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Tekken: Dark Resurrection review
If you wanted to use hip-hop lingo, then you could have said that after Tekken 3, the series had "fallen off". Tag Tournament was an insulting rehash of the previous PS1 release and a burning fist to the face of those who shelled out their hard-earned around PS2 launch time, and Tekken 4 was a bit of a mess that endeared itself to only a handful of gamers. Handheld gamers were “treated” to Tekken Advance, a shambolic effort that could be completed with ease simply by repeating the same moves over and over again. The fifth PlayStation instalment was thankfully a return to form, however, and it is that game that Namco have tweaked and built upon to produce their first PSP brawler.

T: DR opens up in true Tekken tradition, with a stunning CG introduction sequence that gets the adrenaline well and truly pumping. Each prior game in the series has had the same treatment, and each and every time we have been suitably impressed by the quality and technical wizardry of the opening set piece. The significant difference with this release is that the stunning cinematics are running on a small handheld device. Before you have even started playing the game, you just know that you are dealing with something a bit special here. Aesthetically speaking, T: DR is probably the closest example yet seen of what Sony intended of their machine. Indeed, the initial reaction is to wave your PSP in the face of the nearest human being, because it is a given that they will be impressed.

There is much more to a fighting game than magnificently setting the scene, as those who remember Rise of The Robots will attest. Thankfully, Namco has seen fit to produce a near flawless representation of its larger PS2 cousin, with gameplay that stands up perfectly with very little in the way of compromise. The in-game engine is easily as awe-inspiring as the CG sequences that provide the initial intro, and bookend the action in arcade and story modes. Fights themselves whizz by at a smooth 60fps, as the well-animated, detailed characters get busy in front of some truly gorgeous backdrops. In fact, the action would not look out of place in an arcade cabinet, and the gameplay is familiar and control set up as instinctive as any previous Tekken. Incredibly, with this level of technical prowess on display, the loading times are practically non-existent, with just a few seconds' delay between each bout apparent. Gamers must give kudos to Namco on this particular achievement, and hope that their grasp of the hardware can be shared with other developers in future.

More than thirty characters are selectable from the get-go, with each one having their own introduction sequence and ending. All of the usual Tekken favourites are included, along with the new additions from Tekken 5, and two entirely new faces – the shapely, blond-haired nymph Lili, and shady, battle-scarred military type Dragonov. Although there are some “duplications” in terms of characters with near-identical movesets, there is enough variety to ensure all playing styles and tastes are catered for.

The standard modes of play are joined by a number of extras and customisable features, that ensure a stupendous amount of replay value long after you have given Jinpachi a good hiding. The chance to create and customise your own character arrives from Tekken 5, with an increased number of body parts available, including several recognisable faces from Namco’s past. Tekken Dojo is a series of challenges that allow you to build your character up, RPG-style, in order to attain Tekken Master status, and earn gold (the in-game currency, used to purchase unlockables). Command Attack mode requires the player to successfully input moves and combos, and is a useful tool to develop proficiency. Gold Rush involves a constant, timed battle with a series of foes who are undefeatable – but haemorrhage gold with each hit. Survive until the clock runs out and you get to keep the precious spoils you have just beaten out of your opponent. Although essentially training exercises with knobs on, the extra modes are challenging, fun and long-lasting. You would have forgiven Namco if they had given up right there – until you learn that the splendid Tekken Bowl has made a triumphant return – and subsequently you would probably forgive them for Death By Degrees.

With so many gushing positives, it is only inevitable that there are a few negatives. While it is unfair to bring up a criticism of the hardware in a review of some software, there is no escaping that Tekken: Dark Resurrection suffers when played on a bog standard PSP D-pad. The four separate directional buttons make diagonal movements near-impossible, and it is therefore recommended that in order to attain maximum enjoyment from the game you procure a D-pad attachment to place atop your console. This is an increasingly tiresome feature of reviews of this ilk, and something that desperately needs to be addressed if talk of an imminent re-design is true.

In a similar fashion, the buttons can also be awkward, with the PSP finding itself in some bizarre positions when multiple combinations of buttons are required.

Sonically the game is on par with its predecessors with nothing to set it apart from the pack. Pulsating techno is interspersed with the standard grunts, groans and bone-crunching noises, and everything is perfectly acceptable. Again the hardware is a real issue here, as the sonics sound tinny and constrained by the limited speakers. With decent headphones or detachable speakers, the audio is improved somewhat, but perhaps the main bugbear is that it could be any other Tekken game pumping into your eardrums, such is the generic style on offer.

Online functionality is the other main sticking point with what is otherwise an exceptional experience, and as with the previous point demonstrates that Namco’s achievement is really only hampered by technical limitations or hardware issues. There is no “true” online play available, which is a real shame. Small compensation arrives in the form of downloadable “ghost” fighters, data which can be saved to your PSP to emulate live battles and do battle with your own customised characters. With ghost data included on the UMD, online downloads available and the ability to record your own, there is a lot of flexibility and it can be fun to match your skills with ghosts of wildly fluctuating AI. Ad-hoc play is available locally, but it is a crying shame that T: DR does not see the first appearance of true online gaming in the long-established series.

The negatives are not so much outweighed by but crushed ruthlessly by the sheer volume and quality of the positives. Tekken: Dark Resurrection is quite easily the best fighting game available on the PSP and probably all other handhelds as well. It is also arguably the high point of the series thus far. It is also the first time that the console has been blessed with a game that truly provides what the hype suggested it would be able to do – give gamers PS2-quality fare on the move. Because of this, it attains “essential purchase” status, even if the commendable endeavour on the part of the developer is hampered in practice by the practicality of the machine.

Feedback via Forum ntsc-uk score 9/10
TekkenDarkResurrection Box Art
System: Sony PlayStation Portable
Genre: Fighter
Developer: Namco
Publisher: Namco
Players: 1-2
Version: Japan
Reviewed: Sep 2006
Writer: Sean Smith
Pros:
- The best fighter on the PSP, bar none
- Graphically "off tha chain"
- Plethora of modes give huge longevity
Cons:
- No true online play
- Standard D-pad controls hamper game
- Music can sound tinny and is Tekken by numbers
Tekken: Dark Resurrection Video: 12.2MB TekkenDarkResurrection Video
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