![]() This takes the characters out of the fighting ring and puts them into a side-scrolling fighting adventure. In an attempt to add some variety to the game, Namco added a Scenario Campaign story mode. You can play like someone who knows what they are doing by pressing a specific pattern of buttons, or you can be one of those players who mashes down on any combination of buttons to unleash a fighter’s special moves. Since this entire mode is simply an add-on for an already substantial fighting game, Tekken 6 has a lot going for it when it hits store shelves worldwideandai at the end of October.The game play is quite similar to previous "Tekken" titles. Even better is the co-op play: Going alone means dragging along a less-than-intelligent CPU partner, but playing with a friend could be quite amusing. ![]() Ultimately, that's the campaign mode: not especially challenging (based on what was shown at TGS) but surprisingly fun. The first stage of the demo contains a large Gatling gun that delivers an entirely unnecessary level of firepower given the fragility of your opponents, but there's a certain feeling of giddiness that comes from mowing them down so easily. Defeated enemies drop score-building collectibles like eggs, baby chicks and treasure chests, while certain crates can be smashed for new weapons. The enemies are quite weak, and can easily be juggled two or three at a time if you get them in the right spot. The view was wide-open and not nearly as tight as previous games' scenario modes, and the sunny background was a definite step up from the sterile hallways of Tekken 4's Tekken Force or Tekken 5's Devil Within. In the level I saw, I was able to choose any character from the full roster and then run along a pier turning corners as a camera tracked my character's movements. This "scenario campaign" is much more impressive than the ones seen in Tekken titles past. ![]() A beat-em-up requires a greater range of motion to evade enemies and hazards. Fighting games purposefully restrict movement to keep the combatants on a single plane and open up the joystick for inputting complex special move commands. But there's also the question of how to change the controls. I suppose it's a question of resources, as designing levels to explore and enemies to fight must be a significant task. ![]() As a huge fan of genre classics like Final Fight, I'm not sure why more fighting games don't do this. ![]()
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