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The History of Tekken 5

The tenth anniversary game that apologized for Tekken 4 by rebuilding what Tekken 3 had proven, then packed three arcade classics into the same box.

Tekken 5 is a 2004 fighting game developed and published by Namco, the fifth main entry in the series and its tenth anniversary release. It is set shortly after Tekken 4: Jinpachi Mishima, the founder of the Mishima Zaibatsu, long imprisoned beneath Honmaru, breaks free and seizes the company, and the fifth King of Iron Fist Tournament is declared.

The game is remembered for two things at once. As a fighter, it reversed the most criticized experiments of its predecessor and returned the series to form. As a package, its PlayStation 2 version was a small museum: the arcade versions of the first three Tekken games, playable on the disc.

THE TWO COVERS

Japan and America
Tekken 5 Japanese PlayStation 2 box art, Kazuya Mishima front and center over flames, CERO 12
Japan
Japan fronts Kazuya, fists wrapped, with Raven, Asuka, Jin, and Heihachi burning behind him and the title at the bottom.
Tekken 5 American PlayStation 2 box art, Jin Kazama front and center over flames, ESRB Teen
United States
America fronts Jin in the same fire, the title moved to the top. Same flames, different Mishima: each market got its own lead man.

HOW IT WAS MADE

Namco System 256, 2004

Tekken 5 was built for the Namco System 256 arcade board and directed by Masahiro Kimoto with series producer Katsuhiro Harada. The design brief was restoration. Tekken 4 had introduced uneven stage floors, position changes, and a slower, more deliberate pace; Tekken 5 removed the raised and lowered floors outright, restored the faster movement and juggle game of the earlier titles, and kept only Tekken 4's walls, with wall juggling made harder to abuse and easier to defend against.

New systems layered onto the restored base. The crush system gave attacks properties against whole classes of moves, so a jumping attack could pass clean over lows. Character customization arrived in the series for the first time: fight money bought costume colors, alternate outfits, and accessories. The roster reached 32 fighters, with newcomers Asuka Kazama, Feng Wei, and Raven, and Devil Jin playable as Jin's alter ego. The final boss, Jinpachi, was widely criticized then and since for overwhelming power.

THE RELEASE

Arcade 2004, PlayStation 2 2005

The arcade game launched in Japan on 16 November 2004 and spread worldwide that December. The PlayStation 2 version followed in North America on 25 February 2005, in Japan on 31 March 2005, and in Europe on 24 June 2005. Namco marked the anniversary in America with a limited bundle at $99.99 pairing the game with a Hori arcade stick and a six disc collector case for the whole series.

The home version's extras ran deep: the Devil Within side game, a beat em up following Jin, received a lukewarm welcome next to the main game, but the disc's archive did not. The arcade versions of Tekken, Tekken 2, and Tekken 3, plus Namco's 1995 arcade shooter StarBlade, were included, the first time the arcade originals had been playable on a home console. The arcade game itself was refined twice more, as Tekken 5.1 and then Tekken 5: Dark Resurrection.

HOW IT WAS RECEIVED

The scores
Metacritic, 88/100
The PlayStation 2 version holds an 88 aggregate, with a 89 percent average at GameRankings.
GameSpot, 9.2/10
GameSpot scored it 9.2 and named it the best fighting game of 2005 in its year end awards.
IGN, 9.3/10
IGN gave 9.3, and its own year end honors named it the best PlayStation 2 fighting game.
GameSpy, 5/5
A perfect score at GameSpy, with Eurogamer at 9/10 beside it.
The dissent
The criticism was consistent and narrow: Jinpachi was cheap, and Devil Within was dull. Pocket-lint's 3.5 of 5 called the game one dimensional next to its own extras.
The sales
The documented lifetime tally for Tekken 5 passes nine million copies, placing it among the best selling entries in the series.

WHAT IT LEFT BEHIND

The restoration as template

Tekken 5 set the series' modern pattern: honor the classic movement, layer customization and archives on top, and never again rebuild the floor game from scratch. Its bundled arcade originals also set an expectation that anniversary releases should carry their own history with them, a standard this Library's gallery pages exist to document.

Why is Tekken 5 remembered as a return to form? →
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