Hoshiguru

127 posts

Hoshiguru

Hoshiguru

@hoshiguru

Katılım Temmuz 2020
191 Takip Edilen4 Takipçiler
Mirage | Spag
Mirage | Spag@SpaghettiRip·
Any guesses on the Winter DLC character for TEKKEN 8?
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Hoshiguru
Hoshiguru@hoshiguru·
@Domtendo Aber ansonsten war es gut, waren nur meine Kritikpunkte
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Hoshiguru
Hoshiguru@hoshiguru·
@Domtendo Ich finde der Film hat zu wenig Mario Galaxy Inhalte obwohl es ein Mario GALAXY Film ist . Die planeten die wir besucht haben waren ziemlich generisch und sahen oft nach der normalen Overworld aus. Auch Rosalina und die Cameos hatten meiner Meinung nach nicht viel Screen Time.
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Domtendo
Domtendo@Domtendo·
Die Scores für den Super Mario Galaxy Kinofilm sind wie der Film selbst: A wild Ride.
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Nicholas Light
Nicholas Light@NicholasLight·
What Anime do I NEED TO watch next?
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Hoshiguru
Hoshiguru@hoshiguru·
@tk_Sol_Naciente I'm not sidestepping in a game with homing moves are you fucking insane
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WolfMarker
WolfMarker@WolfMarker·
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Katsuhiro Harada@Harada_TEKKEN

I’d like to share that I’ll be leaving Bandai Namco at the end of 2025. With the TEKKEN series reaching its 30th anniversary—an important milestone for a project I’ve devoted much of my life to—I felt this was the most fitting moment to bring one chapter to a close. My roots lie in the days when I supported small local tournaments in Japanese arcades and in small halls and community centers overseas. I still remember carrying arcade cabinets by myself, encouraging people to “Please try TEKKEN,” and directly facing the players right in front of me. The conversations and atmosphere we shared in those places became the core of who I am as a developer and game creator. Even as the times changed, those experiences have remained at the center of my identity. And even after the tournament scene grew much larger, many of you continued to treat me like an old friend—challenging me at venues, inviting me out for drinks at bars. Those memories are also deeply precious to me. In recent years, I experienced the loss of several close friends in my personal life, and in my professional life I witnessed the retirement or passing of many senior colleagues whom I deeply respect. Those accumulated events made me reflect on the “time I have left as a creator.” During that period, I sought advice from Ken Kutaragi—whom I respect as though he were another father—and received invaluable encouragement and guidance. His words quietly supported me in making this decision. Over the past four to five years, I’ve gradually handed over all of my responsibilities, as well as the stories and worldbuilding I oversaw, to the team, bringing me to the present day. Looking back, I was fortunate to work on an extraordinary variety of projects—VR titles (such as Summer Lesson), Pokkén Tournament, the SoulCalibur series, and many others, both inside and outside the company. Each project was full of new discoveries and learning, and every one of them became an irreplaceable experience for me. To everyone who has supported me, to communities around the world, and to all the colleagues who have walked alongside me for so many years, I offer my deepest gratitude. I’ll share more about my next steps at a later date. Thank you very much for everything. 【Postscript】 Although I will be leaving the company at the end of 2025, Bandai Namco has asked me to appear at the TWT Finals at the end of January 2026, so I expect to attend as a guest. For 30 years I kept saying, “I’ll do it someday,” and never once performed as a DJ at a tournament event. So instead, I will be releasing—for the first and last time—a 60-minute TEKKEN DJ-style nonstop mix (DJ mix), personally edited by myself, together with this announcement. Listening to it brings back many memories. Thank you again, sincerely, for all these years. ‘TEKKEN: A 30-Year Journey – Harada’s Final Mix’ by Katsuhiro Harada 1 is on #SoundCloud on.soundcloud.com/pEYofA4yXOwyC7… December 8, 2025 - The Final Day of TEKKEN’s 30th Anniversary - Katsuhiro Harada [日本語版 (Japanese version)] このたび、2025年末をもちまして、私はバンダイナムコを退職することにいたしました。 長く携わってきた『鉄拳』シリーズが30周年という大きな節目を迎え、ひとつの区切りとして最もふさわしい時期であると考えたためです。 私の原点は、日本のゲームセンターや、海外コミュニティの小さな講堂やコミュニティセンターで、まだ小規模なトーナメントをサポートしていた時代にあります。 アーケード筐体を自ら運び込み、「鉄拳もぜひ遊んでみてほしい」と声をかけながら、目の前の参加者と向き合った日々。 あの場で交わした言葉や空気が、私という開発者の核を形作りました。 時代が変化しても、あの経験が自分の中心にあります。 そしてトーナメントシーンが大きく成長した後も、皆さんは旧知の友人のように私に声をかけ、会場で対戦したり、バーで『一緒に飲もう』と誘ってくれました。 それらもまた、大切な思い出です。 ここ数年間、私生活においては友人達との死別があり、仕事においては、私が尊敬する多くの先輩方の引退や逝去に触れてきました。 そうした出来事の積み重ねが、私に『開発者として残された時間』について考える契機を与えました。 その過程で、私がもう一人の父親のように敬愛する久夛良木健さんにも相談し、貴重な助言と励ましのお言葉をいただきました。 この言葉もまた、今回の決断を静かに後押しするものとなりました。 そして、この4〜5年をかけて私の担ってきたすべての業務やストーリーや世界観、そして責務をチームに段階的に引き継ぎ、今日に至ります。 振り返れば、VR作品(サマーレッスンなど)や『ポッ拳』、ソウルキャリバーシリーズをはじめ、自社他社問わず数多くのプロジェクトに携わる機会に恵まれました。 いずれのプロジェクトも新しい発見と学びに満ち、かけがえのない経験となりました。 これまで支えてくださった皆様、世界中のコミュニティの皆様、そして長年ともに歩んできた仲間たちに深く感謝申し上げます。 次の歩みについては、改めて皆様にお伝えいたします。 これからも、どうぞよろしくお願いいたします。 +あとがき 2025年末をもって退職致しますが、2026年1月末のTWT FINALには顔を出してほしいと会社からお願いされていることもあり、FINALにはゲストとして顔を出すと思います。 これまで30年間『いつかやるよ』と言い続けてやってこなかったトーナメントイベントでのDJですが、その代わりとして“最初で最後のDJ風60分ノンストップ鉄拳ミックス(私による初編集DJ mix)”も、今回のポストに合わせて公開します。 ‘TEKKEN: A 30-Year Journey – Harada’s Final Mix’ by Katsuhiro Harada 1 is on #SoundCloud on.soundcloud.com/pEYofA4yXOwyC7… 様々な思い出が蘇ります。改めて皆さんありがとうございました。 2025年12月8日 - 鉄拳30周年最終日 - Katsuhiro Harada

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Bullrage
Bullrage@Bullrage_·
MainMainSwe Blocked me for using this custom fit for Miary zo...🤣
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2XKO Intel
2XKO Intel@2XKOIntel·
‼️ 2XKO GIVEAWAY ‼️ In collaboration with QoR Gaming, we’re giving away an Arcane Ultra Starter Edition ($99 value) bundle for ONE lucky winner! 👍 Like + Retweet 🏃‍♂️ Follow @2XKOIntel + @QoR_FGC 💬 Comment the champion you want in 2XKO! 📅 Ends October 20th
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Hoshiguru
Hoshiguru@hoshiguru·
@VolSkimmer I cant tell if she goes into fullcrouch or into stance after the wall jump
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Katsuhiro Harada
Katsuhiro Harada@Harada_TEKKEN·
This little chameleon just follows MiaryZo around on its own, but I’m going to ask for name suggestions. Or maybe I’ll ask the Madagascar community @TekkenMadagasc1 what name would be best. If there’s anything you want to know about Madagascar, you should ask them too (@TekkenMadagasc1 ). I stayed there and learned a lot from them myself.
{ FRIKI } Tekken is Healing@tk_friki

@Harada_TEKKEN @mykeryu @nkt_dreamer Does this little guy have a name? SO CUTE! 😍

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shawn 🏅 .
shawn 🏅 .@Ruenaan·
Tekken 8 is so funny, you sidestep the right way and you think it's your chance to hit but the character just realigns and hits you
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Hoshiguru
Hoshiguru@hoshiguru·
@Harada_TEKKEN I've only read the first half and overflew the rest of it. But can't we just ignore the world building aspect of the character? I mean you could've just added Heihachi without including him in the story dlc just like how SNK did with Geese.
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Katsuhiro Harada
Katsuhiro Harada@Harada_TEKKEN·
Since it's a bit long, I'll use AI translation (please bear with me if the nuance changes slightly). This is only my personal opinion, though. On this point (by "point" I mean the selection of playable characters), as a rule we choose the roster based on the following several factors (and I will repeat: not on a single factor, but on several. The order of items does not indicate priority. Nor are these criteria absolute; rather, they are simply points we keep in mind, and we are not calculating and deciding in a strictly quantitative way. Unless I explain this nuance, some people will jump to conclusions based on their preconceptions and complain, so I have stated the premises in as much detail as possible in advance). "Character popularity" (there are several ways to compute this data, and one of the biggest components is user requests) "Character usage rate (including not only the previous title but also series-wide statistics)" Popularity and usage rate come from different data sources and mean different things. "What the developer considers necessary for TEKKEN’s worldbuilding (story, visual uniqueness, etc.)" "What the developer believes can introduce new gameplay or mind-game concepts (for example, a martial-arts style)" "Other, inspiration (we are developing because we have creative drive in the first place)" I'm not saying these are exhaustive, but roughly speaking we select characters by considering elements like these. TEKKEN is a game and also a product, so marketing aspects like the first two items are reflected as well. Whatever the case, as I have said many times here over the past several years, for us every character is like our own child. Therefore, we would like to include every single character, but I believe everyone understands that various constraints arise. If there were 70–80 characters right from the start, then in a game like TEKKEN with a large number of moves, matchup preparation would explode into a massive number of combinations, and dissatisfaction would spread that there are simply too many characters to handle. Of course, having too few characters would be boring as well. Furthermore, regarding the cost of character creation, in TEKKEN the costs are far higher than in other titles, including the number of moves and customization (we also have data that supports this). Therefore, beyond costs, there are also hard physical limits, including production-schedule constraints. Even so, when you compare the number of characters in the default roster at each title’s launch, TEKKEN is on the higher side; it is therefore clear that our lineup and total count are not fewer than others. On that premise, when we select characters, the above criteria are merely references. Whether a character—who is like our own child—is female or male, an animal or a robot, an alien, or a being beyond human understanding—Devil, Ogre, Angel, Jinpachi with a mouth on his stomach, a vampire, a succubus, and so on—is a "trait of each character" and not an absolute determinant for selection; it is separate from the selection criteria. If, as you suggest, "using the ratios of 'traits of each character' as a standard" or "adjusting ratios equally based on specific criteria," then when we receive a request such as, "The treatment of animals is far too little. The animal category should be represented according to a ratio computed from the overall percentage (or from the standpoint of equality, animal characters should be set at XX%)," should we then include animal characters at, say, one-half, one-third, or one-quarter of the total? "Then please make robots the same ratio," "The ratio of vampires (succubi) like Eliza is far too low," "The ratio of robots is far too low," "Why are extraterrestrials a minority?" In response to such requests or logic, am I supposed to say, "Very well, we will create and include all characters strictly based on ratios"? After all, this is a wholly fictional world we have created, so all of its rules differ from our real society. Conversely, if someone were to take standards from the real world and say, "Please make the fictional game world match every ratio found in reality," that could be even more problematic (for example, there are many global statistics and papers, but data on the gender ratio of fighters and on the share of men and women in combat-sports competitions show that on average the male-to-female ratio is about 7:3, with women around 27%, and even in combat-sports with higher female participation the number is less than half of men. If someone then said, "Using that as a real-world standard, please select the characters who enter The Iron Fist Tournament," everyone would ask, "Why are we basing this on the real world?" and get angry). To be clear, this example is only one facet, and I do not consider it a good example. I simply want to say that trying to apply real-world value judgments to a creation set in a fictional world—"let’s determine some in-world ratios or rules using real-world standards"—tends to spiral into the kind of sterile debate I just illustrated. As a request, it is not straightforward, so could we refrain from that? By the way, "I became a TEKKEN fan because I think the presence of animals is unique to TEKKEN. Please add more animals!" We do receive requests like this, and I find them easy to accept; the project staff also tend to say, "We definitely want to answer that request—let’s finally bring in SAKE (salmon) or an ostrich, ideas we’ve tried many times before but that were rejected!" This is simply because we can tell it’s what fans want. However, if such a request is framed in terms of "the appearance ratio of animals in TEKKEN," "the return rate of animal characters," or "some standard or value from real society," it triggers debates about "how we should interpret that request," which makes it very hard for the creators to accept. At Comic-Con and eSports events we receive many requests from many fans. For example, from female fans we are often told, "Please add more super-muscular characters!" (I basically log the requests I receive on that day, so this is not just an impression; it is clearly frequent). From male fans we often receive requests about martial-arts styles, or about female characters who have not yet appeared; from pro-wrestling fans we continually receive requests about "moves"; and from anime/manga fans we receive requests about guest characters. But according to my memory and notes (report logs), I have almost never been told anything about ratios at such events (perhaps once or twice in the past 30 years). On the other hand, I have received comments like "There isn’t enough pro wrestling in TEKKEN!", "I think we could use one more boxer (not a ratio argument)," "There’s too much Chinese martial arts! (Actually, it's not that many)," or "There are too many Japanese characters, especially the Mishimas! (but given the Mishima family’s world, that’s to be expected, right?)." Of course, we often get "Please add more male characters!" and "Please add more female characters!" However, we almost never receive requests that imply aligning things by "ratio" or "percentage." Therefore, as in the earlier example, "Please add a few more" is something we can intuitively understand and accept; and if you simply say, "I like XX, so please include it," we can avoid descending into debates about the definitions and essence of ratios or percentages. That is my honest feeling as a developer (and yes, that was my honest opinion). Well, to put it simply, this is not a rebuttal (I am not denying your opinions or requests; I understand the essence of your request). It is merely advice—"If you want your request to resonate with game developers, this is the way to put it!" This is only my personal opinion, though. In any case, stating your personal likes and dislikes plainly resonates with developers more than lining up a set of justifications (and yes, I realize I’m contradicting myself by explaining that with a long list of justifications—lol).
Let Ladies@LetLadies2

@TEKKEN Happy Bday Jun! We need more women in the game #TEKKEN8! @Harada_TEKKEN Why only 30% of the characters in the game are women?! Why you bring back only 53% of the females from Tekken 7 compared to 75% of the Tekken 7 males?! Where's Kunimitsu, Julia, Josie, Kazumi, Katarina?

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Hoshiguru
Hoshiguru@hoshiguru·
@Harada_TEKKEN Is this a teaser for snake as the next guest character?👀👀👀
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Katsuhiro Harada
Katsuhiro Harada@Harada_TEKKEN·
Amazing, the history of TEKKEN merchandise is all lined up. I heard Kojima-san also came to see it. Looking closely at the video, there’s actually one or two pieces of merchandise that even I don’t remember lol
𝕃𝕆𝕍𝔼ℝ𝟚𝟘𝟚@Marvelous_Sul

The iron fist history is officially finished :( I took this video for whoever couldn't come and see it. Ggs ✨✊ @TEKKEN @Harada_TEKKEN @mykeryu @MarkMan23 @ewc_festival @EWC_EN

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Hoshiguru
Hoshiguru@hoshiguru·
@ArmorKingTV21 Kaz + any mishima (i'm a mishima main) Anna + nina (top tier abuser) Lee + bryan (CH Duo) Kaz + lee (my mains with different archetype)
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Armor King (ArmorKingTV21/Lord Beerus)
Gotta ask now, if #TEKKEN8 were to add a Tag Mode, who would be your main teams with the current roaster? Here's mine!: Armor King + Reina Armor King + King Armor King + Kuma Reina + Heihachi King + Kuma Armor King + Heihachi Armor King + Dragunov King + Dragunov
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Hoshiguru
Hoshiguru@hoshiguru·
@VolSkimmer I'll call it: She will get an stack/install system like eddy by crowd cheers. Earn crowd cheers by hitting an 8 or more hits combo
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Hoshiguru
Hoshiguru@hoshiguru·
there's the X clip you wanted aladdin
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Dantes
Dantes@doaenel·
I am a Retard.
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Hoshiguru
Hoshiguru@hoshiguru·
@kilianXO Das passiert andauernd auf r/place, nicht nur mit der lgbtq flagge
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