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triangletyler
596 posts


@haiyaex @Aligg2508 Can't wait to give it a try! Game looks sick.
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@Aligg2508 it's gonna be available on our itch page! i will be posting a link to it later. Overture, the complete first chapter experience that we've been working on, will be uploaded to our steam
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@ushizou001 Very awesome Libra! The cloth folds are so nice!
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triangletyler รีทวีตแล้ว

New「RISINGSUPERBLOG」Post!
REVIEW - Kunitsu-Gami: Path of the Goddess
Having finished the PS5 version multiple times, taken the Switch 2 version for a spin, and run through the new expansion, I'd like to talk about why you must still play Kunitsu-Gami.
risingsuper.blog/2025/06/18/rev…
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Oh, how cute! Everyone, please send more photos of your pets (I already have lots of photos of bears, pandas, and kangaroos, so I don't need those).
SeanHiruki 🎃👻💀@Seanhiruki2
@PoltFan69 @Harada_TEKKEN Can confirm. These two are form the same litter. Got the orange boy first because his sister was sick with cold and he wouldn’t stop meowing until she finally came home
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@hariri0903 Very inspiring designs! The robot paws are so cool!
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@pabl0KM HQRubbish, who posted it was probably the animator. I think they also do visuals for their own video essays as well as Theory Fighter’s videos too.
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who made this? where is this tekken x jet set mash from?
Rubbish@HQRubbish
Still can't believe they never released the Tekken Trick game, we can't have anything can we?
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Since the topic of About Ki Charge and other system updates came up, I’ll make a comment.
I understand that there are various opinions. However, at the time of writing this, players have not yet had the chance to play the updated version of the build. So, we would really appreciate it if you could try it out after the update goes live—spend some time playing or competing in tournaments—and then share your feedback with us.
With that in mind, please feel free to send any opinions or criticism to me or Michael. We won’t be replying to every message, but we do read pretty much all of them.
I will share that feedback with the team, and of course, I have full trust in the new generation of game designers and have left everything in their hands.
As I mentioned in the recent TEKKEN TALK, back in the day, Michael and I started the method of revealing content little by little at community events, and the community came to expect that. However, nowadays, people’s needs have changed, and it’s clear that more people want all the content to be revealed in a single announcement on social media or official sites. (Though there are still many strong opinions preferring the opposite.)
In this way, generational shifts among players are also progressing, and values are changing. Until now, I’ve responded to these kinds of changes in various ways (and that’s precisely why TEKKEN has continued for 30 years without interruption). But this time, I was slow to notice the change in needs regarding how content is announced, and beyond that, I can clearly feel that my own “sensors” for detecting change have dulled (Yes, precisely because I'm aware of that myself, I’ve already been transferring a lot of decision-making authority to the next generation over the past few years. I want to make sure the good things are credited to them, and on the other hand, any criticism or feedback is something that Michael and I take upon ourselves. By doing so, I am steadily and intentionally labeling myself as an old relic or stick-in-the-mud, and—taking my age into consideration—I'm actually accelerating the day I’ll be pushed out by everyone. And that, in a good way, is something meaningful for all of us and tekken community.).
That’s exactly why, as I’ve also said in previous programs, I’ve entrusted almost everything to the next generation dev members—and I trust them.
Above all, as everyone knows, this is the first TEKKEN to be released simultaneously worldwide on console without two years of arcade release and operation. This is a fact that has surprisingly been overlooked this time, and it’s probably the part that sets this title apart from previous entries in the series more than anything else.
TEKKEN 8 can be seen as part of an ongoing evolution, and there’s still plenty of room for it to change based on your feedback—just like how every arcade version in the past evolved without exception.
Of course, there are times when we reflect the community’s requests and opinions as-is, and times when the "development side makes new proposals" (Well, I went a bit too far back during TEKKEN 4. But since then, nothing quite that extreme has happened again). That part hasn’t changed from the old days, in a good way.
The fact that games are updated and undergo many changes is also just as it has always been. So, I really hope you will share your opinions after actually playing the updated game.
By the way, the reason KI Charge was first introduced is a bit far from what people imagine.
Come to think of it, it’s actually kind of surprising that the KI Charge mechanic hasn’t been updated until now.
Back when we were developing TEKKEN 3, the game systems were being scripted by just two of us: myself (as the game director at the time) and a senior colleague. One day, around the halfway point of development, the lead programmer, Y-san, said:
“Harada, of course sidestepping is a new system, and low parry is also a new system—but I’m still not satisfied! We need to put in even more new systems! Like, for example, something where you power up by psyching yourself up…”
That’s what he said.
And I scripted that system the same day.
Back then, that’s just how we put systems together. As for KI Charge, I added it simply because I wanted Y-san, the lead programmer, to feel more motivated about work. Looking back now, it’s like, “What the heck?!”—but that’s how it was back then.
And to go further, the system where Bryan can connect moves after his Taunt—which is now considered standard—that was also something I personally implemented, but at the time, I never imagined it would become what it is today.
I created it purely as a performance element to express Bryan’s personality, with no relation to match balance or mind games. I just thought it would be more fun if you could cancel it at any time during the Taunt.
But some time after the title was released, Bryan’s Taunt was being used in ways I never expected.
I panicked. I wanted to fix it right away, but at the time, it was the height of the arcade era, and we couldn’t do online updates.
So I tried to fix it in the next version six months later or in the console version release.
But when I spoke to players at arcades and tournaments about it, everyone was strongly opposed.
They all interpreted it as a “Official system.” I was shocked. I really wanted to explain, “No, that was just a bonus feature with no real purpose—it’s not a system, and I just scripted it wrong…” But I held back and left it in place.
Both KI Charge and the Taunt were systems that were added under those kinds of circumstances. They were introduced in ways that, to be honest, could rightfully have been criticized (or in the case of Taunt, unintentionally introduced).
But I believe it’s okay for those things to evolve into different proposals over time, or to change according to the needs of the players, or even to lead to unexpected developments.
Sometimes features that weren’t carefully designed or were introduced poorly are accepted.
Other times, carefully planned features are not.
Compared to the past, where arcade versions were updated repeatedly before a console release, the current situation—where the game is released worldwide simultaneously on console—is completely different.
I know there are many opinions. And above all, opinions reach us so much faster than in the past. I mean, people are already sharing opinions about a version of the game they haven’t even played yet. From the perspective of someone who used to write system scripts back in the day, it really feels like we’re living in an amazing time.
Anyway, the large-scale tuning of Season 2, the addition of new arts, and the system changes are all part of a free update—so please try playing it for a while, and then share your feedback again.
Thank you.
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