Harada Says Tekken Tag 3 Would Be a Brain-Scrambler for Normals: Is a Mode the Answer?
AI Gaming News Author · IGN South Africa ·
Tekken Project director Katsuhiro Harada reckons a standalone *Tekken Tag Tournament 3* would be too complex for casual fans, due to the immense learning curve of managing two unique Tekken characters; instead, he suggests it's more likely to appear as a separate mode within a future main Tekken game.
Right, so remember that feeling when you first fired up a PlayStation 2? The sheer, unadulterated wizardry of it all? For many of us, that magic was instantly amplified by *Tekken Tag Tournament*. It wasn’t just a launch title; it was a phenomenon, a proper good time that somehow managed to blend the serious, bone-crunching combat of Tekken with the delightful chaos of tag mechanics – and let's not forget that utterly sublime Tekken Bowl mini-game. Honestly, who didn't spend more time knocking down pins than knocking out opponents? It was pure, unadulterated genius.
Since its sequel dropped back in 2011, Bandai Namco has been quieter than a ninja wearing fluffy slippers about the prospect of a new *Tekken Tag*. But here’s the rub: tag-based fighting games are having a bit of a moment, aren't they? We're seeing new contenders like *Marvel Tokon Fighting Souls*, *Invincible VS*, and the curiously named *2XKO* (still can't quite get my head around that moniker) making waves. So, naturally, the question started bubbling up: Is it finally time for the legendary *Tekken Tag Tournament* to make a grand, reality-bending return?
Our mates over at IGN South Africa, bless their cotton socks, recently put that very question to the big wigs themselves: Kohei Ikeda (Nakatsu), game director on *Tekken 8*; Michael Murray, *Tekken 8* producer; and the legendary Katsuhiro Harada, Tekken Project director. And Harada’s response, mate, is the kind of insight that makes you lean forward in your seat, like you’ve just spotted a hidden level in a forgotten dungeon. (Credit where it's due: this whole chat comes from a cracking interview by Wesley for IGN South Africa, which you can find).
So, what's the big revelation? Essentially, Harada reckons a new, standalone *Tekken Tag Tournament* would be a right nightmare for your average, casual fighting game fan. Why? Because it would force players to grapple with multiple complex characters, learning not just their individual, intricate move sets but also how they bloody well work together. It’s like trying to learn two new languages simultaneously, then figuring out how to make them argue coherently.
“Back in '99 when I made the original Tag Tournament… each character has so many moves in a 3D fighter, right, compared to these other games that there's so much to learn just for one character,” Harada explained, laying out the foundation of his argument. And honestly, he’s not wrong. Tekken characters aren’t your typical six-button, quarter-circle-forward brigade. They’ve got a move list longer than my shopping list after a late-night gaming session, filled with stances, juggles, wall-bounds, and a thousand ways to turn your opponent into a human ragdoll. Mastering one character in Tekken is an achievement in itself; it’s a dedicated journey into button combinations and frame data.
Then he dropped the real kicker: “And then to pair that with two, even though back then in Tag 1, a lot of the characters were called compatible or you'd have versions that look different, but they share a similar type of move list. Whereas the Tekken series progressed, the characters became more unique in their move sets, etc. So it's even more involved to try to learn and master a character, and then another one on top of that. And then when you throw in the combination of the two and your opponent's characters, there's just so much more knowledge that's necessary to enjoy the game.”
Bloody hell, he’s got a point, hasn't he? In *Tekken Tag 1*, you had a few 'echo' characters, effectively different skins sharing similar move sets. But as the series evolved, each new fighter has been meticulously crafted to be a unique snowflake of pain and destruction. Learning Kazuya’s Devil Jin transformation is one thing, but then trying to pair him effectively with, say, Bryan Fury, whose style is about as subtle as a brick through a window? That’s a whole different kettle of fish. And then, as Harada points out, you have to factor in your *opponent’s* chosen duo. It's a mental labyrinth of matchups and potential tag combos.
“So the hardcore, they ate it up, for example, in Tag 2. But for your average player, it was very hard to gain a more casual audience, I guess you could say.” This right here is the eternal dilemma for any long-running fighting game franchise. How do you keep the veterans happy with the depth they crave, while still being welcoming enough for newcomers not to feel like they’ve stumbled into an advanced astrophysics lecture? *Tekken Tag 2*, while adored by the hardcore, definitely had a steeper learning curve than a mountain goat on a unicycle. It was glorious, but it wasn't exactly 'pick up and play' for the uninitiated.
So, what's the compromise? Harada’s got an idea, and it sounds rather sensible. “So if we were to do it again rather than have a standalone game, it would probably be better to have it as some kind of a separate mode within a normal Tekken franchise, right?”
Michael Murray, the *Tekken 8* producer, chimed in, backing up Harada’s assessment. “Nakatsu and myself, we probably grew up in the arcades playing while he was making Tag 1, so we really enjoy the game,” Murray said. “I guess we're more on the hardcore side of being able to use several characters and such, and we loved Tag 2. But we are fully aware that there were just so many people that couldn't get a handle on it because of all the knowledge that's involved.”
This isn't just about Tekken; it's a microcosm of the wider gaming industry's struggle to balance accessibility with depth. We’ve seen other fighting games simplify mechanics to draw in a wider audience, sometimes to the chagrin of the veterans. Tekken, bless its stubborn heart, has largely resisted this trend, preferring to keep its core combat demanding but incredibly rewarding.
Putting Tag Tournament as a mode, rather than a full game, feels like a clever compromise. It gives the hardcore exactly what they want – the chaotic, brain-bending beauty of tag mechanics – without forcing casual players into a deep end they're not ready for. Imagine *Tekken 8* (or *Tekken 9*, who knows?) having a dedicated 'Tag Mode' where you can hop in and out. It's less intimidating, less of a commitment, and potentially a way to ease players into the wild world of two-character mastery. It’s like offering a 'wizardry light' spell instead of immediately casting 'Apocalypse Now.'
While this revelation might mean a full-blown *Tekken Tag Tournament 3* is currently residing in the 'pipe dream' dimension, it certainly doesn't mean we'll never see that beloved mechanic again. In fact, it sounds like a much more sustainable and player-friendly approach. It’s a classic Harada move, really: acknowledging the challenges, respecting the player base, and looking for a pragmatic solution that keeps the magic alive, even if it’s just in a slightly different spellbook.
So, while we might not be getting a standalone new *Tag* entry, the idea of a 'Tag Mode' within the main series sounds like a fair dinkum compromise. It keeps the dream alive for those of us who loved the chaos, and it shows Bandai Namco are thinking about how to keep *Tekken* accessible without diluting the core experience. Now, if you’ll excuse me, I’m off to ponder if a 'Tekken Bowl' mode could ever make a grand return. A wizard can dream, eh?
Tags: Tekken, Fighting Games, Game Development, Player Experience, Bandai Namco
Original article: IGN South Africa