You can't buy a NARUTO game in japan and your response is giving up??
What happened to raising up from bottom?
What happened to the power of friendship?
Why not push the company to release on steam as a customer and fan?
You say you have morality but where is the companies morality towards you? The fan and customer.
PlayStation fell into decline because it's not making good products or games.
Just look at the new wolverine game, they spent 47,44,59,00,000 yen to make a below average game.
They are lacking in skill.
I have bought every single dlc of Tekken 7 & Tekken 8
Where is Tekken 1 to Tekken 6 on steam?
How long do I have to wait? Another 10 years ?? Lmao
海外:日本のゲームが遊べないからデータぶっこ抜いて海賊版作るね
日本:分かった、海外にも売るね
海外:値段高すぎ、海賊版作るね
日本:分かったよ…安くするよ
海外:ありがとう、感謝を伝えるために海賊版で多くの人に配るね。これで君は人気者さ🥳一緒に働けて嬉しいよ🤣
Readers added context they thought people might want to know
There are many Japanese devs that don't sell their games overseas because of cultural differences, localization costs and the fear of not performing well oversea
Also, piracy is fueled by lack of access to a game, so the last dialogue is a misrepresentation and exaggeration
quora.com/Why-do-certain…
kotaku.com/why-so-many-ga…
IAMOP retweeted
怖いもの知らずの飛鳥
#鉄拳8
2. Yujiro is the first character in Tekken 8 who can lift just his big toe.
Personally, I found this the most interesting part. Tekken 8 characters are actually built so that they can’t raise their big toe on its own. That’s because all the toes are bound to a single bone, “L_Toe” / “R_Toe.”
That’s what makes Yujiro’s intro so interesting. They wanted to recreate the scene from the manga perfectly, so they found a way to make his big toe lift.
You might think this isn’t a big deal technically. But they must already have an established body setup for Tekken 8 characters, and they were willing to step slightly outside of it just to recreate this one scene.
This points to two possibilities: either Yujiro’s bare feet have a dedicated shape key for toe movement, or his bare feet alone have their own toe bones and weights.
Of the two, I think the first one is quite likely. They don’t usually like relying on shape keys, but Yujiro is a manga character. His proportions are unusual, but above all, recreating his exaggerated facial expressions couldn’t have been easy.
So my guess is that they combined facial wrinkle blending, a few shape keys, and bone-based facial animation. If so, they could have made an intro-only shape key for the toes at the same time.
If they didn’t use shape keys for the face, they’re absolute madmen.
That would mean they recreated those unique, complex expressions with nothing but bones and textures.
Either way, what they’ve produced is already incredibly impressive.
The teaser trailer alone already reveals some pretty interesting things. But rather than leaving it to people’s guesses and gut feelings, I’d like to share some more accurate and interesting facts about Yujiro.
1. Yujiro’s body shares the UVs of Tekken 8’s common basebody.
Identical UVs strongly suggest that the topology is also completely identical. Take Clive as an example: although FF16 assets were used, his basebody topology and UVs are shared with the rest of the Tekken 8 cast. That’s exactly why Clive can also use so many of the common items. The developers have a very robust in-house proportion system called “PRP + MSL,” and with this system alone they can deform the male body mesh at runtime to match the proportions of almost every male character.
For example, the common male basebody can be deformed into a perfect fit for Jin, and it can also be matched perfectly to the proportions of Jack-8 or Fahkumram. All from a single model. I keep stressing this to people over and over, but in other games, proportions are usually changed only through shape keys or bone scaling.
Tekken 8’s proportion system on its own, however, can produce a huge variety of body shapes. In other words, Yujiro follows the grammar of Tekken 8’s character design exactly, so he fits into TEKKEN 8 perfectly.
Of course, he has never appeared in a game with AAA-level graphics like this, and since the original source is a Japanese manga, they would have had to design the character from the ground up.
Some might argue that Yujiro’s proportions are so exaggerated that they couldn’t have used Tekken 8’s existing body. No. As I explained above, the male basebody model can even be fitted to Jack-8 at runtime. You won’t be able to refute this just by glancing through the files in FModel. I’ve actually used their proportion system to complete a Homelander costume mod for Jack-8. It really works, and it’s an incredible system that cuts the game’s file size by at least half, maybe even to a third.
Also, arguing that his skin color is different is simply absurd. The skin material can produce many different skin tones from the same texture by blending in a Skin Color Tint.
In conclusion, Yujiro’s body was built on Tekken 8’s common male topology and textures, so you should be able to try modding experiments like applying Yujiro’s body texture to other male characters. People who enjoy simple swap mods may well start churning them out on day one.
More in the thread below
IAMOP retweeted
Tasty Steve @Tasty_Steve just happened to be walking around Tokyo, so we quietly snuck up on him, van-snatched him, and took him to the Waffle House area at VS Studio for some karaoke.
IAMOP retweeted
Visited my good friend Harada at his brand new VS studio office. Excited to see what's next, but don't ask us for shit because we're asking for waffles.
IAMOP retweeted
Wow, this is from over 30 years ago… Where did you find it?
You can see the clock from Japanese TV in the top-left corner, so this must have been recorded when it appeared on some television program.
By the way, this wasn’t a normal drawing. Back then I’d gotten bored with conventional art materials, and I became obsessed with making artwork using what we call “cutting sheets” in Japan—basically the kind of single-color adhesive vinyl you might think of as Cricut vinyl overseas.
I would cut each piece by hand with a design knife, layer the pieces on top of one another, and separate the colors that way, almost like making an animation cel. I used that technique for all kinds of character art and concept art.
And it wasn’t just the characters. Every letter and logo on this piece was also cut out freehand with a design knife and assembled by hand. I used to say, “Not using a ruler gives it more character.”
In retrospect, I probably should have used a ruler.
One thing I liked about the technique was that the material was very resistant to UV and didn’t really deteriorate even after several years.
The downside was that finishing a single piece took an incredible amount of time. Areas with lots of tonal variation—especially things like gradients in the hair—were absolute hell to make.
And the board itself was huge. It was B0 size: 1030 × 1456 mm, or about 40.5 × 57.3 inches. So you needed a pretty large workspace just to make one.
After it was finished, it was displayed at an arcade during a location test—basically one of those pre-release, guerrilla-style tests where we would put the game into an arcade and see how much revenue it generated.
I later heard that, in the end, a Japanese fan who desperately wanted the piece was allowed to take it home.
C'est l'anniversaire de Jun Kazama aujourd'hui ! Pour l'occasion, un artwork réalisé par @Harada_TEKKEN lui-même ! 🎂 #tekken #tekken8
Retour sur la conception de Jun : tekken.fandom.com/fr/wiki/Ju…
IAMOP retweeted
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