And all this without the great game modes offered, ranging from classic Arcade, to more extravagant and absurd as Tekken Force and Tekken Ball (a version of volleyball to the beast). Playable was not backwards, increasing its depth of play to the absolute limits with a tremendous list of moves per character, which was that we could if we wanted to throw us months practicing good command of one of them. The jump left everyone gaping plot, with character models and a large and detailed scenes of his hat.
But when we thought that the series could hardly be improved in the circuits of the gray Sony, Namco banged on the table and pulled out of the hat Tekken 3, one of the best installments in the series and finished popularize among the public. As expected, this success brought with it a sequel to the formula evolved and expanded template characters, bringing excellent results in critical and audience. However, the real take-off began with his arrival in the veteran PlayStation a year later. Since 1994, the original delivery recreational able to win the affection of the public with polygonal graphics unthinkable at the time and a bombproof playability. Few video game franchises that need less Tekken presentation. Also Paul Phoenix is fought in Jin Kazama's Tiger Dojo Tokyo stage, Hwoarang is battled in Forest Law's Martial Arts stage, and Heihachi, as the final boss, is fought in Ogre's Temple (justified since he had a stage whose path led into his temple).Tekken 3D Prime Edition for 3DS with a delivery that brings all the classic gameplay of the series, but is devoid of content. For example, Grassy Land, a stage that used to be home to Eddy Gordo, is instead used by Ling Xiaoyu and King II. Also, while some of those stages appeared in this game, the characters that owned those stages did not.
The sprites are pre-rendered 3D, captured from the characters' 3D models and heavily downsized.The player can very rapidly sidestep and quickly travel around the opponent by mashing the up or down directional.All characters' movelists are greatly shortened due to the removal of two attack buttons and the limitations of the sprites.There are also problems related to the game judging 3D space for attacks while one character is sidestepping. Due to the limitations of the sprite-based engine, side and back throws are not possible, and characters can only be facing directly towards or away from their opponent.