Property me 'Tekken 5' bought with great expectations, have been part 1-3 then loved on the PS1 ... But the 5th part is in my view (currently, I have only been 2 days) just miserable. Something so bad Balanced I have rarely seen in the fighting game genre. It may be that the combat system is great designed ... But what good to me, if you need to know as a player all the tactics of the characters in order to be prepared can, while the CPU apparently fires true cannonades with each x-any fighter? Since missing for me somewhere credibility ...
One actually rather slower Jack 5 makes a nimble Hwoarang finished playing, even if I. With Hwoarang to Level '3 Dan 'am, while Jack 5 on'. 2 Kyu 'rumgurkt. Or to put it another way: Where is the stimulus to push a character up to the highest Dan, if you can not draw any benefits from it in the end, in order then to invest up to the money that you win in chicere outfits ... Uiii what a great feature. And for that I will torment my pad and annoy me arm and a leg? Ne, friends.
And why the hell the CPU flaring with almost any (!) Character from extreme combos while I have to think about yourself in training mode with actual Kombo greats like Yoshimitsu badly, how do I get a 3-hit combo point? Especially with characters like Nina falls on the ... It's a fuck what level it has as an opponent ... Once was not paying attention, already's is as good as gone with the round for yourself. You have to imagine this ... And as I said, it is furzegal what level has the blonde. Imagine you've just with your favorite character story mode including the boss and by now gambles a little Arcade Mode. You manage to 3rd Kyu without on Nina to meet, anyway. And then you will mercilessly down from a Nina with 9th Kyu onto the dance floor. How the hell I made it through the story mode, if I am then made ready in the arcade of a really completely unterlevelten opponents? If you ask me, the almost botch and extremely frustrating partially.
Apart from the fact that general fact must batting an eyelid, so that the AI (if you as want to call it, in the end it seems to me more likely to be on 'hawk' trimmed scripting because comprehensible errors are somehow nil) a quasi no longer allowed to come to the train. It may be that other beat 'em ups are essential smash-dominant, but this miserable wait that the CPU one leaves a gap to strike and the subsequent fear about that one time the right defensive posture when then guarantees following and, moreover, extremely hard to acting counter occupies, otherwise the round is over quickly ...
That might look good mentally as 'tactical' one course, annoys me personally something bestial. So, not the necessity of warding off or the condition of the reaction gift annoys me, would indeed be illogical ... But the extreme in my view inertia of control and the limited number of defense and alternatives, coupled with the own patterns of AI. The 'I'm waiting for a counterattack chance and hau' then plan how nix' principle and the hilarious-obvious ability quasi think the players ahead. If one's time looks sarcastic, the AI does make everything right ... Wonderful! Something so scolds himself 'tactically'. And if we are ever in 'tactics' ... Even you should see that you somehow comes through a combination of raids and defenses ahead, while the CPU is largely due to the aforementioned counter-combos that of the player's perspective, however, ( just the beginning) are extremely difficult to master. Blessed is he who has mastered the counterattack. Conversely, the AI at extremely stupid when it comes to advances ... There is a fairly simple way to get through the rounds: Choose a character as King, keep the enemy in the fight at a distance, waiting until he comes running up, 1, 2 targeted steps to bring him back at a distance, and then the whole thing from scratch. That a few times in a row (with the wonderful defense-breaks in between), and the round is won. And that's to have been then? Oh well. And one more thing: When I think about how ill-conceived the chance relationship between impact and slashing tactics is ... Heaven help.
One thing I forgot ... Imagine the 1st round of battle has been running perfectly for you. Now comes the 2nd round. And the other Team mades at once is like a different person. The hammering and traipsing an on you that you just so the know what hit. Too bad that Namco has not developed technology for the DVD to smoke in 'anger', so it smokes from the Playsi ... Then the whole thing would vll. Nor understandable. Then you know: 'Ah, my Playsi was furious. No wonder that I lost. ' ... But on the way the borders already on AI Cheating. As in so many other scenarios the way also, see above ...
If we are already here with a beat 'have to do em up, which will be tactical than others, then I wish at Level-ups not only any money, which I in purely cosmetic and therefore meaningless' may invest upgrades' and a somewhere completely senseless indication that my fighters on my account the Level '. 2 Dan 'has but one attribute system. Because this would rise 5 certainly the overall concept of Tekken. A few better alternatives (roles, higher jumps) that do not result in the correct fine-tuning and balance mean that the whole thing degenerates into a pesky Rumhüpf-game, and a better Tackling eg. This ... and we have a bomb Title.
Sure, the individual elements per se may be extremely sophisticated, is indeed in various tests high praise as described ... But the whole package is, in my view extremely immature (keyword: Balancing).
Did I mention the extremely sluggish control ...?
So either, I find myself still in this game purely (I'll not shake the feeling that I am doing something wrong ...), or the thing is sold again. VII. should I instead but even look at a portion of Soul Calibur.
A small consolation is that Tekken 1 - 3 (if only the arcade modes) are included. Those were the days ... This fact and the fact that there is nevertheless also joyful moments while playing, save this 'Tekken' for me just to 2 stars.
Regards,
Olli other