Software:Tekken 2

From HandWiki
Short description: 1995 fighting video game
Tekken 2
Tekken2Box.jpg
PlayStation cover art
Developer(s)Namco
Publisher(s)
Director(s)
  • Seiichi Ishii
  • Masamichi Abe (PS)
  • Masahiro Kimoto (PS)
Producer(s)Hajime Nakatani
Designer(s)Seiichi Ishii
Programmer(s)Masanori Yamada
Composer(s)
  • Yoshie Takayanagi
  • Yoshie Arakawa
  • Akira Nishizaki (PS)
SeriesTekken
Platform(s)
Release
Genre(s)Fighting
Mode(s)Single-player, multiplayer
Arcade systemNamco System 11[8]

Tekken 2[lower-alpha 1] is a fighting game developed and published by Namco. The second entry in the Tekken series, it was released for arcades in 1995, and ported to the PlayStation the following year. The arcade version was later released in Tekken 5's Arcade History mode for the PlayStation 2.

There are 25 playable fighters in the game, which includes 17 returning veterans and eight newcomers. The home console version also introduced new, now-staple game modes to the series. Tekken 2 was a critical as well as commercial success, becoming one of the best-selling PlayStation games with about 40,000 arcade units and 5.7 million PlayStation copies sold worldwide. It was followed by a sequel, Tekken 3, in 1997.

Gameplay

The gameplay in Tekken 2 is much like its predecessor Tekken with a few additions. It continues to use 2D backgrounds in its stages, an infinite playing field and a fighting system that utilizes four buttons: left punch, right punch, left kick and right kick. Distinct additions included attack reversals for some characters, back throws, chain-throws and a sidestep unique to two characters, Kazuya Mishima and Heihachi Mishima. However, Yoshimitsu has a spinning sidestep move that lowers his health. Tackles were also modified to inflict damage when running from a greater distance. Each time the game is beaten with one of the default available characters in arcade mode, the associated sub-boss character becomes selectable.

The home console version of Tekken 2 introduced various modes that would become staples to the series. These include Survival mode, Team Battle mode, Time Attack mode and Practice mode. Survival mode takes the player through an endless number of matches to see how many opponents they can defeat without being defeated themselves. In addition, any health lost during a match will carry over to the next match, but the player would regain a little bit more health. Team Battle mode allows the player to select up to eight characters to participate in single-round matches. Like Survival mode, any health lost during a match will carry over to the next match, but the player will regain a small amount. The player will also keep their character for the next match until they are eliminated, in which the next character will take their place. The mode ends when all characters on either team are eliminated. Time Attack mode is similar to Arcade mode, except it is played to see how fast the player can go through it and beat records. Finally, Practice mode allows a player to train their skills in using a selected character's moves and techniques against a training dummy.

Characters

The game features a total of 25 fighters, consisting of 17 returning veterans and eight newcomers. Characters who were clones in the original game have been made into distinct playable characters, although they still share many moves with the originals. Devil Kazuya, originally a bonus palette swap of Kazuya reserved for the home console version of the first game, is also made as a full playable character and serves as this game's final boss.

Out of the 25 playable fighters, only ten are selectable by default, with the rest being made available via the arcade version's "time release" system and individual secret codes while the home console version requires the player to clear Arcade Mode with different characters. Like the first game, the character select screen only displays the ten default ones, with the others being selected by scrolling past the screen to the left or right. The screen normally defaults the character option to Jun Kazama, but the arcade version contains a code that can toggle it to Baek Doo San and vice versa.

New characters

  • Alex a b: A genetically-altered boxing dinosaur.
  • Angel a b: A mysterious entity connected to Kazuya.
  • Baek Doo San a: A taekwondo practitioner who participates in the tournament to challenge Marshall Law.
  • Bruce Irvin a: A Muay Thai kickboxer who suffers from amnesia and is now serving as one of Kazuya's personal bodyguards.
  • Jack-2: An updated Jack model who replaces the previous Jack and is sent to battle Prototype Jack.
  • Jun Kazama: A mixed martial artist and animal rights activist sent to arrest Kazuya.
  • Lei Wulong: A Hong Kong cop practicing Five Animals Kung-Fu who also sent to arrest Kazuya.
  • Roger a: A genetically-altered boxing kangaroo.

Returning characters

^a Unlockable character
^b Skin/palette swap

Plot

Two years after the events of the King of Iron Fist Tournament, the Mishima Zaibatsu, under the leadership of Kazuya Mishima, has become more corrupt and powerful than ever before, and is involved in many illegal operations. While his father Heihachi Mishima was rather ruthless in his endeavors, Kazuya acts completely without a conscience. He hires assassins to eliminate any of his critics and rivals, attempts to extort money from several businesses and organizations, and smuggles endangered species to conduct genetic experiments on them. The reason for his evil deeds is because he has allowed the Devil within him to consume his soul and mind as a result of his hatred towards Heihachi.

Meanwhile, Kazuya is sentenced to being arrested by animal rights activist and operative Jun Kazama for his experiments. Heihachi on the other hand, whom Kazuya had defeated and thrown off a cliff two years ago, has climbed back up and is training himself, plotting to overthrow Kazuya and take back the Mishima Zaibatsu. In an attempt to rid himself of Heihachi and his enemies once and for all, Kazuya announces the King of Iron Fist Tournament 2, with a large cash prize of one trillion dollars, knowing that Heihachi will appear in an attempt to get his revenge.

When Jun enters the tournament and eventually comes face to face with Kazuya, she tries to arrest him, but instead the both of them can not help being drawn to one another, propelled by a mystic force beyond Jun's control. Besides her duty to arrest Kazuya, who smuggles protected animals, she wants to free Kazuya of his evil power and drops out of the tournament as a result. Meanwhile, during the tournament, Heihachi defeats the opposing fighters, including his adopted son Lee Chaolan who had sided with Kazuya and worked for him at the Mishima Zaibatsu as a secretary. Despite his victory however, Heihachi was defeated by Kazuya's old rival, Paul Phoenix in the semi-finals of the tournament, thus Paul had earned the right to have a rematch with Kazuya.

Later on, the tournament officials had reinstated Heihachi, allowing him to replace Paul in the finals when the latter was forced to forfeit after getting stuck in traffic as a result of a multi-car collision on the expressway and therefore being unable to make the match on time. At some point during this time, Jun was able to cause an internal conflict within Kazuya, weakening Devil's hold over him. Despite her best efforts, Jun was unable to prevent Kazuya from going on to meet his father Heihachi in the tournament finals, to which Heihachi confronts Kazuya and they battle once again. Kazuya is not strong enough to overpower Heihachi because of the internal conflict within him, between his evil side - represented by Devil within him - and his good side - represented by an unknown entity called Angel, which was brought forth after his past meeting with Jun. After defeating Kazuya in the finals, Heihachi takes Kazuya's unconscious body to a volcano and throws him in it before escaping on a helicopter just as the volcano erupts behind him, having taken his revenge and regained the Mishima Zaibatsu. In the meantime, Jun, who became pregnant after her past meeting with Kazuya during the tournament, gives birth to Kazuya's illegitimate son Jin Kazama, resulting in her leaving everything behind to raise their child.

Development and release

Each of the characters in Tekken 2 is composed of roughly 800 polygons and took between three days and a week to model.[9] Roger the Kangaroo originated as a pet project of one of the development team members, who designed and modeled the character in his free time. When he showed Roger to some of his colleagues in the development team, they pushed to include the character in the game.[9] Much of the time developing the PlayStation conversion was devoted to rewriting the code to fit the console's memory, which is roughly half the size of the game data used in the arcade version.[9]

Tekken 2's port to the PlayStation includes unique CGI endings for every character and numerous modes such as Survival, Time Attack, Team Battle and Practice mode. It contains arranged music, like the port of the first game. The arrangements were handled by a large team consisting of original composer Yoshie Arakawa, Shinji Hosoe, Ayako Saso, Nobuyoshi Sano, Takayuki Aihara, Hiroto Sasaki and Keiichi Okabe, while additional music was composed by Akira Nishizaki, Takashi Furukawa and Hideaki Mitsui.[10]

Tekken 5 on the PlayStation 2 features the emulated arcade version of Tekken 2 (Ver. B) as a playable bonus. Tekken 2 standalone is also available for the PlayStation 3, PlayStation Portable[11] and the Zeebo via ZeeboNet.

Reception

Reception
Review scores
PublicationScore
ArcadePS
AllGame4.5/5 stars[14]4/5 stars[15]
CVG4/5 stars[16]
EGM34/40[17][18]
Famitsu38/40[19]
Game Informer9.5/10[21]
GameFan291/300[20]
GameRevolutionA−[22]
GameSpot9.2/10[23]
Hyper95%[24]
IGN9/10[25]
Next Generation4/5 stars[26]5/5 stars[27]
OPM (UK)9/10[28]
Play95%[29]
Mean Machines94%[30]
Aggregate scores
GameRankings93%[12]
Metacritic89/100[13]
Awards
PublicationAward
Gamest Awards (1995)[31]4th Best Graphics, 6th Best Game,
6th Best Fighting Game,
9th Best Direction
GamePro (1995),[32]
GamePro (1996),[33]
EGM (1996)[34]
Best Arcade Game
GamePro (1996),[33]
Electronic Gaming Monthly (1996)[35]
Best Fighting Game
GameFan Megawards (1996)[36]Best Use of FMV/CG of the Year,
Best Soundtrack of the Year (Runner-Up),
5th Top Game of 1996.
Electronic Gaming Monthly (1996)[35]Best PlayStation Game

Commercial

In Japan, Game Machine listed Tekken 2 on their September 15, 1995 issue as being the most-successful arcade game of the month.[37] It went on to become a major worldwide arcade hit. In Japan, it sold about 15,000 arcade units and became the highest-grossing arcade video game of 1996. It was also highly successful overseas, selling 25,000 arcade units outside of Japan, for a total of about 40,000 arcade units sold worldwide (As of December 1996).[38] In the United States, RePlay reported Tekken 2 was the second most-popular arcade game at the time.[39] It also topped the Play Meter arcade conversion kit chart in March 1996,[40] and became one of the top five highest-grossing arcade conversion kits of 1996.[41] In Australia, it was the fourth top-grossing arcade conversion kit in March 1996.[40]

The PlayStation port also became a major worldwide hit. In Japan, it sold more than one million units by October 1996,[42] and over 1.2 million by the end of the year,[43] becoming the best-selling video game of 1996 in Japan.[44] In North America, it sold nearly 1 million copies within four months.[43] In Europe, it sold 420,000 copies by December 1996,[45] becoming the year's second best-selling PlayStation game in Europe.[46] In the United Kingdom, it was a best-seller[47] earning more than £15 million or $Undefined year "1,996",000,000 (equivalent to $Error when using {{Inflation}}: NaN, check parameters for non-numeric data: |value=Undefined year "1,996"000,000 (parameter 2). in 2019) by December 1996, and contributed to the PlayStation's UK installed base increasing to 750,000 units at the time.[48] In Germany, it received a Gold award from the Verband der Unterhaltungssoftware Deutschland for sales above 100,000 copies.[49] Worldwide sales of the PlayStation version exceeded 3 million units by early 1998,[50] and 5.7 million units (As of 2013).[51]

Critical

The game was acclaimed by game critics, with the PlayStation version holding a 93% rating at GameRankings.[12] Critics praised the game's light sourcing,[23][25] fluid character movement,[23][25][27][52] detailed backgrounds,[25][27][52] complex system of moves and combos,[17][23][52] accessibility to inexperienced gamers,[17][23][52] large set of playable characters,[17][23][25][27] and the practice mode, which several critics predicted would become a standard feature in fighting games.[17][25][27][52] Crispen Boyer of Electronic Gaming Monthly called it "the best 3-D fighting game you can find for any system"[17] and GamePro, further comparing it to fighting games still in development, assured gamers that it would be at least a year before Tekken 2 would be topped.[52] It received a number of Game of the Year awards from various publications.

Next Generation reviewed the arcade version of the game, and stated: "It's the style of body slamming and wrestling moves that sets this game apart from its closest cousin, Virtua Fighter 2, which makes it of interest. And the variation of moves and combinations surely place this game near the top of the heap, though the game is still not truly 3D in viewing perspective."[26]

In 1996, GamesMaster ranked the game 12th on their "Top 100 Games of All Time".[53] In 1997, PSM named the PlayStation port of Tekken 2 one of the "Top 25 PlayStation Games of All Time" at number three, describing it as better than the arcade version in many regards due to added features and "one of the best fighting games ever."[54] It was also listed among the best games of all time by Next Generation in 1996,[55] Electronic Gaming Monthly (both staff and readers) in 1997,[56][57][58] Game Informer in 2001,[59] GameSpot in 2006,[60] Empire in 2009[61] and Guinness World Records in 2009.[62]

Footballer David James was a notable fan of the game, crediting his passion for the game as the reason why his performance declined.[63]

Notes

  1. Japanese: 鉄拳2

References

  1. "We're Back! Tekken 2 to kick your butt... And we're stronger than ever!". RePlay 20 (11): 43. August 1995. https://archive.org/details/re-play-volume-20-issue-no.-11-august-1995/RePlay%20-%20Volume%2020%2C%20Issue%20No.%2011%20-%20August%201995/page/43. 
  2. "Tekken 2: Version B". Computer and Video Games (United Kingdom: EMAP) (170 (January 1996)): 18. 10 December 1995. https://archive.org/details/Computer_and_Video_Games_Issue_170_1996-01_EMAP_Images_GB/page/n17. 
  3. "The Wait Is Over! Namco's Highly Anticipated Release of Tekken 2 Sets a New PlayStation Sales Benchmark". PR Newswire. 27 August 1996. http://www.thefreelibrary.com/The+Wait+Is+Over!+Namco%27s+Highly+Anticipated+Release+of+Tekken+2+Sets...-a018618006. 
  4. "Tekken 2" (in ja). Famitsu (403): 13. https://archive.org/details/Famitsu403Sep61996/page/n13/mode/2up. 
  5. "CTW Games Guide". Computer Trade Weekly (United Kingdom) (607): 24. 30 September 1996. 
  6. "Tekken 2" (in en). MAXIMUM: The Video Game Magazine (1): 21. https://archive.org/details/maximum-the-video-game-magazine-issue-1-october-1995-uk/page/20/mode/2up. 
  7. 9.0 9.1 9.2 "Tekken 2" (in en). MAXIMUM: The Video Game Magazine (7): 97. https://archive.org/details/maximum-the-video-game-magazine-issue-7-june-1996-uk/page/96/mode/2up. 
  8. Namco (1996). Tekken 2. Sony PlayStation. Scene: Credits. 
  9. "PSP port details". GameSpot.com. 1969-12-31. http://www.gamespot.com/ps/action/tekken2/news.html?sid=6160549. 
  10. 12.0 12.1 "Gamerankings". Gamerankings. 1996-08-25. http://www.gamerankings.com/htmlpages2/198899.asp. 
  11. "Tekken 2 for Playstation Reviews". 25 August 1996. https://www.metacritic.com/game/tekken-2/critic-reviews/?platform=playstation. 
  12. "Tekken 2". Rovi Corporation. http://www.allgame.com/game.php?id=11321&tab=review. 
  13. Deci, TJl. "Tekken 2 -Overview". Allgame. http://allgame.com/game.php?id=2314. 
  14. "Computer and Video Games - Issue 179 (1996-10)(EMAP Images)(GB)". October 1996. https://archive.org/stream/Computer_and_Video_Games_Issue_179_1996-10_EMAP_Images_GB#page/n79/mode/1up. 
  15. 17.0 17.1 17.2 17.3 17.4 17.5 "Review Crew: Tekken 2". Electronic Gaming Monthly (Ziff Davis) (86): 28. September 1996. https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20086%20%28September%201996%29/page/n27. 
  16. Electronic Gaming Monthly, January 2004, page 189.
  17. "鉄拳2". http://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=858. 
  18. GameFan, volume 4, issue 9 (September 1996), pages 18 & 68-75.
  19. "Review - Tekken 2". Game Informer. http://www.gameinformer.com/june96/tekken2.html. Retrieved 17 March 2016. 
  20. "Tekken 2 Review". http://www.game-revolution.com/games/sony/tekken2.htm. 
  21. 23.0 23.1 23.2 23.3 23.4 23.5 Mac Donald, Ryan (December 1, 1996). "Tekken 2 Review". https://www.gamespot.com/reviews/tekken-2-review/1900-2549644/. 
  22. "Review (PlayStation) - Tekken II". Hyper (33): 36–9. July 1996. https://archive.org/details/hyper-033/page/36/mode/2up. 
  23. 25.0 25.1 25.2 25.3 25.4 25.5 "IGN review". November 26, 1996. http://psx.ign.com/articles/150/150475p1.html. 
  24. 26.0 26.1 "Finals". Next Generation (Imagine Media) (9): 108. September 1995. 
  25. 27.0 27.1 27.2 27.3 27.4 "Tekken to the Limit". Next Generation (Imagine Media) (20): 90. August 1996. 
  26. "Tekken 2" (in en). Official UK PlayStation Magazine (Platinum Special): 69. https://archive.org/details/Official_UK_Playstation_Magazine_1999_Future_Publishing_GB_platinum_special/page/n67/mode/2up. 
  27. Play, issue 7 (May 1996), pages 46-48 (published 25 April 1996).
  28. Mean Machines PlayStation, issue 0 (August 1996), pages 34-38 (published 17 August 1996).
  29. Gamest, The Best Game 2: Gamest Mook Vol. 112, pp. 6-26.
  30. "Editor's Choice Awards 1995". GamePro (IDG) (89): 26. February 1996. 
  31. 33.0 33.1 "GamePro - Issue 106 Volume 09 Number 07 (1997-07)(IDG Publishing)(US)". July 1997. https://archive.org/stream/GamePro_Issue_106_Volume_09_Number_07_1997-07_IDG_Publishing_US#page/n31/mode/2up. 
  32. Electronic Gaming Monthly's Buyer's Guide, 1996
  33. 35.0 35.1 "The Best of '96". Electronic Gaming Monthly (Ziff Davis) (92): 84–90. March 1997. 
  34. GameFan, volume 5, issue 2 (February 1997), pages 34-36.
  35. "Game Machine's Best Hit Games 25 - TVゲーム機ーソフトウェア (Video Game Software)". Game Machine (Amusement Press, Inc.) (503): 31. 15 September 1995. 
  36. Akagi, Masumi, ed (1 February 1997). ""Tekken 2", "Virtua Cop 2" Top Videos '96". Game Machine (Amusement Press, Inc.) (534): 26. https://onitama.tv/gamemachine/pdf/19970201p.pdf#page=14. 
  37. "Player's Choice - Top Games Now in Operation, Based on Earnings-Opinion Poll of Operators: Best Video Software". RePlay (RePlay Publishing, Inc.) 21 (1): 6. October 1995. 
  38. 40.0 40.1 "Test Reports". Leisure Line (Leisure & Allied Industries): p. 58. March 1996. https://archive.org/details/Leisure_Line_1996-03_Leisure_Allied_Industries_AU/page/n57. 
  39. "Coin Machine: AMOA Announces JB Award Nominees". Cash Box: 26. August 3, 1996. https://worldradiohistory.com/hd2/IDX-Business/Music/Archive-Cash-Box-IDX/90s/1996/CB-1996-08-03-OCR-Page-0026.pdf. 
  40. "Will the Real Boss of Sony Please Step Forward?". Next Generation (Imagine Media) (23 (November 1996)): 9. 22 October 1996. 
  41. 43.0 43.1 Hurwitch, Nick (10 July 2019). The Art of Tekken: A Complete Visual History. Dynamite Entertainment. p. 33. ISBN 978-1-5241-1308-7. https://books.google.com/books?id=cG2hDwAAQBAJ&pg=PA33. 
  42. "1996年のコンシューマーゲームソフトの売上". Dengeki Oh (MediaWorks). http://www.rnac.ne.jp/~zangel/1996.htm. Retrieved 16 September 2021. 
  43. Screen Digest. Screen Digest. 1997. p. 132. https://books.google.com/books?id=51nvAAAAMAAJ. "Despite the earlier launch in the US, sales of next generation console games can already be fairly evenly balanced between the US and Europe, with PlayStation titles Tekken II and Crash Bandicoot, for example, selling 470,000 and 340,000 in the US and 420,000 and 300,000 in Europe respectively." 
  44. "Top-Selling PlayStation Titles (1996) - Europe". Screen Digest (Screen Digest Limited): 130. 1997. https://books.google.com/books?id=51nvAAAAMAAJ. 
  45. Gallup UK Playstation sales chart, November 1996, published in Official UK PlayStation Magazine issue 12.
  46. "Scorching Christmas Sales For PlayStation!". Computer and Video Games (184 (March 1997)): 12. 12 February 1997. https://archive.org/details/Computer_and_Video_Games_Issue_184_1997-03_EMAP_Images_GB/page/n11. 
  47. "Uhr TCM Hannover – ein glänzender Event auf der CebitHome" (Press release) (in Deutsch). Verband der Unterhaltungssoftware Deutschland. August 26, 1998. Archived from the original on July 13, 2000. Retrieved January 1, 2020.
  48. "PlayStation Previews: Tekken 3". Electronic Gaming Monthly (Ziff Davis) (103 (February 1998)): 67. February 1998. https://archive.org/details/ElectronicGamingMonthly103/page/n70. 
  49. Tamburro, Paul. "TOP 5 MOST POPULAR FIGHTING GAMES EVER". http://www.craveonline.com/entertainment/536095-top-5-most-popular-bestselling-fighting-games-ever. 
  50. 52.0 52.1 52.2 52.3 52.4 52.5 Scary Larry (July 1996). "ProReview: Tekken 2". GamePro (IDG) (94): 58–59. 
  51. "Top 100 Games of All Time". GamesMaster (44): 77. July 1996. https://retrocdn.net/images/c/cf/GamesMaster_UK_044.pdf. 
  52. Staff (September 1997). "Top 25 PlayStation Games of All Time". PSM 1 (1): 34. 
  53. Next Generation 21 (September 1996), p.63.
  54. "EGM Top 100 Best Games of All Time". Electronic Gaming Monthly (100): 128. November 1997. http://kisrael.com/vgames/powerlist/egm100.html. Retrieved 2011-06-01. 
  55. "Best Games of All Time" (developers' picks), Electronic Gaming Monthly, issue 100 (November 1997), pages 101-155.
  56. "Readers' Top 10 Picks of All Time", Electronic Gaming Monthly, issue 100 (November 1997), page 146.
  57. Game Informer staff (August 2001). "The Top 100 Games of All Time". Game Informer (Game Informer Magazine). http://gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx. Retrieved 2010-03-13. 
  58. The Greatest Games of All Time, GameSpot, 2006.
  59. The 100 Greatest Games, Empire, 2009.
  60. Guinness World Records 2009 Gamer's Edition reveals the Top 50 console games of all time, Guinness World Records Gamer's Edition, 2009.
  61. "Top ten sporting excuses". http://en.espn.co.uk/espn/sport/story/73074.html. 

External links