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Tekken 7 Stages

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Post by CFW January 23rd 2015, 5:49 pm

I'm just trying to figure out why there have only been 6 stages revealed so far. IDK I'm not mad just wonderin'.

Tekken 7 stages:


1. Jungle Outpost

Tekken 7 Stages Untitl12


2. Forgotten Realm 

Tekken 7 Stages Untitl13

3. Twilight Conflict

Tekken 7 Stages T7_cit10

4. Mishima Dojo

Tekken 7 Stages T7_hon10

5. Souq

Tekken 7 Stages T7_sau10

6. Arctic Snowfall

7. Dragon's Nest 

8. Devil's Pit


Updated Mar/17/2015


Last edited by CFW on March 17th 2015, 11:19 pm; edited 5 times in total
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Post by Delayne January 23rd 2015, 6:05 pm

Those are all very boring.
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Post by CFW January 23rd 2015, 6:10 pm

truuuuu

They look better in that trailer, this is why I'm saying we need screens like real soon. :/
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Post by Meleenium January 23rd 2015, 10:10 pm

Does Italy even have ancient ruins?
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Post by CFW January 23rd 2015, 10:56 pm

IDK exactly what the stage is, I was just guessing it's Italy because that's what comes to my mind when I think of old architecture 

Could even be in Africa or the Middle East IDK im not a doctor
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Post by Bosca January 23rd 2015, 10:58 pm

Have you not heard of Pompeii?
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Post by CFW January 23rd 2015, 11:02 pm

Bosca wrote:Have you not heard of Pompeii?

That's what it reminded me of, but I could be wrong.
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Post by Meleenium January 24th 2015, 2:58 am

CFW wrote: 
IDK im not a doctor

ahh
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Post by Via Purifico January 25th 2015, 3:27 pm

The stages need a revamp. The only nice looking one so far is the new york stage. 

It's like Harada wants to ignore even the good parts about Tekken 4.
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Post by CFW January 25th 2015, 3:47 pm

What was good about Tekken 4? I know there were wonky stages which screwed over the game, but I don't really remember much from it besides the great character designs. 

Tekken 5 DR had the best stages, the fact that all the stages included simple variations made a huge difference and it sucks that this game is gonna be stuck with big square stages AGAIN.

I don't mean to compare apples to oranges here, but I gotta say comparing this to SCV it's glaringly obvious that SCV had a better stage design plan going on. 

There's no stage variety anymore. None that changes sizes unless you get a floor break into another square shaped stage, no interesting shapes like long hallways or smaller stages. The stages so far aren't even lively. Really only the stage that seems so have life is the snow stage.

Might be my least favorite stage design so far. Hoping for some better ones in the latest build at Tekken Crash. I'mma stop blaming this on Harada and start blaming it on the Tekken team.
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Post by Alisassy January 25th 2015, 5:36 pm

The main issue stages in T4 had were the hills. Messed up combos or provided too much of a benefit in some cases. It also didn't help that it was Tekken's first game with walls and it has a completely different wall system from the current games.

TBH there wasn't much great about T4, it was v different but thats kinda what made it good in its own way too. BUt i'd take T5 over T4 anyday, lol. I just need some more interesting stage design like that was present in T4. There doesn't need to be mad uneven floors, but it'd be nice having some obstacles in the middle or not the perfect square shape.

Stages in SCV play a much bigger role than Tekken because of ring outs and such, so that's why i think more thought goes into them. Plus it's such a benefit when you can include cliffs and pitfalls into the design. We only just got balcony break in TT2, and if the arena isn't infinite it HAS to be closed off in some form. There's the stage break mechanics there for them to make some creative stages now, they just need to pull the finger out.
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Post by CFW January 25th 2015, 6:59 pm

Yeah I think now stages in Tekken are starting to play a bigger role than they did before, which is why they should do more interesting stages. Some stages in TTT2 were hit and miss.

I was thinking there should be things like multi breakable walls, stronger breakable floors, more interesting tiers to stages.

I can already tell that multi-tiered stage will get on my nerves, because I hate how fragile the breaking is. Another thing I'm kinda worried about is that tag assault-esque bound state after a floor break. It don't look right imo. 

Like a two-tier stage with a breakable balcony that turns into an infinite or something idk. I would have liked them to experiment more with transitioning stages. 

Even if ring outs are what SC is known for, the equivalent to this would be balcony breaks. Instead of a ring out, you get a juggle off it. The jungle stage would have been a lot more interesting if it actually had a different tier. Like the water or something.

IDK I'm just not blown away like I was with T6. The stages now are just ok.
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Post by Alisassy January 25th 2015, 9:12 pm

Balcony break is close but its not a straight up equal. There still has to be a physical barrier in place for balcony break, so if for example Tekken and SC decided to go fighting on a mountain range, SC could do anything they wanted and call a natural cliff/drop a ring out and leave it at that. Tekken will have to enclose it off some how, more than likely with rocks...

Tekken 7 Stages 28israel_600

With a little work that could easily be a SC stage. To be a Tekken stage would require more fine tuning
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Post by CFW January 25th 2015, 11:41 pm

Yes, SC has stages with breakable walls that can lead into ringouts (not necessarily to ring out, but easier to ring ppl out by removing the wall but can also be used for minimal wall combos). But of course these were the types of stages I was referring to. 

Tekken can literally do the same thing but instead would have to add a breakable wall and another tier. Didn't mean they were the same, but they both work in a way where it's possible to change a situation. 

I'm not really meaning to go off into how stages work with the game, my major gripe was aesthetics.
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Post by Bosca January 26th 2015, 6:57 pm

I honestly wouldn't mind them going crazy instead of realistic in their stages, like bring back Hell and Pirate caves.
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Post by Alisassy January 27th 2015, 4:49 pm

Yeah i know its all about aesthetics, thats what I'm talking about too. When i said tweaks, i meant just leveling the ground cause SC is all even ground and thats it, they could literally make that cliff/bridge thingy into a stage cause ring outs.

Tekken would have to create some fake walls. Broken trees and rocks can make sense but it can only get you so far, and it'd work for enclosing the space so you only have the natural rocky bridge to fight on. The cliff edges though, while SC can leave them as is, Tekken finna have to get playing with rock structures to create something that visually fits. There'll be an invisible wall to an extent, I accept that, we already accept that in Tekken, but it's always implemented vertically. At ground level, there is a logical physical barrier. Of course, they can always do rocks at chest height level and call it a day for a balcony break, but aesthetically they can't just have a cliff/drop. Mechanics limit aesthetics.

Other solution would be just make it infinite and have the backdrop be whatever beautifulness you want. But as much as i like them, i hate when they have interesting backgrounds that look like you should be able to reach.
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Post by CFW January 27th 2015, 5:38 pm

SC can do the same with the rock bridge stage too, though. SC has had bridges with walls. Actually that wouldn't be such a bad idea for a stage and it doesn't even need any type of stage break to it. 

They can still do interesting stage transitions.

In SCV, there's an infinite stage that turns into a ringout stage on the third round. Why not have something similar where a walled stage can turn into an infinite stage after a wall/balcony/floor break or at least have more interesting shapes instead of big ass squares and rectangles (a narrow ass rectangle sounds nice).

It's not like they haven't done the exact things you're talking about before though. Condor Canyon, the cliff stage from T5, the TT2 version of the church stage, etc. 

There's hardly any life in these stages man. Everything is dead and dying like Jin's personality.

I don't really see how the mechanics limit what I'm talking about though, it's all the same just with more interesting stages. I might not be getting my point across clearly because honestly tbh I suck at articulating.
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Post by Alisassy January 27th 2015, 5:53 pm

Yeah, i think we are just misunderstanding each other. Like i know Tekken can do all these things and have done before, and I know SC can have the breakable walls and transitions, etc. But in my eyes, SC can do more because they have ring outs, which means they can have edges on their stage with no logical physical barrier that needs to make a player think "hey, thats a wall". The T5 cliff stage, it was edge protected with a fence (which in TT2 onwards would probably be a barrier break ala Brazil stage), but wouldn't it have been nice if that fence wasn't there and it was just a drop? SC could have that drop as it stands. Tekken can't, so it needs that fence.

What i'm saying is sometimes putting that logical physical barrier can take away from the stage visuals and can look slightly out of place, but its a necessity because they need something to look like a wall or breakable barrier. Hence mechanics limiting aesthetics. Tekken doesn't have a natural fall off a ledge stage transition thing (ala SC Ringout or alot of DOA transitions), so they can't have what looks like one. They have to block it off or make a breakable barrier some how, or even worse, straight up invisible wall (which is ugly and i hate them but hey).

In my eyes, SC can do every stage Tekken can, Tekken can't do every stage SC can.
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Post by CFW January 27th 2015, 6:18 pm

Oh yeah, no I didn't mean adding stages without walls and stuff like that. And yeah SC has more freedom when it comes down to it. Of course those things are needed for Tekken and I don't think Tekken will ever have invisible walls ever again. 

But there are still floor breaks (which I think are dumb right now) and wall/glass breaks that can make things interesting to change the condition of the stage. 

Like the new 3-tier stage, what are the differences between them? They all look the same. Actually, I'm gonna have to look at it again. 



I'm just gonna hold my judgement until I see better quality of these stages. Hopefully the stream for Tekken Crash is much better than the first loctest. A lot of stuff looked washed out, but looking at the trailer again I have a bit more hope.
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Post by Alisassy January 27th 2015, 6:37 pm

Ya, totes agree that what Tekken has is more than enough to make interesting stages, they just need to go for it.

I was kinda hoping that stage you talking about was Tekken's first infinite loop stage rather than just three tiers. Kinda like DOA5 with the Arctic stage and Lost World stage.

Speaking of infinites, I mean it'll not happen since tekken doesn't have any mid stage obstacles, but i always wanted an infinite with obstacles, like all those fights in forests. Infinite stage but there's trees to bang into

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Post by CFW January 27th 2015, 6:51 pm

An infinite loop stage wouldn't be too messy i think. It could work depending on the type of stage is. Have there been any stages so far that have both balcony and floor breaks in a Tekken game yet? 

Yooo there could be a stage that starts off as a regular 4 walled stage, but you can break a wall and there would be a balcony behind it fhasdjgdlbhasjvh

But yeah I was thinking a stage with obstacles!! But I don't know how much that would affect the movement. And people get kinda lame movin behind trees n shit like in DOA.
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Post by Alisassy January 28th 2015, 4:29 pm

Strategic Space in TT2 had all three breaks
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Post by CFW January 28th 2015, 4:36 pm

I forget that stage exists every time.
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Post by Alisassy January 28th 2015, 5:29 pm

Its one of the better stages cause da track is cute
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Post by CFW February 7th 2015, 9:26 pm

I want a destroyed mall stage like in Tekken 4, but with even floors and a balcony break (u know since malls are usually several stories high) I think that would be nice.
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