Friday, February 3, 2017

Tekken 4 Review - Step into the next millenium

Release(s):
    March 28, 2002 (Japan)
    September 13, 2002 (Europe)
    September 23, 2002 (North America)
Platform(s): Arcade, PlayStation 2
Genre(s): Fighting
Developer(s): Namco
Publisher(s): 

    Namco (Worldwide)
    Sony Computer Entertainment (Europe)

Player(s): 1-2




Overview

With three games and one non-canonical title under it's belt, Tekken has proven time and time again it can hang with the big boys of the fighting game genre. The true fourth installment was also in the makings and was set to be released in 2001 for arcades... to make way for a new era of fighting in the 21st century. Just how far does it take this re-revolutionary movement with 3D fighters? Let's find out...


Gameplay



Once again the award-winning 3D fighting from previous Tekken games have return so that's good but there are a couple fundamental changes that makes this game stand out. For one you can't jump backwards or vertically... you can only jump forward which isn't a big loss but it's something you'll notice when it's gone. A new grab move which allows you to shift your opponent to a more favorable position and it's done by pressing LP + LK of which the secondary attack grab is supposed to be. A couple other control schemes have been made but the biggest change Tekken 4 makes of the combat system is that for the first time ever, Tekken takes full advantage of the 3D fighting concept by actually having you fight on a 3D plane instead of an illusion of one. You can use the environments to your advantage by slamming your opponents to walls or trapping them into stage obstacles on uneven terrain stages forcing a slower and more strategic approach to combat. Now, I understand why Namco would make such changes and a couple of these concepts are quite good but at the same time they are alienating to long-time fans.

The new fighting styles are also a mixed bag. For example, Jin Kazama no longer fights with a mix of the Kazama Style Traditional Martial Arts and Mishima-ryu in favor of traditional karate which makes him his own character now but he is really OP in the game notably due to his Laser Scraper move. Tekken 4 brings in new characters with completely unique movesets like the Vale Tudo fighter Craig Marduk who uses a grappler style not quite like no other (especially with his tackle) but his moveset just feels... incomplete. Though on the positive there's also the british boxer Steve Fox who, instead of using his additional punch attacks for his kick buttons like most fighting games would for boxing character, uses he left and right sway dodges for the LK and RK buttons which makes him an especially fun character to master. Lastely there's Combot... an ever-so-pointless replacement for Mokujin who instead of switching to a different character's fighting style each round he does it after an entire match. 


Content



All the game modes from Tekken 3 have returned for Tekken 4 but one in new game mode this game introduces which also becomes a staple in the Tekken series from then on is Story Battle. Story Battle is just like Arcade (Arcade Battle) only it actually goes out of it's way to tell the story of Tekken (which honestly makes Arcade rather redundant). You will fight 6 randomized characters then a possibly character-specific sub-boss and Heihachi Mishima as the final boss... though some character's stories may play out differently and will unlock a specific character (if they aren't already). Another player can't attempt to challenge you so they can take over like Arcade Battle.

The Tekken Force mode in Tekken 4 has received something of an upgrade from Tekken 3 as it takes full advantage of the whole interactive environment mechanics within the game's combat. You can also lock-on manually to an enemy instead of automatically locking onto the closest enemy and losing no longer means a game over (though you lose your total score from previous stages... not that it means much in the end) but the actual difficulty has increase with enemies potentially attacking you at every corner even during his boss fights. Speaking of boss fights... they are no longer character-specific... every character in the end of each stage will face Combot, Kuma/Panda, Kazuya, then Heihachi. 

Aside from that stuff there's a mode called Training which determines how fast you can input each character's bread-and-butter moves, and you can record a battle by pressing the select button at the end of the match and it can be viewed within the Theater mode. You can now pause in Time Attack mode and Survival mode.


Graphics



At a glance there's not much of a difference graphically between the Playstation 2 port of Tekken Tag Tournament and Tekken 4 but Tekken Tag was already a great-looking so it's not really to be taken as an insult. I suppose Tekken 4 looks sharper is especially evident with the stages naturally as they're now part of the gameplay experience and there's no sign of slowdown like what happens with Tekken Tag sometimes. There are no longer any character-specific stages however...




Sound

Almost all of the voice actors/actress have once again reprise their roles for Tekken 4 and they sound better than ever before. What's even cooler is that for the first time ever in a Tekken game the characters finally have actual dialogue instead of just making battle grunts and occasional laughs. Some voices are questionable like Marduk's battle grunts which are like weird animal growls but overall they do a good job. The soundtrack for this game also shows quite a drastic change in style to reflect with the changing with the times. The synthesized music is now largely downplayed in favor of a techno/rock mix and there are no character-specific themes for the stages. The soundtrack also isn't remixed for the console port like previous games but that aside... the soundtrack is still head-bobbingly good nonetheless. 


Aesthetics 





Like I said earlier Tekken 4 actually goes out of it's way to tell the story through the Story Battle mode including text-based prologues and epilogues so you aren't just left guessing what happens. Each character still has their ideal endings after completing Story Battle but also like I said earlier this game features dialogue and the endings themselves have much more relevance to the main story so most of them actually feel like they're telling a legit story instead of basically being slideshows. As for the story itself... Kazuya Mishima has mysteriously came back from the deadwhich is bullshit thanks to G Corporation and is out for revenge against Heihachi for foiling his plans while Jin Kazama, who now has a deep hatred for anything related to the Mishima bloodline after Heihachi's betrayal (including his lineage, his fighting style, and the Devil Gene within him), is out for the same thing so Heihachi had announced the 4th Iron Fist Tournament to lure both of them out so he can claim the Devil Gene for himself. There are some other cool twists to the story as well like the once respected and feared Vale Tudo fighter Craig Marduk being responsible for the death of Armor King (King's mentor) which lead to him getting an invitation to the Iron Fist Tournament despite being charged with manslaughter, Steve Fox trying to discover his real parents while ducking the Mafia (whom may not be quite what they seem), and Ling Xiayou getting involved in the complicated history of the Mishamas to reunited with her schoolmate Jin and discover the truth to Heihachi's intentions.


The game's interface is significantly improved from previous games like each game mode in the main menu given a description and a mini screenshot to give you an idea of what it's about, and the screen transitions have actual flare to them rather than them simply going to the next screen. This is also a clear move to the next millennium.


Another thing I must add is that the character also speak their native language (like the Mishimas and Jin speaking Japanese, Hwoarang speaking Korean, etc.)... though some characters (like the replacement Capoeira fighter Christie Monteiro and Nina Williams) who are foreign don't even have a discernible accent when they should... but that's no big deal.



Overall

What can I say about Tekken 4? It's a black sheep alright and it's a damn good one at that! It may not be the best in terms of gameplay (even though it has some REALLY good and even revolutionary ideas) but you can't deny it's done a lot of good in terms of aesthetics and content.



Overall I give this game an 8.6 out of 10.

Saturday, December 10, 2016

Dragon Ball: Xenoverse 2 Review - The hero is you... once again!

Release(s):
    October 25, 2016 (North America)
    October 28, 2016 (Europe)
    November 2, 2016 (Japan)
Platform(s): Playstation 4, Xbox One, Microsoft Windows
Genre(s): Fighting
Developer(s): Dimps
Publisher(s): Bandai Namco Entertainment
Player(s): 1-2




Overview

The past several years have not been kind to Dragon Ball Z games. Developers all just took one interesting concept and ran with it hoping it'd land but as a result the games did poorly... then came Dragon Ball: Xenoverse which does borrow the created character RPG concept from Dragon Ball Z: Ultimate Tenkaichi and the super authentic co-op fighting from Dragon Ball Z: Battle of Z but it brings them back to their roots from the fan favorite Budokai and Budokai Tenkaichi (Sparking! in Japan) series'. A lot was riding on the game as not only did the combat have 360° movement as fans have gotten used to and there was an RPG action-adventure element that would serve as a crux for the game but the developer behind was Dimps, who not only have pedigree among the Dragon Ball franchise for creating the Budokai series they also developed various other popular games such as The Rumble Fish, Sonic Advanced, and even worked on the Street Fighter series since Street Fighter IV in collaboration with Capcom. For the most parts, Xenoverse lived up to the hype and became easily the most successful DBZ game since Budokai Tenkaichi 3.

Now a sequel has been announced on short notice and a lot of new things noticed along the way, good things were to be expected... but does it keep up with the momentum that Xenoverse had already established?

Gameplay

This game returns the fast-paced, 360° movement fighting mechanics from the first game along with the same simplified control scheme where all the basic moves are mapped to the face buttons (you have a light physical attack button, a heavy physical attack button which can be charged, a button for ki blasts which also now can be charged, and a jump/ascending button) while guarding and more advanced moves either involve multi-button inputs or the shoulder buttons. Xenoverse 2 also introduces a bunch of techniques to give a visceral experience closer to the show such as the Homing Dash which allows you to automatically dash towards your targeted opponent by pressing the light attack + jump/ascension buttons at the same time while doing an Aura Dash at the cost of one stamina bar and press the light attack + jump/ascension buttons again to circle around the opponent. Charge attacks can also be used to break your opponent's stamina while they are in a guarding state and there are even physical attacks that are specifically used to break an opponent's stamina by pressing the light or smash attack button in junction of a tilt movement. Stuff like Step Vanish have been fully implemented into the game (even being encouraged in the tutorials) and they can used either in the middle of a light attack (at the cost of one stamina bar) or a Dash Step by tapping the jump/ascend button at the right time like you would a Snap Vanish.

Other mechanics have been refined from the first game. Aside from the stamina breaking technique I mentioned earlier, the way Super Saiyan for example works in this game is revamped to where you can no longer spam super/ultimate attacks as you have ki but it does increase stats (depending on what level you transform into) and it allows you to warp towards a locked opponent if performing a light attack or charged attack. Not only that but all races of created characters now have their own transformations that have their own unique attributes. 

It's still far from being a balanced gameplay experience (nor is it terribly deep), whatnot with characters still being blatantly better than others or certain characters being completely useless to others, but it's at least much less frustrating to play than the first game (you can even see the computer's full HUD). It's pretty solid overall.

Content

Xenoverse 2 follows the same concept as the first game where you created a character who acts a time patroller who's mission is to restoring time to it's natural order from the wicked witch Towa but it's a new patroller this time taking place of the old one... of which you can choose between a pre-made character or if you still have a saved data from the first game you can have a created character from that save data as the legend. Other characters may help out but for the larger parts it's a one-man mission and while most events are linearly available, some require you to explore the rest of the game doing side quests in the hub world (which also serves as the game's main menu) called Conton City. It's several times larger than Toki Toki City from the first game but here you can learn of hover board, flight (which functions just how it does in combat), and the Flying Nimbus that serve as quicker means of transportation making exploring  the hub world far less tedious than better.

Stuff like Parallel Quests, where you and a party of either AI-controlled characters or online players go to fight a select set of enemies and some cases, collecting Dragon Balls while each quest will reward you in the end, have returned. One thing that's change is the drops isn't nearly as reliant on RNG and is based more on you fulfilling the requirements. New types of side-quests have been added to the game such as protecting Guru's House along with Nail by collecting dragon balls all the while fending off Freeza's men who may want it, completing various challenges given by Mr. Satan, exchanging items between other characters, race-specific training (like training under Vegeta to learn Super Saiyan), and the most challenging of them... generically named Expert Missions. In these missions you and a party of 5 (online players or AI-controlled) will fight against a possessed, more powerful version of enemies from the main story who have the ability to brainwash you or any of your partners into fighting against the rest of crew. If you get captured then you would have to fight yourself and win to escape but if you lose then mission failed. You can also train under most characters in the game to learn their super moves (with a few exceptions) like in the first game only now you don't have to accept any of them as an instructor (though it's still an option) in order to do so. No characters from the fairly new anime TV show Dragon Ball Super, sadly (unless you pay for DLC).

Unfortunately, there's still no difficulty setting so what ever challenge this game gives you is what you get but Dimps have at least addressed the No Training Mode issue in the first game by adding a Training section within the Offline Battle Mode. The Training section in Xenoverse 2 allows you to use the computer as a training dummy who either acts as a punching bag, guards constantly, guards when being attacked, performs Just Guards, performs super moves or ultimate moves on patternly, an opponent of varying difficulty levels, or even controlled by another player... but if that's not enough you can set you or the computer's gauges to either be normal, dangerously low, or infinite and you can set the damage ratio and/or commands to be displayed. It's not as great as the training modes in other fighting games (maybe not even as great as Budokai's) but it still does the job well enough. The Multiplayer section of Offline Battle Mode now allows for other stages outside the World Tournament arena to fight at and the tutorial is not only available at all times (unlike the first game's which only was available at the start) but it's greatly extended even teaching players of more advanced moves.

Graphics

The graphics engine is the same for Xenoverse 2 compared to the first game including animations only things have been tweaked. Lighting has been subdued giving character models less of a glossy thus easier to look at, though it makes things appear somewhat dark. Environments and particle effects are significantly more detailed... but that's not the best part of all. It's now the home consoles versions are capped 60 fps instead of 30 fps like the first game though PC users can set it to even higher than 60 fps (even as far as 120 fps). Still not the best-looking game out there but it's very pretty and flashy fanservice for fans.

Sound

Xenoverse 2 uses much of the same voice clips from the last but new ones recording for new moves, cutscenes, and of course... new characters which I don't mind because FUNimation do a great job like they always do. The problem I can't get past is the lip-syncing especially during cutscenes.... it's sloppy at best and horrendous at worst. Fortunately there's still the option of the Japanese voices if the issue really bothers you. SFX can also be on the annoying side as well, namely when heavier attacks and super moves are involved.

The music on the other I have no serious complains with (aside from a new annoying tracks during the Conton City hub world). It's fairly good stuff and is fitting to each situation even though a lot of tracks are recycled from the first game. It's not particularly memorable though.

Aesthetics

Like I said earlier, the story behind Xenoverse 2 follows the same concept as the first game where you take control of a Time Patroller who's mission is to restore time to it's natural order from the wicked witch Towa but this game takes more advantage of the concept and as result we get much greater character development, a more fleshed-out story, and some actually interesting plot points. Aside from story there's pieces of humorous lines and various nods to the actual series.

Tons of moves from the actual series have also been recreated even more obscure ones like the spinning escape Goku during his fight with Tien in the 23rd World Martial Arts Tournament and they all presented extremely well, even though they're all real-time and not one is cinematic like with the PS2 games. The destructive ability on environments is still lacking you can only cause real damage to smaller objects while the damage in others are mysteriously undone.

Overall 

While it's not a massive overhaul over it's predecessor it does what it should as a sequel and more. The story and universe are more fleshed out, it looks better, and it plays better too. It's a slow, but certain step in the right direction for the Dragon Ball video game franchise under years of failed games due to badly realized concepts.


Overall this game gets a 7.8 out of 10.

Thursday, November 3, 2016

Tekken 3 Review - A Year Later... A Few Months After

Release(s):
    March 26, 1998 (Japan)
    April 29, 1998 (North America)
    September 12, 1996 (Europe)
Platform(s): Arcade, PlayStation 
Genre(s): Fighting
Developer(s): Namco
Publisher(s): 

    Namco (Worldwide)
    Sony Computer Entertainment (Europe)
Player(s): 1-2





Overview

As I've said in my review of Tekken 2, that game turned out to be an even bigger critical and commercial success than it's predecessor. Not only did the Playstation port sell over twice the amount that the first game did, Tekken 2 was given several accolades from major video game journalists as among the best video game ever and was the #1 most-played arcade game for several months straight (considering how big arcades were at the time, this was saying a lot). This officially established Tekken as a household name among other big-name fighters such as Street Fighter and Mortal Kombat. The most logical step for Namco to take would be another sequel leaving players waiting as they shit their pants in anticipation for how far Namco can take their new hit series.

Gameplay

Once again Tekken 3 returns with the award-winning 3D combat system from the first games and just when people thought Namco couldn't take things even further, they did. One thing is that the sidestepping mechanic has been fully implemented for every character and they also have several moves that are tied to it including a powerful, inescapable throw from either the opponent's left or right just you can do from their backs. Characters now jump at realistic heights rather than 30 feet like they do in the first two games making aerial more easily controllable. Recovery time when down is now instantaneous keeping the flow of combat constant. The controls are even more tight and fluid, there's more ways counter, and there's even more diverse fighting styles.

Speaking of styles.... most characters from the first two games have been removed so defamiliarization of those games is a must for this game especially since while several characters may share likeness to the one they've replaced notably Jin Kazama (the bastard son of Kazuya Mishima and Jun Kazama), who is like mixed pot between the Advanced Mishima Style Karate and Kazama Style Traditional Martial Arts, they have enough of their own moves to set them apart.

The AI has been toned down considerably from the first two games now providing a reasonable challenge for newcomers and there is no instances of cheap difficulty 
spikes... well, it actually does get harder as you go along but it never feels overwhelming. One could argue Namco may have made it too easy but in any case, it's at least much more adjustable.

Content

All of the game modes from Tekken 2 have returned but the Arcade Mode has a different method for unlocking characters. Instead of playing through it with a specific starting character to unlock a specific hidden character, it's now determined by how many characters you've completed Arcade Mode with and the last character you will unlock is the of course, the final boss... Ogre and then it's transformed state True Ogre. The options for Practice Mode was been extending massively from the last game.

Everything you can do in Practice Mode from Tekken 2 is here but you can make the computer dummy perform various actions such as crouch, guard in standing and/or crouching positions, perform a quick roll while laying on the floor, or even have another player take control. You can also have the computer act as a fighting opponent of varying difficulty (deja vu) and all these are sectioned to three modes called "1P Freestyle" where you can basically do whatever (evident from the title), "VS CPU" where you fight the dummy as if it were an opponent, and "Combo Training" where the game helps you perform more complicated combos. There's a few options encompass the whole Practice Mode such as the "Hit Analysis" which makes the characters green but blinks red whenever they are completely vulnerable and the "Attack Data" like in Tekken 2 only in 3 you can see the total amount of damage both characters have dealt to each other throughout the whole session. Unfortunately, the replay feature is just as unreliable as in Tekken 2 but at least now the game doesn't boot you back to the main menu for keeping it idle.

Tekken 3 introduces a mini-game called Tekken Force Mode of which you select a character and fight your way through a bunch of generic mooks beat 'em up style but with Tekken controls. There's a total of four stages each one ending with a boss depending on the character till the last stage where you fight Heihachi Mishima (except Mokujin). This mode is hella fun and if you manage to beat it three times you will get a chance to fight Doctor Bosconovitch then unlocking him if you win but be careful, because if you lose then it's gameover. You can also gain points based on well you do but they're completely inconsequential.

There's also another a mini-game called Tekken Ball Mode only this is unlocked through completing Arcade Mode with all the starting characters. In this mode you select a character then play against another player or the computer in a game of volleyball but with Tekken controls as well and your goal is to dwindle down your opponent's health by either sending the ball to their side of the court or hitting them with the ball directly. You have the choice of three beach balls (two of which are unlockable)... a beginner ball which can do up to 40% damage, an expert ball which can do up to 60% damage, and a grand master ball which can do maximum damage... the amount of damage that the ball can do is represent through a parameter that builds up from landing successive hits. This only works for certain attacks, however... surprisingly this mode works as well.

For the first time in non-Japanese versions, a mode called Theater Mode will also appear after you've completed Arcade Mode with all the starting characters. Here you watch opening sequences for the game and the endings for the characters you've completed Arcade mode with. If you get all of them, you gain the option to listen to the game's soundtrack (both arcade and remixed) in the music section or load the endings/music of the first two games in the disc section.

Graphics

The graphics just keep getting better and better. The character models and animation are significantly detailed than they were in the first two games plus the backgrounds don't clash so much with them along with the environments like they used to. Unfortunately, there isn't nearly as many unique stages for each character as there are in Tekken 2. With the exception of Heihachi, Ogre, Bosconovitch, and Gon (who is unlocked through Tekken Ball Mode after beating him) all the hidden characters have stages shared with the starting characters.

Sound

The voice work has been given a major overhaul from the first two games with several familiar voices thrown into the mix notably the late Daisuke Gōri as Heihachi Mishima (who voices him from the anime adaptation to Tekken 6 before his passing, rest in peace... champ). They still only make battle grunts (with a few exceptions) but at least now they doesn't awkward as they did previously. The soundtrack however doesn't hold a candle to the one in Tekken 2 but it's still got the great classic arcade synthesized feel to it.... though personally I prefer the arcade tracks over the rearranged tracks here for the most parts.

Aesthetics

The lore behind Tekken 3 isn't as strong as the one in Tekken 2 either but there's still plenty of interest within it. 19 years have past since the 2nd Iron Fist Tournament and Heihachi had reclaimed his throne from his (literally) demonic son Kazuya, who he threw into an erupting volcano (no way that sucker's making it out ali... shit), but something strange has happened. Many of the world's greatest fighters are gone with most of the absences being linked to the ancient being from Mexico named Ogre, who robs fighters of their abilities by attacking them, and Heihachi announces the 3rd Iron Fist Iron Fist Tournament to lore him out (best expect there'd be an ulterior motive behind it). Some of the fighters from the previous tournament have returned (like Nina Willaims who was cryogenically frozen for 19 years and is in search for her lost memories) but a bunch of new faces like the young and innocent Ling Xiaoyu who wants to build the perfect amusement park in China, the loner Jin Kazama who takes over as the main protagonist and wants to get revenge against Ogre for presumably killing his mother, the street punk Hwoarang who wants to settle the score with Jin, and the Brazillian button-mashing capoeira fighter Eddy Gordo who wants to piece together the murder of his father and seek retribution.

Just like the first two games the fighting styles for each character in Tekken 3 is based off real-life fighting styles so real-life martial artists would certainly appreciate the attention to detail. For authenticity sake, Eddy Gordo's animation is notably done using motion capture from a real-life capoeira fighter.

Overall 

While Tekken 3 may not be as aesthetically pleasing as Tekken 2 it's still a substantial improvement where it comes over an already amazing game. Many say this is the pinnacle of the series (it even did the best both commercial and critically) and I can definitely why. The combat is done to near-perfection but even if you're not a huge fighting game nut there's still plenty of other shit to do and it gets just about every single aspect.

Overall, I gave this game a 9.8/10.

Saturday, September 24, 2016

Tekken 2 Review - More than a sequel... one in a million

Release(s):
    March 26, 1996 (Japan)
    August 27, 1996 (North America)
    October, 1996 (North America)
Platform(s): Arcade, PlayStation 
Genre(s): Fighting
Developer(s): Namco
Publisher(s): 

    Namco (Worldwide)
    Sony Computer Entertainment (Europe)
Player(s): 1-2


Image

Overview

Even though the first Tekken game is dated by quite a bit, it was still a great and revolutionary game when it first came out with it's console version being the first Playstation game to ever sell over a million units. The next logical step would be a sequel to refine what worked with the game and fix what didn't.... that sequel came just months after the first game took arcades by a storm. How much can Namco accomplish in that time span? Let's find out.

Gameplay

Tekken 2 returns with the innovative 3D combat system from the first one so just about every mechanic you can think of is here... but don't think Namco just adds in new moves and characters then calls it a day. This game does a lot to improve the solid foundation that the first game had created whatnot with every character having a powerful and inescapable back throw, a counter system that allows you to escape grabs or tackles (a feature that was experimented with in the first game but never fully implemented) by pressing the left or right punch button at the right time, the ability to roll to the side while laying on the ground, and more diverse fighting styles meaning hidden characters are no longer derivative of the starting characters. The controls are much tighter here than the somewhat stiff controls in the first game and running actually has a purpose in battle as you can either bum rush them, stomp on them when they're laying on the ground, do a jump kick, or with the right timing... tackle them to the ground to lay on the beatdown. 

The gameplay still has some issues though... the jumping mechanics are still awkward and the AI's been beefed up significantly. While the first game's AI difficult curve is mostly adjustable (unless you fought Heihachi), Tekken 2's is downright unforgiving to newcomers. 

I ain't playing, this game.. WILL.. OWN.. YOUR.. BUTTHOLE!!! It would input complex button combinations at a rate and consistency that's seemingly impossible for a human player, they guard just about any attack you throw at them, will punish you for any mistake (if possible), and grabs or tackles... don't even consider them as a strategy. They'll counter them all the time and it just gets worse as you progress... but even with that Tekken 2's combat is still a lot more enjoyable than the first game's for the reasons I gave earlier so you'll naturally have the incentive to improve.

Content

All the game modes from the first game have returned but Tekken 2 adds more meat to the bones. Arcade mode still has you select a character then fight 7 of the starting characters then a sub-boss that will depending on the character you play as (which will be unlocked after completing Arcade mode) and the final boss... this time it isn't Heihachi Mishima it's Kazuya Mishima then Devil. After completing Arcade mode you won't be given a record on fast you completed it but you still get treated with an ending for the character you've completed it with even the hidden characters have endings of their own. Kazuya and Roger/Alex do require a special condition to unlock them... the latter you have to beat stage 3 by getting a great (winning a round with 5% health or less) at the last round and the former you will have to unlock all the hidden characters besides him then complete Arcade mode with one of the hidden characters without getting a continue. That's a little better than the first game's method with Heihachi and Devil Kazuya but still more work than necessary.

Tekken 2 also introduces a bunch of game modes that will become staples of the series such as Team Battle mode where you can select up to 8 different characters and either fight against another player or the computer. You still fight one-on-one as always but if you defeat your opponent the current character you're playing as will recover health and if you lose you will play as the next character you have selected.

There is a Time Attack mode which functions just like the Arcade mode except the only thing you have to worry is completing it at the fastest time possible to set a new record and the difficulty setting you have in the options menu doesn't effect it so it's medium by default. One problem I have with this mode is you can't pause it during gameplay so you have to play through it constantly.

There's also a Survival mode where you select a character with only one health gauge which recover after each match and you take down as many opponents as possible without losing for the possibly of setting a new record. It's difficulty is also fixed like the Time Attack mode and unfortunately it carries the same problem of not being able to pause during gameplay.

Last and not least, Tekken 2 adds in a Practice mode which would be rather archaic by today's standards where fighting games practically teach you how they design the game but I'd imagine it being somewhat impressive at the time when practice modes were uncommon. You set the attack data to display total amount of hits you did in a recent combo and a damage ratio to maximize damage. You can also set your initial attacks to count as counter attacks all the time and you can practice combo moves/strings either through reading them from the command list found in the Pause mode (which is in all game modes... thank god) or key displays including the infamous 10-hit combos. You can even replay combo though it's ruined by the fact you can't manually set the recorder to start or replay the record at any time... the game sets the recorder automatically. This mode also demands constant attention as it will send you back to the main menu if you remain idle for too long (damn, what a selfish game!).

Graphics

The character models have been smoothed out and refined considerably from the blocky ones at the first game had plus the animation is even more realistic. The static 2D backgrounds on stages still clash with the rest of the game's graphics though not nearly as much as the first game. Speaking of stages... each character now has a stage unique to themselves right from the ambient Japanese bamboo forest for the mysterious samurai-ninja Yoshimitsu, the desert for the Native American Michelle Change, or the room filled with dark for the final bosses Kazuya and Devil.

Sound

The voice clips for Tekken 2 are recycled from the first game but this time none of the characters other than Armor King, P. Jack, and Kuma share the same voices with other characters and the badass announcer is even more badass. Musically, Tekken 2 is a major step-up from the first game. All the tracks are memorial and are completely atmospheric to every stage (and characters they represent). It's even remixed for the Playstation version... of course, the same can be said for the first game but here they really went the extra mile and... the music for the port is just amazing. It makes you wanna go back to the older times and the sub-boss characters even have their theme even though they're just the tracks reused from the first game, but it's still better than them sharing the same song.

Aesthetics

The story of Tekken 2 takes place 2 years after the story of the first game and the plot thickens. Kazuya had gotten his revenge on his father but as a surprising twist instead of righting the wrongs of Heihachi, he not only continues the corrupt ways of the Mishima Zaibatsu but he takes the evil acts to even greater extremes as he let his hate consume him and the Devil is feeding off from it. Because of his various illegal actions (drug-dealing, smuggling endangered animals, assassination, etc.) several fighters have entered the 2nd King of Iron Fist Tournament to beat him for one reason or another with some new faces to boot, including Heihachi who shockingy survived and wants to reclaim his throne. The best part about all this is the FMV cutscenes aren't nearly as uncanny as in the first game... for the most parts.

Also, just like the first game many of the moves are based on real-life fighting moves giving it a more grounded feel to it than other fighting games, even though it's still clearly exaggerated since most of the fighters are superhuman.

Overall 

Tekken 2 does things in less a year that other game sequels don't in few years or more.... it's a significant improvement from the game that proceeded in almost every way resulting in even greater commercial and critical success. It's also a prime example of an arcade port done right so with that... this game may actually be worthwhile to have in your collection even if you play or own the later Tekken games.

Overall, I give Tekken 2 an 8.9 out of 10