![]() ![]() Michael Murray: So, I guess first, to touch on Tekken 7 a little bit: that was a big learning experience. Can you talk about what you wanted to accomplish going into Tekken 8, and how you approached that challenge? IGN: Tekken has a long history of pushing technology forward, and Tekken 8 looks incredible visually. Don’t worry though many of Michael’s other thoughts on Tekken 8 will appear in the rest of our exclusive IGN First coverage, running all through October. It’s been condensed and edited for clarity. What follows is an excerpt from a much longer interview on almost every aspect of Tekken’s history and Tekken 8. ![]() Like I said, I couldn’t have picked anyone better to talk Tekken 8 with. While we were talking, he joked that he spends so much time with Harada that he often knows how he’ll answer questions before he actually answers them. That’s 22 years of Tekken, for anyone keeping track. He also worked on Tekken: Bloodline, an anime adaptation of Tekken 3 that you might have seen on Netflix. Michael did some marketing work after the merger with Bandai (while, I might add, still working on the games themselves), and started working as a producer in Tekken 7, a role he still occupies for Tekken 8. Michael has worn a lot of hats: he started working on Tekken in a design capacity during Tekken 6, and transitioned to it full-time by Tekken Tag Tournament 2, where he had his own mode to design. ![]()
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