What do you get when you cross a strong, stubborn old father and an angry, vengeful son with the powers of a devil? The answer is a grudge match that has spanned over twenty years, and been the main driving point of Tekken’s story. Picking up from where Tekken 6 left off, the world is in tatters after Jin Kazama took control of his grandfather Heihachi Mishima’s empire, the Mishima Zaibatsu, and used it to wage a global war against rival firm G Corporation. Jin thereafter goes missing after defeating the hellish demon Azazel and ‘saving’ the world, leaving the Mishima Zaibatsu under Nina Williams’ control.
Heihachi Mishima seemingly returns from being dead to reassume control of his empire and uses it to wage war against Kazuya Mishima; his Devil Gene-powered son who secretly pulls the strings of G Corporation from the shadows. Seeking to rebuild the Mishima Zaibatsu empire and rid the world of Kazuya’s presence, Heihachi uses his power to take down G Corporation, until he is attacked by a mysterious assailant (Street Fighter’s Akuma making a cameo in the Tekken storyline) who seeks to rid the world of both he and Kazuya. Despite being ‘killed’ yet again, Heihachi returns to face Kazuya in the fight that will determine their fates once and for all. Who will win?
After spending two years in arcades, Tekken 7 finally comes to home consoles and for the first time in the series makes a PC appearance as well. Building off the engine of Tekken 6, the gameplay receives several tweaks from previous instalments – the most notable being a tweak to the ‘Bound’ mechanic, which would have characters bouncing back up allowing opponents to continue combos by juggling. This balances out gameplay a little more as, while still giving opponents the ability to juggle, it prevents bounds from occurring in combos which cause them to end quicker. Of course the replacement to the bound is the ‘Screw’ mechanic, which forces airborne opponents to spin and land with their legs pointing vertically. This still gives opponents the ability to juggle a combo, but can only be used once per combo, and prevents opponents from performing a tech roll and getting up quickly.