Points From An Interview With Harada

Katsuhiro Harada was interviewed during a Tekken Tag Tournament 2 show in Taiwan. He talked mainly about the TTT sequel, however, he also mentioned the upcoming crossovers by Namco Bandai and Capcom. Check out the rest of the entry for points taken during the interview.

• TTT2’s Character roster is still pegged at 44 (biggest roster yet in Tekken).

• Jun Kazama is mentioned, and once again Harada clarifies that officially Jun was never considered ‘dead’, but ‘missing’.

• Tekken Tag 2’s graphic quality is much better than that of Tekken 6. Improvements include more detail in facial expressions, musculature in character models, shader effects and other extensive treatments (talk about Extreme Makeover!). In terms of polygons used, TTT2 uses 1.5 more than T6 did.

• The version shown in the Taipei Expo is not the latest version (maybe the AOU build) and has some slowdown. The final version will have no slowdown in play.

• The game is about 70-75% complete, but development was delayed due to the recent earthquake.

• Harada reveals that the game may have an Autumn 2011 (October) release for areas outside Japan.

• TTT2’s story is, once again with feeling, non-canon.

• Harada still won’t speak about a console version since the arcade game isn’t out yet, but a home translation is something to look forward to afterwards.

• Progress on SF x Tekken is (to Harada’s estimation) 50%, while Tekken X SF is at 0%(!) since the Tekken devs are concentrating on TTT2.

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13 thoughts on “Points From An Interview With Harada

  1. I heard a while back that Harada was planning on having console-exclusive characters. I hope that this is false. It’s acceptable when the exclusive characters are guest characters, as with Soul Calibur, but not otherwise. TTT is all about being able to play EVERY character; Having console-exclusive characters kinda defeats the purpose.

  2. I’m really skeptical they’ll be able to pull TxSF off. The Tekken system is nowhere as simple as SF’s. The combos in SF as just a combination of normal attacks while T’s have NCs and NCcs. They’d have to assign frames. Then, there’s the projectiles. They’d have to do that for a SF roster roughly the size of T’s, which currently stands at 40~ish, or else they’ll have to omit some Tekken characters to make the roster even between the two games. The work needed is just biblical.

    1. exactly, making a 2D fighter into a 3D one is one hell of a work.
      though i still hope it works out.
      bout the roster, each side only need a few representative, you don’t need everything to make a crossover game imo.

      1. There already were 3D Street Fighter games. Not very GOOD ones, but you can use the basic design as a template.

  3. • Harada still won’t speak about a console version since the arcade game isn’t out yet, but a home translation is something to look forward to afterwards.

    s that 4 the tag assault too?

  4. ops! I pasted the wrong one.

    • The version shown in the Taipei Expo is not the latest version (maybe the AOU build) and has some slowdown. The final version will have no slowdown in play.

    is that 4 the tag assault too

  5. If you ask me, the characters’ bodies seems to be exactly the same as in T6, only the faces have changed. Also the character select portraits are still from T6, but I guess that’s subject to change. I’m also feeling a little bit dissapointed if what we see now is the final roster. I mean, T.Ogre, but no regular Ogre?

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