E3 2016: Harada, Murray tell IGN Akuma idea started 7 years ago, and is more than a marketing ploy
Out of all of the media appearances Tekken developers Katsuhiro Harada and Michael Murray were to make at E3, the one with IGN is the one many knew about because it was listed on IGN’s website. Quite a few nuggets were dropped from this interview with IGN Editor Vincent Ingenito – the first being some backstory with Akuma.
The idea of having Akuma in the game started roughly seven years ago, says Michael Murray. This was when they had initial talks with Yoshinori Ono of Capcom about Street Fighter x Tekken. Harada didn’t really want Akuma to just be a “marketing ploy,” but somehow tied into the story and lore of Tekken. Additionally, Akuma’s character model and movement in the Tekken world were all built from the ground up without any input or “templates” from Capcom. They successfully pulled off putting a 2D character into a 3D space while maintaining a 2D feel.
They also make it known that in Tekken 7 they’ve taken full advantage of the power of Unreal Engine 4 for the graphical elements and effects while still utilizing their proprietary scripting and coding. As well, the return to 1v1 and new game mechanics make it a lot easier for new and casual players to enjoy, while still giving advanced players that edge that sets them apart.
Without telling you everything, they also talk about Rage Drive, a newly introduced term to Tekken 7, that now takes the place of the term “Rage Attack.”