The 9 Scariest Things in Stephen King’s It

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Get ready for the return of Pennywise as we look at some of the darkest moments in King’s classic horror novel.

For over 30 years, Stephen King’s It has remained one of the most frightening novels that King has ever written. And it’s not just because we’re all afraid of clowns, although Pennywise definitely isn’t doing any favors for people with coulrophobia. Pennywise is more than just a clown or even a man. He, or It, is something far beyond human comprehension, and Pennywise has many different ways to strike at his victims. No matter how far away they run, Pennywise can always reach them. And he always comes back.

King’s story was adapted as a TV miniseries back in 1990, with Tim Curry in the leading role as Pennywise. Next fall, Bill Skarsgård will step into Pennywise’s creepy clown shoes in a new adaptation of Stephen King’s It. The upcoming movie will take place in the past, as a group of children calling themselves “the Losers” become aware of Pennywise and attempt to stop his reign of terror. The first trailer for the film looks like it may have captured the tone and menace of the original work.

So to prepare you for a return visit to the small town of Derry, IGN is looking back at nine of the scariest things in It. Just remember, “We all float down here.” Spoilers obviously follow.

Georgie’s Murder

Throughout the novel, Pennywise commits several murders. But perhaps the most memorable death belonged to poor Georgie Denbrough, a six-year old boy who came across Pennywise while looking for his paper boat in a drain. Georgie was smart enough to be wary of strangers, but not lucky enough to keep his distance from Pennywise. It cost Georgie his arm and his life, while ultimately leading his older brother, Bill, into a confrontation with It.

The Photo Album Moves

It seems that Pennywise’s influence can be felt even when he isn’t directly present. Early in the story, Bill witnesses pictures in Georgie’s photo album that appear to move. Later, Bill and Richard see another picture begin to move, and Bill actually manages to cut himself when he touches it. This was simply another way for Pennywise to terrorize them, even when they thought they were safe.

It (1990)

It (2017)

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Pennywise the Clown has gotten a big makeover for the new movie, with a more overtly scary, court jester look.

Compare the 2017 film to the 1990 version in the slideshow above.

Beverly’s Blood Eruption

Pennywise didn’t just target the boys in the Losers. He also found ways to strike at Beverly as well. As she prepared for bed, Beverly heard a voice coming from the sink in her bathroom, which led to blood rushing from the drain. Unfortunately for Beverly, her parents appear to be unable to see the bloody evidence before their own eyes. It was hard enough to deal with Pennywise’s antics, but the kids couldn’t even turn to their parents for help.

The Misfortune Cookies

After being drawn back to Derry by Pennywise’s renewed murder streak, Bill, Richard, Beverly, Ben, Eddie, and Mike have a reunion lunch. It’s largely a pleasant experience… until dessert. When the waitress serves them with fortune cookies, each of the Losers faces a personalized torment prize inside each one. And once again, only the Losers could see Pennywise’s handiwork.

Eddie Reunites with His Brother

Part of Eddie’s backstory is that his father brutally murdered his younger brother, Dorsey, in a fit of rage. Pennywise appears to Eddie as Dorsey’s reanimated body, and he scares him so badly that the kid wets himself. That’s just the beginning, as “Dorsey” grabs at Eddie before eventually transforming into a famous movie monster and chasing him through the town. It’s an extended sequence that successfully left the reader wondering whether Eddie would make it out alive.

Beverly Faces It

After the Losers return to town as adults, Beverly finds herself at the home that she grew up in. Her father was long gone, but a kindly old woman was now living there… or that’s what Beverly was meant to think. Instead, Beverly slowly discovers that Pennywise was once again toying with her, and he delights in making her feel helpless and afraid. It’s an unnerving sequence, to say the least.

The True Face of Fear

As part of his attempt to strike at the Losers, Pennywise manipulates Beverly’s crazy husband, Tom, into kidnapping Bill’s wife, Audra. And once Tom brings Audra to him, Pennywise shows them both his true face… or should we say his true form. The experience can’t fully be captured with words, but Tom dies instantly and it drives Audra into a catatonic state. Whatever Pennywise is, it’s not of this Earth.

Carving the “H”

Not all of the threats in It are supernatural. The bully, Henry Bowers, is one of the most disturbing characters in the story thanks to his cruel and sadistic streak. In one of the more unsettling scenes, Henry attempts to make good on his threat to carve his name into Ben’s chest. Although he only gets as far as the “H,” Henry’s actions serve as a reminder that there is more to evil than just a sinister clown. And Henry’s brand of malevolence is all too real.

The 9 Scariest Things in Stephen King's It

The House on Neibolt Street

From experience, the Losers know that they could find Pennywise at the abandoned house on Neibolt Street. But when they attempt to take the battle to Pennywise on their own terms, they’re lucky to escape with their lives. The emergence of It from the pipes is horrifically memorable… and the subsequent events very nearly lead to the death of Ben.

What’s your favorite scary moment in Stephen King’s It? Let’s discuss in the comments!

Marvel vs. Capcom: Infinite First Hands-On: Feeling the Influence of the MCU

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Redefining partnerships.

Many themes run through Marvel vs. Capcom Infinite, but “partnership” is on point. Capcom is working closely with editors from Marvel Comics to form a world that truly feels like a combination of the best of both – for example, in Avengers Tower, instead of the infamous Jarvis, Tony Stark communes with a Dr. Light artificial intelligence.

Partnership extends beyond the story and sets and into the battles. Infinite pairs teams of two, a departure from the Versus tradition of three-person squads. In place of a third spandex-clad anchor, you take one of the six Infinity Stones into the fight. Each of the Stones gives your team access to all new attacks and effects, acting almost like the third member of your squad. The Infinity Stones give the ability to create space between you and an enemy, explore new combo options, increase your damage or speed, and more. For example, the Time gem allows your fighters to dash around the screen, coaxing mobility from even the slowest and most cumbersome of the cast, and when fully charged, it infuses your heroes with speed that bend the rules of what the mechanics allow. The versatility presented by the Stones means that gone are the days of ignoring characters that might be your favorites from comics or other games simply because they don’t synergize with your team or their weaknesses are hard to overcome. Now, choose two fighters you think are cool and get to work.

Above: Check out the first gameplay trailer for Infinite, featuring Chun-Li, The Hulk, Hawkeye, and Ultron.

The goal to make Infinite accessible for broad demographics of both casual fans and FGC die-hards was apparent.

I found my mind already calculating new combos in just my short time with Infinite. Versus diehards are going to quickly realize there’s a lot to “lab” here. Dirty mix-ups made possible by various combinations of characters and Infinity Stones left me shaking my head and grinning like an idiot at the potential for shenanigans. That’s not to say Infinite is for only the faithful. Care has been taken to make the action accessible to newer folks whose interest may be piqued by the exploding popularity of the Marvel film franchises. A simple, one-button combo system is available from the moment you touch the sticks, which allowed me to come out of the gate swinging. I found the transition from these basic elements into the game’s more intermediate and advanced mechanics to be smooth. The goal to make Infinite accessible for broad demographics of both casual fans and FGC die-hards was apparent.

Marvel’s partnership with Capcom is also evident in changes to the heroes themselves. Returning Marvel Comics icons feel similar to their appearances in previous Versus games, but most have been tweaked to more accurately represent the Marvel Cinematic versions we have come to know. Captain America’s shield is a more prominent feature of his arsenal, letting him deflect projectiles. He can bounce it off the walls, ceiling, and floors to Pearl Harbor opponents from behind. Hulk can jump from the walls of the screen and leap across the stage like a terrifying green wrecking ball. If you’ve never played Marvel vs. Capcom, these Avengers will still look and feel familiar to you. If you’re a series veteran, the changes make sense and infuse the characters with freshness that makes them unique to Infinite.

Above: Dig this story trailer for Infinite, which shows you the campaign’s primary enemy.

When combined with Infinity Stone powers, the offensive options are vast.

Using partnership to drive evolution was something Capcom made sure to point out as they introduced Infinite to me. You can see it in some innovative and radically different approaches to familiar mechanics. I was shown how characters can now freely “tag” their partner at any time, even when in the air or during a long animation, setting up nasty tricks and sneaky offense. Strider can summon a slow-moving droid, tag out, and his partner can use it for cover. Iron Man can use Proton Cannon to lock down a blocking opponent while Captain America tags in to dash behind them or Hulk lumbers in to start charging his slow-building unblockable punch. Free tags also extend combos in a dramatic number of ways. When combined with Infinity Stone powers, the offensive options are vast.

Marvel and Capcom both exist in rich universes with scores of adored characters, and it always seemed natural to pair the two. Infinite pulls that partnership front and center, using it as the inspiration for an original story drawing together both worlds in a shared universe and to help the Versus series evolve. Now, if you’ll excuse me, I’ll be thinking of new ridiculous tech and waxing up my curly mustache.

Darry Huskey has been fortunate to write about, talk about, and live stream some great Marvel moments. You can follow him on Twitter @darryh.

Street Fighter 5’s Thailand Stage Pulled Down for ‘Emergency Maintenance’

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“Unintentional religious references”.

Capcom has ceased distribution of the Street Fighter 5 Thailand Temple Hideout Stage DLC, which was released on April 25.

After discovering that a music track that plays in the background of their DLC “contains unintentional religious references” Capcom has decided to remove the DLC until the song can be replaced.

For those who have already downloaded the Thailand Temple Stage, the DLC will remain usable and developers will be performing emergency server maintenance to replace the offending track with music from a different stage.

Capcom stated that the background music will be edited and reinstated to the stage at a later date and apologised for any potential offence the track may have caused.

Street Fighter 5 was released in February 2016 and is a first-rate competitive fighting game.  Despite this, it hasn’t seen the best sales but we don’t think it’s going anywhere.

Hope Corrigan is a freelancer for IGN. You can follow her on FacebookTwitter, and Twitch.

Your Tekken 7 Questions Have Been Answered

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We posed a bunch of the IGN community’s questions to the Tekken team’s Katsuhiro Harada.

A week and a half ago I put out a call for Tekken questions for Katsuhiro Harada – the iconic face of the Tekken team (alongside Michael Murray), and an integral part of the series since its inception. The community responded and I collated a bunch of the best questions, then posed as many as I could when I caught up with Harada-san during his Australian visit.

Please bear in mind I’ve paraphrased many of these questions for the sake of brevity, and each question is attributed to one person, even though several people may have asked similar things. You should also check out some of the embedded clips, because we have gameplay of brand new stages, and of Eddy and Kuma in action! Enjoy!

TEKKENFORCE: Is Tekken Force in the game? Or mini games in general?

Katsuhiro Harada: Well, if you look back at the series, Tekken Force made its appearance – I think it was [Tekken] 3, and I was trying to recreate the feeling of the kind of games that were popular in the ‘80s. So that was the original intent. It was quite popular, so it saw another iteration in Tekken 4, and then it kind of evolved into the scenario campaign; the story-based mode in Tekken 6. So I guess you could say that, rather than that, people should focus more on the story mode for Tekken 7, because it’s kind of an extension [of that idea], just with a stronger storytelling aspect. It still contains a lot of mini game-type elements that people might expect of a Tekken game. We hope that they’ll check that out, because it’s more fun. So the short answer is – no, Tekken Force is not in it at the moment.

Khaleesisdad: Will Jaycee or Julia or any characters with similar move lists be available? Some of us who have been playing these characters since the Michelle days feel a little forgotten.

Katsuhiro Harada: It’s very difficult to answer this type of question, because Tekken is a long-running franchise and we always have a turnover of the audience, where some of the older players graduate to something else, or life and you get an influx of newer players for each instalment, so it’s always difficult to balance the game – including the roster – between the content from the past that people expect to return and new content that makes the game feel fresh, and also appeals to this younger audience that is newly attracted to the latest instalment.

We realise that not everyone’s favourite character is in the game at the moment, and we hope that they’ll give some of the new characters a try, because… you might find one that you like even better.

So it’s always difficult because we can’t just go and include every character that we’ve ever put in the game, because there’s way too many characters to do that and the game balance would suffer, in other areas of the game as well. And at the same time, we have a lot of very cool new characters that we introduce each time. And even a larger amount of characters that we’ve done this time. And there’s a lot of effort in making these characters appeal to a new audience as well as returning Tekken players. We realise that not everyone’s favourite character is in the game at the moment, and we hope that they’ll give some of the new characters a try, because they are pretty cool and you might find one that you like even better.

That said, it’s kind of tough, because, like – Eddy, who was revealed for the game recently – before we revealed him, everyone was complaining about ‘where’s Eddy? He’s missing!’ but up until then, when he is in the game, people are complaining ‘Capos are dirty, we hate them!’ We don’t hear the people saying ‘I love this character, he’s cool and I like to play him’, there’s just the negativity. ‘Oh, he sucks, I hate Capos.’ It would be – it might even influence the roster decision choices if we hear more about the people who enjoy playing these characters. Instead of waiting until they don’t show up and then complain then.

RobGrizzly: Tekken is such a martial arts-focused series, and now 7 main games deep, you have a vast variety of styles. I’m curious when creating fighters, do you pick a style first and design around that, or do you concept characters and then see what style matches them? What styles do you still want to explore?

Katsuhiro Harada: The way characters are designed changes depending on the times. For example, Tekken 3 was one of the big instalments that focused on real martial arts, and something new, in the form of Capoeira, for example. 4 and 5 were also heavily focused on a certain martial art, I guess you could say. And this was around the time before mixed martial arts really took off, but there was a lot of interest around matches between different martial arts. So it was a good environment to try out the different martial arts that we hadn’t included yet.

But then, after that, it was kind of hard to find a new martial art that people have heard of and have some kind of rough idea of what it is, so that there was enough interest and understanding there to include it in the game. So that’s why 6 and 7 and later on, it’s more focused on the character concept, and that kind of thing. There are still martial arts out there, it’s just that – y’know, many people mention Krav Maga or Silat or something like that – but it’s not major enough that people would have an idea what the movement looks like, so it is kind of tough to place that same emphasis on the martial arts and recreating them in the game.

IGN: How about the last part of Rob’s question – is there one style that you’d really like to see in the game?

Katsuhiro Harada: As far as martial arts we haven’t done, Michael [Murray] always asks for Muay Thai. Bruce might have seemed like Muay Thai but his official setting was ‘Kickboxing’ and the reason for that was that at the time he was introduced, the American segment of our arcade division said ‘most Westerners don’t know what Muay Thai is, you can’t call it Muay Thai, just say it’s Kickboxing’, so that’s why the setting for Bruce is Kickboxing and not Muay Thai.

Slambros: On the older hardware iterations of Tekken were relatively close together, but now it’s been roughly five or six years since Tekken Tag Tournament 2. There are certainly many factors to this, but to you, what is the greatest factor to the lengthening of development time over the period that the Tekken franchise has been developed?

Katsuhiro Harada: It’s a variety of different things. One is just that the things that the consumer expects from a game [have changed]. Before, as long as it had a solid fighting game system and you had a certain number of characters it was good, but now you have all these bonus modes and the addition of online play where you have to have online connectivity and the online modes that surround that. The leap in the hardware requires more fine-detailed graphics and environments. These kind of things take more time and more people and more money to develop.

And also, the separate business side of that is that back in the day no one really knew which game would turn out to be a hit or not, so these kind of things were left to the team, so once the Tekken team finished up on one game you could just say ‘hey, we made this cool prototype, so I think it’ll be good – go out and sell it.’ Where now it’s a big business, because the cost of a game is a lot more than it used to be there’s a lot more time and preparation that goes into pitching this concept, even if it’s Tekken, to the company, shareholders, board etcetera. A lot more time goes into the position of the game, timing and schedule etcetera. That, also, is another thing that’s added to the span in between the instalments.

Bashamu23: Will ghost battles be back in Tekken 7?

Katsuhiro Harada: That’s actually a good question because one of the new modes that we haven’t really talked about a lot yet is a thing called Treasure Battle. It’s not exactly the Ghost player mode, but what it is is, there’s so many customisation items that you can gain in the game this time so we were thinking if there was an interesting way to be able to obtain these, rather than just purchase them all with fight money, so the Treasure Battle is a series of CPU opponents that you face, but it’s not just your standard costumed Kazuya or whoever that you face, like in the arcade, they’re actually customised and they have interesting looking player names and some of the aspects of the Ghost battles that we had in past instalments have been incorporated into this, but at the same time it gives you a way to gain these customisation items, or sometimes a special CPU opponent will appear and you can maybe receive one of the items that they hold by defeating them, so this has kind of been wrapped into that mode.

Spider-Matt1987: Will Tekken ever offer players the opportunity to create their own characters like in the Soul Calibur Series?

Katsuhiro Harada: The direction of the games are different – they’re both fighting games, but the fans that are attracted to Soul Calibur are kind of a special group that maybe might not play other fighting games. They like the customisation, or the creation, or the story background etcetera, but they spend a huge amount of time creating a character from scratch, whether it’s to create someone cool or whether it’s to, like, make it look like something that everyone knows and make your friends laugh or whatever, but there’s a lot of time spent by that audience on that particular element, where [in] Tekken that’s not the main feature that we’re going after. The main feature itself is actually the strategy in the game or the story-based elements in the story mode, and things like this, so with all the work that goes into creating that mode – the programming, creating the assets and such, we think it would be a smarter decision for Tekken to create new characters; increase the roster, because that’s just a better match for the direction of the series.

zen_hydra: Why is Tag Tournament a separate title and not a mode within the main Tekken games?

Katsuhiro Harada: Well, there are many reasons for that. The most obvious is the structure of the program – Tekken 7 is designed around one versus one, so where if you have tag you have at the most four characters on screen at once, so that’s a much larger load on the CPU and the graphics engine, so the game currently isn’t really designed for that. And it’s not just the spec of the game itself, it’s the way the game is played, the way we balance and the way we tune the gameplay mechanics of just a one on one game is very different to what we do in a tag game, so we can’t really just tack it on. There’s a lot more work that goes into it than maybe some people realise. That’s why it is its own separate game.

Kosmodiar: Please give a hint as to what the promised PSVR content is going to be like?!? I wanna punch Heihachi in the face in first person!!!!

Katsuhiro Harada: So, that’s probably the thing a lot of people assume it would be, the PSVR, it would be in first person, but I actually tried this many years ago when first looking into VR and it’s not as exciting as many people would think. If you could imagine that you have some kind of a martial artist or pro boxer or something come and do shadowboxing right in front of your face, you can then probably begin to see how that’s not [a] very entertaining or enjoyable experience. Added to that, you’d be knocked into the air for, like, an aerial juggle or whatever – it’s really jarring and not very fun.

We ended up focusing more on the character elements of it, where you can customise your character and look at it from various angles…

So, I knew this many years ago when I tried it, so that’s why the experience is more tailored to Tekken. If someone were to create a VR game from scratch for fighting that was in first person maybe you could do it a little bit better, but just taking Tekken as it is and adapting it to first person VR is not the best way to do it. So, that’s why we ended up focusing more on the character elements of it, where you can customise your character and look at it from various angles, or with a fight against a CPU opponent slow down the match, and change the camera angles so you can see the game like you’ve never seen it before. These are the kind of things that make Tekken a more enjoyable experience in VR.

K-otic2000: Will the health handicap increase meter return?

Katsuhiro Harada: The life gauge handicap you were mentioning was in earlier instalments of the game, but when we looked into [it] and did surveys and such to see what elements of Tekken people like and what they don’t, one of the things that came up regarding that was that, many people complained that – if you’re familiar with it, you select a character and then before the battle begins you do the handicap – but if you accidentally hit the button, a lot of times people would start the match with a friend and what they were looking for was starting without a handicap, but they ended up hitting a button and it was 99 versus 100 percent or something like that. And so, a lot of people, rather than seeing it as a merit, saw it as kind of a demerit, because they didn’t want to do that setting but they did it accidentally or something.

And also, we didn’t see a whole lot of people who were making good use of it. There was also the problem that – okay, so, how much is fair? Is it 80%? Is it 70%? We didn’t really see many effective cases of people using it. It was more of an obstacle to a lot of people, so if there is that much of an audience that really wishes to see that feature, we’d like to hear what you liked about it and how you used it and what you thought.

Vici0us76: Will the game support cross-platform play?

Katsuhiro Harada: That’s a question that’s often asked, but if you look at the fighting games that do currently have that feature you can see there’s Killer Instinct, which is only on Xbox One and then there’s Street Fighter V which is only on PS4, so you don’t have a game that’s doing three platforms and connected to all of them. If it was like Rocket League or a game where you have a game server, maybe there’s a little bit more that you can do, but since Tekken is peer to peer, you’re connecting directly between two opponents, so rather than a technological hurdle, it’s more about being able to find a security protocol that Xbox Live and PSN would both find suitable, because you’d have to connect between those users, or for the PC, how do you have one game connect to at the same time PSN, but then for a different opponent Xbox Live?

The ones we just mentioned, you only have to worry about between the Xbox One and PC or only between PS4 and PC, so it’s a lot more easy. So, just the hurdle between the regulations of the first parties and trying to do that on all three platforms is just too big. Many people probably don’t realise what this entails, because they only see those two examples of Street Fighter or Killer Instinct.

PhoenixPerson: Will the New Japan Pro Wrestling downloadable content be made available to those of us in UK/Europe?

Katsuhiro Harada: It’s kind of surprising. We didn’t expect that there would be so much demand outside of Japan for this additional content that’s currently in the arcade… but we’ve noticed a lot of feedback from fans abroad that they want to see that kind of content. We can’t give a definitive answer at the moment, but we hope to be able to answer these requests.

Lordd_G: Will each version of Tekken 7 have console-exclusive guest characters, ala Soul Calibur 2?

Katsuhiro Harada: No. (Laughs.)

XxSPADEZxX: Will there be PS4 Pro and Project Scorpio support? If yes, can you provide details?

Katsuhiro Harada: Microsoft hasn’t really announced many details about Scorpio yet, so there isn’t a whole lot we can say about that, and then, for the PS4 Pro, the only thing we can say is there is a noticeable difference in the graphical quality, so for those people who have a PS4 Pro, we hope that you’ll play the game on that platform.

CrimsonAvenger: Chance of a Nintendo Switch port?

Katsuhiro Harada: That’s hard to discuss because of several reasons. One is that official company policy is that we don’t comment on titles that we’re going to do or not for Switch yet, but more on a basic level, we don’t know a whole lot about the hardware yet because the Switch is quite popular and sold out, so neither myself or Michael [Murray] has been able to get our hands on the platform yet.

round1fight: Is Tekken x Street Fighter still in the works or will Tekken 7 take its place by gradually adding more Street Fighter characters over time?

Katsuhiro Harada: This has been said before, but Tekken x Street Fighter, the current timing is just that Capcom is putting a lot of effort into building up Street Fighter V, for us, we’re looking straight towards the release of Tekken 7, and we just decided that it wasn’t a very good idea to split both of those groups by adding a third title that covers both and to the same timing, so it’s more about the timing and waiting for the right chance for that.

Whether Tekken 7 will include more Street Fighter characters is kind of tough to answer because Akuma was just the right choice because we wanted to include him in some way into the story, in a certain episode, and that idea was there for years before now. So a lot of effort went into building him into the game, but it’d be quite difficult to increase with a few more Street Fighter characters. It’s not like we couldn’t come up with an idea to do so, but at the moment there’s not really any plans to do that.

StickmanDX: Back in late PS2 days, there was an amazing beat-em-up game called Urban Reign from the Tekken and Soul Calibur teams, any chance of a new entry with online multiplayer? That had the most fluid fight system in a brawler, the levels just need to scroll and progress, instead of being fight arenas. So much possibility on these newer consoles and PC!

Katsuhiro Harada: That game was quite an interesting concept, the way that you were able to fight multiple opponents, the way the battle system flowed, there was even kind of a tag element to it as well. It was really well done at the time… but the major problem with the game was just that, even though it was well done it’s not that well known. Maybe 99% of the people you ask wouldn’t even know what it is, because there just wasn’t enough marketing put into the game to spread it out there, so I would be interested in releasing a game – maybe change the name – along the same vein as that, but using the Tekken team, or perhaps, you know, the Smash Bros is actually developed by Bandai Namco, and a lot of the Tekken staff are on that as well. So to get these people who are really good at action games and gather them together to make a spiritual successor, I guess you could say, to that game, is something I wouldn’t mind trying.

Cam Shea is senior editor in IGN’s Sydney office, and recently sat down for an hour-long chat with Michael Murray from the Tekken team.

Tekken 7 Boss Talks Rage-Quitting, Possible Nintendo Switch Version, Guest Characters, And More

After a delay, the fighting game Tekken 7 is finally coming to PlayStation 4, Xbox One, and PC on June 2. Ahead of the launch, GameSpot had the opportunity to sit down with series producer Katsuhiro Harada to discuss the upcoming game and some topics surrounding it.

First, we asked about guest characters. Before getting on his flight to Sydney, Harada asked his Twitter followers to send in their guest character requests. He received many, but one that stood out was Kazuma, one of the main characters in Sega’s Yakuza series.

Don’t necessarily expect Kazuma to come to Tekken 7 soon or ever, however, as Harada pointed out that guests characters can be a complicated matter. Bandai Namco would have to work out a deal with Sega in the case of Kazuma or any other publisher for a different guest character. A company might want to do a deal to promote an upcoming release, so timing is another factor that matters.

Going back to Kazuma, Harada said he was not aware that Western gamers were even aware of the character, so he was surprised to see so many call for him to be in Tekken 7. But again, don’t get too excited just yet–“There are a lot of hurdles to overcome” for all guest characters, Harada said.

Tekken 7 Boss Talks Rage-Quitting, Possible Nintendo Switch Version, Guest Characters, And More

One high-profile example of a guest character in Tekken 7 is Street Fighter’s Akuma, who was confirmed for the game back in 2015. You can see Akuma in action in Tekken 7 right here.

Also in our interview, Harada talked about the possibility of Tekken 7 coming to Nintendo Switch. Don’t expect that to happen. Harada and producer Michael Murray, who translated the interview, have not even been able to get their hands on a Switch as of yet.

“Officially, we can’t really comment on that because our company has strict policy about which titles we talk about for Switch,” Harada explained. “But personally, we’ve been so busy with trying to master up Tekken for the current platforms that we haven’t really had enough time to study the hardware. We couldn’t even buy it–it was sold out every time we went to look for it.”

Bandai Namco is one of Nintendo’s partners for the Nintendo Switch, with Dragon Ball Xenoverse 2 one of the titles that the publisher is bringing to the system.

Below are some further highlights from our interview with Harada, while you can read what he had to say about PS4/Xbox One cross-play here:

On Rage-Quitting:

“You can’t keep someone from physically pulling out the LAN cable, so the only thing you can do is make them not want to do that by having some kind of penalties. Although we can’t really go into that at the moment, we do have penalties planned for that. We don’t want to go into a lot of detail right now because the hackers and such will already start about thinking of ways to circumvent that. But we do have plans to implement some penalties.”

Tekken 7 Boss Talks Rage-Quitting, Possible Nintendo Switch Version, Guest Characters, And More

On Feedback From Arcade Edition:

“Tekken has always followed the pattern where we release first in the arcade and then we polish up the game according to user feedback. But even more than individual player opinions, we look at the data to kind of decide what changes need to be made to the game. That occurs constantly throughout the process in the Arcade. For Tekken 7, specifically, the income was quite good. The income is kind of a barometer of what people think about the game, but it was one of the best in the series right out of the date. But the arcade, it’s not so prevalent in the west in Europe or the US, but those players are watching on the internet; matches and stuff.

They were saying the characters costumes were the same as past installments, which was done intentionally to establish the characters, but they said it didn’t feel as fresh because of that. The same costume designs. And also the look of the game; it doesn’t look so drastically different than past installments. So for Fated Retribution, which was an update to the arcade edition, we made a lot of additions to the costumes for the existing characters. And also changed the filter to make the dark areas more dark, the light areas more light to give it more contrast to have more visual appeal.”

On Post-Launch Support And DLC

“As far as post-release plans, we can’t really talk in a whole lot of detail now because that’s something that our marketing teams around the world are still trying to come to consensus on. The game itself, we finally just got the master as well so. One thing we can say is in the past, Tekken after release, we had the system where we had some characters that would be unlocked gradually for two or three months after launch, but that was as much as we could do at that time. But this time, Tekken 7 is the first that is going to have DLC, paid DLC, and a Season Pass. This allows us to keep the team available for making changes and updates to the game for a longer span–over a year or so. We plan to support the game for a longer period this time.”

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Tekken 7
Xbox One
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