is going to have a big impact on the destiny of Mishima bloodline, which is a turning level for the franchise in the event you take a look at it that manner. We have at all times up till now had all these completely different characters within the Mishima clan combating one another in lots of storylines, and it is at all times been unclear how it could play out. However with Tekken 7 you noticed some conclusion to a few of these items, and now you are left with this foremost showcase between [Jin and Kazuma]. So we really feel that it will actually create a turning level within the sequence for individuals who witness it.

IGN: Crew Kazuya right here.

Katsuhiro Harada: [laughing] It is attention-grabbing how even the fan base is kind of… It is divisive, whether or not you are in Camp Kazuya or Camp Jin. Lots of people all through the sequence, they love these villains that Tekken does fairly nicely, so are huge followers of Kazuya. However on the similar time, Jin has his loyal supporters. I obtained a variety of suggestions from the followers that they weren’t joyful about Jin virtually being a villain in Tekken 6. So folks really feel strongly in some way about these two.

IGN: How did you are feeling concerning the response to the Rage system in Tekken 7? And can Rage Arts and Rage Drive be returning for this entry?

So relating to rage arts or rage typically, we first added the Rage system, after which such as you’re saying, Rage arts, et cetera, had been added for Tekken 7. So initially after we added Rage, there was a variety of backlash as a result of folks thought 3D fighters have fight mechanics inbuilt the place in the event you’re getting broken, you get some type of meter that builds and lets you do extra assaults. The place earlier than Rage was applied, Tekken did not have something like that, so folks thought that 3D fighters mustn’t have that type of stuff – that the one strategy to win was by being higher than your opponent. And what was seen as a comeback mechanic was not very fashionable at first when folks discovered about it.

Quick-forward to Tekken 7, and we’ve the Rage Arts, Rage Drives, et cetera, and other people had that very same type of opinion, the place they do not suppose it match. However possibly three months after the sport was out and other people had had time to digest it and play sufficient matches, the opinion drastically modified to, “Hey, that is really an excellent addition to the sport. It makes it extra thrilling each to play and to look at.” So from that perspective we really feel that it labored out fairly nicely for [Tekken 7]. Concerning [Tekken 8], that is one thing that, sadly we will not speak about what is going on to occur with the sport mechanics in the present day. That is one thing that we hope folks will sit up for at a later date.

[W]hoever wins that is going to have a big impact on the destiny of Mishima bloodline, which is a turning level for the franchise in the event you take a look at it that manner


IGN: Will there be an arcade model earlier than an up to date console model like earlier Tekken video games or will it go straight to console?

Katsuhiro Harada: Sadly, for the platforms, we are able to solely discuss concerning the ones which might be introduced proper right here. PS5, Xbox Collection X|S, and Steam. What we are able to say is that that is the primary time within the historical past of the sequence that we have introduced a console model first. In order that in itself is kind of notable. And that is all we are able to say at this level.

IGN: The trailer appears to indicate expanded slow-mo through the precise sport mechanics, not simply on the finish of the spherical. And I am questioning in the event you can touch upon that?

Katsuhiro Harada: That is one thing we will not actually touch upon decisively as a result of really we had factors of sluggish movement in Tekken 7 exterior of what you had been mentioning – the place you could have low well being, et cetera – it simply wasn’t as pronounced so folks did not discover it as a lot. It seems to be cool to have sluggish movement through the matches, however you possibly can’t simply put it in everytime you wish to, as a result of it seems to be cool…it will get in the way in which as a result of it slows down the tempo, et cetera. So there is a actually advantageous steadiness that it’s important to obtain, and that is one thing that is not been fastened or locked in but. So we will not say both manner in the intervening time.

IGN: I do know it is nonetheless early, however a giant query that’s being requested by a variety of followers is, how a lot customization can we count on? One thing on the extent of say Tekken Tag Match 2, that type of factor?

Katsuhiro Harada: In order that’s an attention-grabbing matter as a result of I used to be simply joking that I ought to have by no means included customization. It was included for [Tekken 5] and I did not suppose that it was going to be such a factor till after it was launched and everybody simply actually took to it. Such as you mentioned, [Tekken Tag Tournament 2[ and even Tekken 7 had a lot of options, but people still want more. We brought up that the people who want more sometimes build their own mods and customization is even crazier. So it’s just amazing how much people are really into customizing their character.

I have a theory that fighters like Street Fighter and others usually have just set skins because they saw what we have to do to develop customization and how intensive it is on resources. They’re like, no, we’re not going to do that. That’s my theory.

IGN: How satisfied were you with the guest characters in the previous installment?

Katsuhiro Harada: We were quite happy with the results. When we first announced guest characters, the fans were just so shocked, both good and bad. But just that reaction that they got from first seeing it was really satisfying. It was ultimately a win for us because they did quite well. It was a win for the fans because they got something brand new and different for the series, and it was a win for the IP owners because they saw what we made and they saw the reactions from the fans and they were really happy about the results of it. So I think everyone in general, all around, was quite happy with the guest characters and how they turned out for Tekken 7.

There was one drawback. The president of our company, [Yasuo Miyakawa]… it was his first time ever going to EVO in Las Vegas. He had a type of field areas, the VIP seating, and we had been watching the primary match of the sport. Usually I might sit subsequent to him and clarify the gamers, the characters they had been utilizing, the technique, et cetera.

Nevertheless it was humorous as a result of at that very same time, simply out of the blue, [Yasuyuki Oda], who used to work at Capcom…he was at our VIP space and he sat down with the president and mentioned, “Hey, I am Oda, good to fulfill you.” After which he sat down and as a substitute of me explaining what is going on on, he was stating Akuma from Avenue Fighter, Geese from the SNK sequence, and so forth. So he was fairly entertained to see that, however it was like, wow, that is one of many issues it’s important to be careful for with visitor characters I suppose.

IGN: Is that this one thing you may see your self doing once more for Tekken 8?

Katsuhiro Harada: We’re not speaking about wanting the visitor characters to hold round for Tekken 8, however typically – not even only for Tekken, however typically – it’s one thing that we’re actually joyful we did as a result of it is good to get that type of motivation from working with some new materials and in addition simply the connections that you just make with different folks in doing so.

I introduced up that working with Oda-san from SNK and the way we had him on our panel at Comedian Con one yr and that constructing these relationships can also be a very cool a part of working with different firms. It is clearly one thing that we get pleasure from doing, and if the followers get pleasure from it, it is one thing that we’d think about once more. That is so far as we are able to go.

IGN: You latterly labored with Sakurai-san to place Kazuya to Smash Brothers. What was that have like and did it have any impression on Tekken 8?

Katsuhiro Harada: So working with Sakurai-san, you talked about collaboration on the character Kazuya, however really, Bandai Namco Studios, after they had been growing Smash Brothers… Sakurai-san was there on a regular basis, simply usually coming to work, I suppose you may say. So we knew fairly nicely what to anticipate and his character. And even that mentioned, we had been additionally shocked when it got here time to make Kazuya for Smash Brothers, as a result of we thought since we are the specialists at Tekken, possibly he’ll ask what is the factors that I have to undoubtedly get proper to make this really feel like Tekken, however really that wasn’t the case. He had already had his personal ideas about what makes Tekken “Tekken.” So it was stunning but in addition refreshing to see that he got here in and did not ask questions, however mentioned, “I’ve performed a variety of Tekken and studied it, and that is what I really feel is necessary for the sport,” proper off the bat.

In order that was fairly a shock, I imply in a optimistic manner. However then additionally it made us suppose that he has all these characters from different completely different franchises and video games in Smash Brothers, so to know a lot to a deep extent about all of those completely different IPs to have the ability to do this… he is in all probability the one one that would correctly make that sport. In creating Tekken sequence we at all times take a look at numerous completely different combating video games or different video games exterior the style and take into consideration what to possibly draw from that have. However he simply went a lot deeper on all of them, we thought there’s nonetheless loads we are able to study ourselves from completely different merchandise exterior of Tekken by his instance.

IGN: As you put together to launch Tekken in 8 onto PS5 and Xbox Collection X, Avenue Fighter 6 can also be popping out. What’s the state of combating video games typically in your opinion?

Katsuhiro Harada: Effectively, that is an attention-grabbing query as a result of combating video games are possibly essentially the most well-known for the interval from mid-late ’80s up till the tip of the twentieth century…Among the youthful gamers now have this impression, though inaccurate, that the combating sport viewers has shrunk as a result of there are fewer titles, however that is not essentially the case. We used to have much more center sized combating sport titles that got here out again in that point that possibly you do not see that specific group anymore. It is gone principally to a variety of a lot smaller indie titles which might be doing possibly 2D combating video games or one thing like that, or simply these large IPs like Tekken and Avenue Fighter.

So it is not like Tekken or Avenue Fighter or any of the massive ones are promoting much less copies. Oftentimes they promote extra. It is simply the impression of among the followers that that’s the case. After which there’s different adjustments within the style as nicely from a enterprise mannequin perspective. Lots of these titles had been within the arcades, after which regularly we noticed some titles that might not do an arcade launch and would simply go straight to console. So there was that shift of how can we go from an arcade sport the place you are placing in 100 yen…to promoting a console model. It is a full package deal that has all the pieces that entails.

So there was that change that occurred, after which now we’re seeing… I’m fairly occupied with what is going on to occur with [Riot Games’] Venture L. Perhaps there’s one other shift in the way in which combating video games with its enterprise mannequin. I do not suppose they’ve mentioned but, however they usually do free-to-play titles. So in the event that they do this with Venture L, how that may change writing video games is one thing I’m fairly to see what occurs.

IGN: It looks like that is such a giant second – you known as it a turning level within the story, and you may see it within the tornadoes and the waves and the ships crashing to emphasise that. Can we count on an expanded story mode, particularly since that has turn out to be extra frequent lately?

Katsuhiro Harada: So that nearly falls into one thing else I’m not allowed to speak about. The extra we discuss, the extra particulars that we will not contact on come out. However I suppose what I can say at this level is that Tekken 7 had a narrative mode and the sport was actually well-received from the followers and offered, I believe, 9 million copies. We’re virtually occurring to 10 million quickly. So I might say that one thing that was extremely evaluated within the earlier installment is not one thing that we’re seeking to shrink. Not simply the story mode, however some other mode or choice. The followers count on that what was there may be going to be higher within the sequel, we hope, and we understand that and we’re making an attempt to dwell as much as these expectations..

IGN: What has it been like working with the PS5 versus the Xbox Collection X versus the PC in the midst of growing this sport?

Katsuhiro Harada: It is unfair that they are so succesful…I’m an enormous PC gamer. I really wish to construct my very own PC. So for me, constructing a tricked out PC and having that graphical edge or efficiency edge to play a sport is at all times one thing that I wish to expertise. So one of many issues that’s fairly stunning was simply how succesful each consoles are for such a low value level in comparison with constructing a PC. In order that’s why I mentioned it is unfair that the consoles are that good at that value level.

IGN: Whenever you say that you’re rebuilding all the pieces from the bottom up, that is actually bold and I am questioning what are the pitfalls that you just’re making an attempt to keep away from to make sure that this goes in addition to potential?

Katsuhiro Harada: There’s dangers and pitfalls, but in addition areas that we’ve a variety of confidence in. For instance, one motive we felt assured to simply make the graphics from scratch is that we’ve so many veterans on the staff. Most individuals have been on the sequence for 10 years or extra – many even 20 years. So everybody has a really thorough information of Tekken and what makes it nice and what makes it pop with the followers, but in addition sufficient expertise to keep away from the extra frequent pitfalls…However then irrespective of how a lot of a veteran you might be, there’s at all times that advantageous steadiness that it’s important to break issues in an effort to create one thing new. So how a lot you break and the way a lot you rearrange the components and construct it into one thing new is at all times a recipe that nobody actually has a transparent reduce reply to.

For instance, if we do not break it sufficient, then folks will likely be like, “Okay, it is not a model new sport, it is Tekken, a brand new season or a 7.5 or one thing.” If we break it an excessive amount of, you then would possibly take away among the components that individuals loved from the franchise. So it would not matter how a lot expertise you could have, that is at all times a really tough process and nobody has the reply to it. Which could sound unusual as a result of many individuals suppose the gamers have the reply, however they do not. They only react to whether or not they like or do not like one thing so they do not have the reply. In the event that they did, it could be very simple to simply go ask everybody what they need and to make it.

That mentioned, it is vitally necessary to assemble suggestions as a lot as potential from quite a lot of completely different teams, however what you do with that suggestions is definitely extra necessary. So it’s totally tough.

If we break it an excessive amount of, you then would possibly take away among the components that individuals loved from the franchise.


IGN: There’s been a motion towards making combating video games extra accessible. For instance, Avenue Fighter 6 added simpler instructions so extra folks can play combating video games. I am questioning what your take is on that heading into Tekken 8, particularly on condition that Tekken is such a technical sequence.

Katsuhiro Harada: The very first thing I ought to say is that that is in relation to a one-on-one sport, a combating sport. Not a multiplayer or versus sport. For those who’re simply speaking about on paper, in fact, in the event you make the controls less complicated, it must be extra accessible. However that it’s simply eradicating one step and you are still going to hit a brick wall ultimately. As a result of as soon as you’re taking away that execution or the inputs or no matter you wish to name it, you are still going to not be capable to be a greater opponent. For instance, there’s Othello, which I believe you name Reversi in English – the black and white chips which might be on the board. That is very accessible. There isn’t any problem in putting them; all of it comes right down to technique. But when somebody’s higher than you, they’ll beat you anyhow. You are still going to have these feelings of being joyful if you win or unhappy if you lose.

So if you take away the execution, you are simply transferring them there, however they nonetheless aren’t going to have the ability to beat somebody who’s higher than them except the sport is predicated extra on luck or one thing like that. However that has different issues as a result of you then’re not capable of win off your personal ability. It simply comes right down to likelihood.

So it is fairly tough to say it that manner as a result of I suppose it’s good for everybody if inputs are simpler. However folks do not understand that that is simply going to place them on the subsequent step the place they nonetheless have to sit down down and learn the way the sport works after which methods and all of that. That simply taking button inputs – making it less complicated is not going to make you higher on the sport.

IGN: So from what I am gathering, you do not intend to pursue accessibility options in Tekken 8?

Katsuhiro Harada: No, I did not say that. It’s simply my emotions on a subject that is usually mentioned by the neighborhood. For [Tekken 7] we did really use these type of inputs. I do not know in the event you recall, however the Rage Arts… there’s instructions to do it usually, however you are able to do it with only one button on the console model. There’s additionally extra simplified instructions the place Electrical Wind, God Fist or a few of these extra well-liked strikes that require instructions, you are able to do with only one button. You’ll be able to really use R1 to shift between completely different strikes with one button. So we already had these options in Tekken 7. What we’re doing in Tekken 8 we will not speak about.

Nevertheless, I’ll additionally say in comparison with different struggle video games, one factor that is completely different in Tekken is that there is a variety of freedom within the timing of the inputs. Paul has this step the place he goes, after which if you push the best punch, he does the Demise Fist. The participant can really change the timing on when it comes out relying on after they enter it. That is one thing that provides extra freedom to the gamers transferring within the sport. So if that had been dropped in favor of getting extra simplified inputs, that might really take away among the freedom. In order that’s one thing that is completely different from different video games. That is uniquely Tekken. That could be a problem to consider.

IGN: Whenever you look again on virtually 30 years with Tekken, I am simply questioning what sort of feelings that leaves you with and the way that leaves you feeling as we head into Tekken 8?

Katsuhiro Harada: It is modified through the years. I imply, after I first began it was extra about creating one thing that I favored or bettering and making it higher to match what I believed it could possibly be. After which half manner by way of there was a interval the place I wished to indicate everybody round me that I knew essentially the most about combating video games and I liked that style greater than anybody else, which sounds type of juvenile now, however on the time I felt fairly strongly about that.

However then through the years there have been extra alternatives to journey overseas to numerous reveals or tournaments. With the web being so huge now, it’s potential to simply work together with the fanbase and the neighborhood and to assemble all this suggestions and their opinions about what we have made.

Then I drifted in direction of having to dwell as much as these expectations that everybody’s constructed up relating to the franchise. For Tekken 7, it felt like my life’s work…it might have been the final installment, so I needed to make it the very best it could possibly be. However then it was launched and it did rather well and now it is like Tekken 8’s obtained to be even higher than Tekken 7 so there’s no regrets from me or any of the employees on the staff. It is one thing we continually speak about – this could possibly be it, so that you higher give all of it you could have.

IGN: You discuss usually about how it is a story that is been virtually 30 years working now. Have you ever imagined an ending to it? Do you could have an ending in your head?

Katsuhiro Harada: I really had the ending type of plotted out in ’96. I used to be writing down the story and considering, okay, we’ll in all probability have yet one more after this one and, that is how it will be wrapped up. However then as I used to be making it, I believed that video games could possibly be made actually shortly. I believe the quickest I’ve ever made a brand new sport is possibly in six months. So I believed if I might make much more installments at the next tempo, then we would be completed. However then it turned out growth stretched and you then simply had an extended interval between video games that it took extra time than I believed.

Within the meantime you could have all these new employees becoming a member of in partway by way of who give you new concepts for that specific installment, which places the ending off even farther. So it simply grew from there. So the ending, I didn’t see it taking this lengthy to get there. I had one again then, however it’s simply regularly grown together with the sequence. If there’s an finish, it’ll be after I’m buried, each time that’s.

One other factor that is type of bizarre is the way it works in your psyche. As soon as we obtained the Guinness for the longest working story, you then type of suppose, okay, nicely I wish to hold this – I do not wish to let some other sport take over that file. So we’ve to make the story proceed.

Tekken 8 is in growth for Xbox Collection X|S, PS5, and PC. It doesn’t but have a launch date.

Kat Bailey is a Senior Information Editor at IGN in addition to co-host of Nintendo Voice Chat. Have a tip? Ship her a DM at @the_katbot.

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