With a new generation of consoles, a new generation of Tekken arrives. The long-running 3D fighting game franchise is back with Tekken 8, bringing improved graphics, one big change in gameplay, and oodles of content.
Tekken 8 may not be as radical of an improvement from its predecessor, but it did address issues in Tekken 7, as well as refine the fighting game to be more fun and be more accommodating for everyone at any skill level.

Presentation
The Tekken Project team, the development team in Bandai Namco Studios that have been spearheading the Tekken (and Summer Lesson, if you could believe it) games are well familiar with the Unreal Engine. And Tekken 8 is running on Unreal Engine 5. On the PS5, offline gameplay maintains a solid 60 FPS, as it should. Though there is a performance hiccup during the character selection screen, in particular when you select the first character. Load times are generally brisk, but character models do take some time to load in and out. It’s still within a second or two, but it’s also not instantaneous.
Where Tekken 8 really shines is the visual splendour that takes place during fights. Floors crackle and break as characters take a pounding to the ground. Walls, telephone boxes, and balconies break as a character gets slammed repeatedly from a wall-carry air combo. Hot dog stands shake and wobble. Glass cracks and shatter.
The visual devastation you leave on the arena helps accentuate how visceral the punches and kicks being thrown by these 32+ fighters. The smooth and punchy animations sells you on each blow being ridiculously powerful. And it’s accentuated with the trademark Tekken hit sparks and excellent audio cues that also serves gameplay purposes (specific attack types have specific audio cues).
Combine it all and you get some of the most visceral representation of fisticuffs. Sure, it can get outlandish- a wrestler doing multiple suplex is considered normal as you some characters use more over-the-top moves like summoning magic and using an opponent as a skateboard. But goodness me isn’t it all hype. You can show a Tekken 8 match to non-gamer onlookers and it’ll likely get some of the crowd going “hell yeah”. The appeal of two people showing prowess in spectacular ways is universal, and Tekken 8 absolutely wants to be spectacular.
And it isn’t a Tekken game if it doesn’t have a cool soundtrack to match. Like past games, Tekken 8 has a range in its soundtrack and mostly in lands on heart-thumping EDM tracks. But there’s definitely less of that in this entry, plenty more orchestral music, and a few anthems that can be sing along to.
And if you have beef with Tekken 8’s soundtrack, good news. The game ships with a Jukebox feature that lets you customise the songs played on each stage or menu using songs from all the Tekken games, including the free-to-play Tekken Revolution. And that means if you can’t stand the game going “oh oh oh oh oh oh oh oh oh” at the character select stage, you can swap it out for something like the Tekken Tag Tournament character select stage (that’s an evergreen banger) or any song from past games. It has almost all of them. Electric Fountain (the song Karma from Tekken 6) is there. Have at it.
One of the wonderful surprises of Tekken 7 is how most characters speak their native tongue. This continues on in Tekken 8. Whether the characters speak English, Japanese or even animal grunts that requires a subtitle to translate it, they all understand each other.
However, legacy characters retain their original voice actor with mismatch languages. Lars, Lee, Xiaoyu and Alisa don’t speak in Swedish, Cantonese Chinese, Mandarin Chinese and Russian (they speak Japanese), probably due to them all being plot-relevant characters. But we have Feng that do speak Chinese. Zafina who seems to have hailed from some parts of the Middle East speak English, but we have Shaheen who speak Arabic. So at least the new characters speak their native language- most notable being Victor, who is voiced by French action star Vincent Cassel.
Still, it’s still super fun to see all these characters interact and speak in different languages. The Tekken series really chose subs over dubs, and continue to stick to this stance.
Overall, Tekken 8 looks and sound spectacular, as past entries have been for its time.

Gameplay
Tekken 8 is a 3D fighting game. And that means it plays a little different than your Street Fighters and Guilty Gears which are 2D fighting games. The dimension here referrers to the character movement rather than the graphics style, as Tekken is one of the few active fighting games series that let their characters sidestep, rotating around the arena.
Tekken is a four-button game, so all your attack buttons can be inputted on a face button of a controller. So for casual players, the game is very intuitive to play on the pad.
What makes Tekken so fun at a casual level is how easy it is to do cool, flashy moves. You don’t need to learn very specific motion inputs to use any of the special moves (though they do exist). Just mash and see something cool happens.
This is why the move list in Tekken 8 (past titles) are ridiculously long. Almost every button press and direction input is a move. The list of moves you can do goes into the hundreds. Thankfully, the daunting movelist is now split into the a full list and the Main Techniques tab, which gives you the cliff notes of what good moves a particular character has, and some of the target combos that should be your bread and butter.
The movelist is also smarter, providing extra info for some moves. For example, Asuka’s move list has moves that can be canceled out mid-way, and moves that can transition her from standing to crouching. And these are pointed out upfront, rather than having to lean on the community to teach each other these secrets. It just makes learning to play more easier.
Speaking of learning to play more easier, Tekken 8 provides so many tools to allow you to get good at your own pace. The training mode includes a “punishment training” feature, where you can do drills to punish an opponent’s move. Rather than having to record the opponent movement manually (which you can still do), there’s a pre-made system that keeps track on which move have you learn to punish. That’s awesome.
What’s even more awesome is the replay system. All of your recent matches can be viewed in the replay mode. You don’t have to manually save them (racing games, take note). But what’s cooler is that you can let the replays pause at any time to give you tips. Like a particular instance where you could have tech the throw (with the display of what button presses you need to do). Or a move that you should have followed up with (a suggested air combo when you connect a launcher/combo-starter). Even better, you can even take control that point of a replay to try those suggestions, or just relive the moment and see if you could battle it out differently this time.
Tekken 8 also introduce what’s called Super Ghost Battles. You can create an AI copy of yourself that learns how you fight in real-time, and spar against them. Finally, I can always play with someone of my own skill level at any time: myself. Well, an AI that is approximating my playstyle with the data I’ve provided them with. But for all intents and purposes my ghost fights like me for real. We sometimes do the same moves in sync- terrible ones (why would you backstep and then bait a parry throw as Asuka when fighting against another Asuka?)- but it just proves that the AI really is picking up the player’s habits. My habits. Especially horrible ones that deserved to be punished. It’s a great way to reflect and see your own playstyle and feel out its strengths and weaknesses, and something one should do if they want to get better at fighting games.

I’ve always complaint that the process of learning Tekken is a sharp, intimidating incline that it’s probably more fun to just play it casually and never ever go online. It’s not worth it. All these built-in tools to let you improve and get better are exactly what the game needs to address this issue. Tekken 8 may have not pioneered player-copycatting AI or replay takeovers, but they are excellent features implemented in other games that more fighting games should have.
On that note, I also dig the implementation of Special Style, Tekken 8’s easy input option. Rather than have it be something you opt in completely, Special Style can be triggered by anyone at anytime. This changes the input of the face buttons to perform pre-determined moves. One is dedicated to a special move, one lets you initiate and do air combos (or as I like to call them, wall carries), another is a power crush that can punish the opponent for hitting buttons to often, and another to do throws or low attacks.
Tekken has one particularly tough motion input- the famous Electric Wind God Fist move. Only the diehards usually play as a Mishima character, as pulling off an EWGF consistently is tricky, especially on a pad. But thanks to Special Style, now anyone can dorya- the EWGF usually will appear as an air combo starter. Even if you don’t plan to use easy inputs fully, you can situationally do the dorya when required. Though any time you switch Special Style on, everyone knows. Even when playing online, the Special Style HUD with all the buttons will appear not only for the player, but the opponent as well should anyone use Special Style. So those who can press forward-neutral-down-down forward-right punch still has an advantage, no one can explicitly see when will you go dorya.
For the longest time, Tekken doesn’t have any form of meter management. There were no resources to manage and use. It was only in Tekken 7 that the game series introduced Rage Art, basically a super or ultimate attack that only can be triggered when the health is really, really low.
Tekken 8 has now added a resource bar in earnest thanks to the new Heat System. The idea of it is to encourage players to be aggressive, as when you’re in the Heat State, your character gets unique properties and even special moves so that you want to go ham. Rather than a bar that fills up throughout a round, the Heat bar is full at the start. All it requires is pulling off a specific Heat Engager move (some characters have multiple choices) to get the meter burning.
For the more advanced players, you can do Rage Dashes that should open up nutty opportunities when in Heat. But for beginners, simply pressing the designated Heat button to do the Heat Engager, then press it again to pull a Heat Smash- consuming the whole bar in the process- is also viable. It does good damage and is even recommended as an easy combo to learn by the game itself.
I’m so glad Rage Drive have been effectively replaced by this. The Heat System a more accessible tool that still rewards the players who labs to find its true potential, but easy enough that anyone can do its simplest form and still get a lot out of it.
That said, there are still plenty of mechanics and systems that you still better learn through walkthrough and guides online. Tekken 8 won’t teach you what a wavedash is, or how exactly do you do electrics and what’s the difference between non-electric doryas. Plenty of room to improve, there are still more ways to make learning to get good at Tekken more approachable.
Overall, Tekken 8’s refinement to its fighting game mechanics are all welcomed. But most welcomed of all is that learning to play Tekken has never been more accessible. I don’t think it has made the climb trivial by any means, but the incline in skill and knowledge required to rise up to the level of professional players have been made less steep.

Content
Tekken 8 is loaded with content. 32 characters. 18 stages. Not one but two different story modes. Tekken Ball. An online lobby system with avatars. Robust online play with tip-top netcode. The freaking cool Ghost and replay systems. It ticks all the boxes when it comes to content for a fighting game, and then some.
Of course, scrutinise the character and stage count and you’ll see some that only have minor changes. There are two Urban Square stages with only time of day changes. Kuma and Panda mostly the same moveset. Only three of the characters are all-new, and only a few surprise additions like Jun. Still, there’s plenty of good-ass Tekken to experience here.
The main story mode, The Dark Awakens, is a wild ride. Tekken 7’s take on the story was fascinating since it’s full of intrigue as you see the two Mishimas butt their heads together both figuratively (as they play their moves politically) and literally like good any toxic father-and-son relationship do.
Tekken 8’s tale is a simpler one that takes a lot of inspo from Shonen storylines.
Now that Heihachi is missing, Kazuya Mishima wants to turn the world order into a might-makes-right society and has organised a new King Of Iron Fist Tournament. Jin Kazama is the only one able to stop the devil that is Kazuya. You can’t catch devils with angels as some may say. With a little introspection and help from his allies, Jin will end the devil gene bloodline, by continuing the Mishima tradition of father-and-son brawling to their death.
The Dark Awakens is anime as heck, with a tournament arc, super-serious QTE prompts that unfortunately looks really silly without context, friends giving Jin moral support which later reappears again as flashbacks and comedic filler fights. And it’s better this way. The story beats are clear, every character in the roster makes an appearance in some form (some being more plot relevant than others, of course), and the payoff at the end is rewarding.
There are over-the-top fights where you get access to special movesets which are pretty hype, and there’s even a little surprise before the climactic battle between Jin and Kazuya. If you miss Tekken Force like I do, Tekken 8 has a better answer to that. Tekken Musou, anyone?
The story mode is longer than I expected, and it’s worth checking out.
The Arcade Quest story mode is also fun. If The Dark Awakens is the Gundam anime series where we see the world of Tekken unfolds, Arcade Quest is the Gundam Build Fighters anime where we see people interact with Tekken 8 as a product.
You and your friends just started to play this newly released arcade game called Tekken 8, and now you’re on a quest to go to various arcade and game centers, play against other players, get good, and qualify for the Tekken World Tour championship. It’s a meta-story that gives the uninitiated what it feels like to be a member of the fighting game community and see how they treat and interact with a fighting game. But also a bit romanticised- Arcade Quest is a world where arcades and game centers still thrive and ironically, Tekken 8 is the first of the mainline games not to have a prior arcade release but there are plenty of arcade cabinets in Arcade Quest.
If Gran Turismo 7 can weave in their story progression with promoting the real-life esports championship they have, so can Tekken 8. It’s cute, and serves as a very approachable way for new players to learn the fundamentals of Tekken and introduce them to the fighting game community. Plenty of FGC lingos are used when people are talking, including the phrase “good-ass Tekken”. That’s canon now.
And not only is there an Arcade mode, there’s also Character Episodes where each character gets a short story revolving a what-if scenario. Mostly centered around them participating and winning the King Of Iron Fist Tournament. The goofy, comedic, maybe-not-canon endings are still here and worth checking out, just to see how silly it is- Kazuya’s probably the best of the bunch I reckon.

Personal Enjoyment
I have dabbled with fighting games in the past, and love observing the antics of the fighting game community, but I’m much more of a casual player who just mash buttons. But if there’s one game series I gladly mash button more than others, it’s Tekken.
Playing Tekken 8 reminds of the joy I had with many entries of the series. Tekken 7, Tekken Tag, Tekken 3. Press any button or button combination and more likelier than not something cool happens. It’s why so many people casually plays and loves Tekken. And I’m one of them.
I got a lot out of the single-player components. The story modes surprised me in a good way. And the thing I always dreaded- playing online against real people- have actually been pleasant.
I still find playing online can be a mixed bag, though. On a good day, I genuinely feel good after a bout where I faced against a player of my skill level. Those matches, even when I ended up losing, feels so invigorating and inspires me to check the replays and get better. On a bad day, which is more often than not, I’ll be matched with a Tekken monster than can juggle and wall carry after only one whiff punish where I have no answer for. Those are just awful, awful experiences- even the person on the other end usually won’t request another match out of sympathy. It’s early days where the killers have yet to climb the ranks, but that doesn’t make that feeling of being mismatched any better.
Another nitpick I have with Tekken 8 is how messy the front-end menu is. The categories are fine, but there are also options that are not sorted into categories at bottom of the screen, favourite menus that pre-selected some options already to show how it works but ended up made me confused why some of the options are duplicated. And when navigating the online lobby or in Arcade Quest, you can invert the camera controls. Boo.
I also find the character customisations a tad too limited. The community has been making wild, wacky cosplays with the system- so with a little ingenuity you can make cool custom costumes. But personally I feel there needs to be more options like clothing layers and more accessories. I have millions of Fight Money but there’s not much to spend them all on.
Overall, I am enjoying Tekken 8. It shouldn’t be much of a surprise considering I’ve always been a fan, but it’s been tough finding aspects of the game that bothered me that needs improving. Which is high praise. Though
Verdict
Tekken 8 is built upon its predecessor, with a lot of fine-tuning and tweaks made to the 3D fighting game’s overall package. The two story modes are substantial experiences, learning to be better at the game is much easier than ever, and the new Heat system adds a little more oomph to the moment-to-moment gameplay where you are highly encourage to go ham.
The visceral satisfaction of landing blows, accentuated with visual damage and a thumping soundtrack really makes each 5-round bout exhilarating. And there’s so much content variety that will keep you busy should you need a break from the relentless fisticuffs.
Bandai Namco’s Tekken Project team knew what Tekken is all about, and understands exactly what they need to improve on from Tekken 7. Clearly, they were ready for the next battle. And the result is Tekken 8 being as good as it is.
This is some good-ass Tekken for the new generation.
Played on PS5. Review code provided by the publisher.
Tekken 8
Bandai Namco's Tekken Project team knew what Tekken is all about, and understands exactly what they need to improve on from Tekken 7. Clearly, they were ready for the next battle. And the result is Tekken 8 being as good as it is.
This is some good-ass Tekken for the new generation.
- Presentation 9.5
- Gameplay 9
- Content 10
- Personal Enjoyment 9