Final Fantasy VII Rebirth Final Fantasy VII Rebirth

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Final Fantasy VII Rebirth Review [Spoiler Free]

The game we’ve been waiting for

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Yes, this is it. This is the game we were hoping to get when a Remake of the cult classic Final Fantasy 7 was first announced. We dreamed of seeing our favorite characters like Cloud, Tifa, Aerith, and Sephiroth in playable glorious 4K. And while Final Fantasy VII Remake partly delivered on that promise, it is in Final Fantasy VII Rebirth that the dream becomes fully realized.

Where FF7R felt padded, FF7RB is just absolutely stuffed. There’s so much to do but it never feels overwhelming. The gameplay’s pacing seamlessly takes you from exploration to combat to mini games and back again in a dynamic and satisfying loop. 

Full disclosure, as of writing we’re about 60 hours into the game. We have acquired all the playable party members revealed in previous news and events. We have yet to finish the game so we wouldn’t be able to spoil it for you. The review code was provided by the publisher. 

Without further ado, here’s our journey through Final Fantasy VI Rebirth so far. 

A whole new (open) world 

One of the biggest promises of FF7RB is that it will open up the world just as it did in the original game, and open up it truly does. However, instead of an actual big open world, what the team at Square Enix did is make open zones that players can freely explore. It’s a setup that works perfectly for this particular world and story. 

The open zones are littered with activities whose rewards may aid you in battle. While some of them may be optional, it’s prudent to play and improve your chances in beating the game. 

These activities are called World Intel. Our favorite researcher, Chadley, is back to facilitate this mechanic. The World Intel is a slew of different activities with mini story lines. Some feel essential, some don’t. Each activity ends with a meaningful reward and none of them ever feel like a chore. 

The World Intel and Quests are different but connected. Some Quests require that you tick off certain things from the World Intel. The ones labeled as Quests are the ones that are entirely optional.

The first open zone you’ll be in is the Grasslands. If you want to experience a big chunk of what the game has to offer, it’s prudent to complete the whole World Intel and Quests in this area. 

Here you will be introduced to battle mechanics, the card game Queen’s Blood, unlocking Summons, acquiring Chocobos, and much, much more. The best part is every single quest line is of high quality. They’re all voice acted with their very own cutscenes that range from amusing to borderline epic. 

Exploration inspirations 

There was a report that said FF7RB was inspired by games such as Ghost of Tsushima, Horizon Zero Dawn. If you played either of those games, the inspirations will be apparent. 

You may have seen some previews already where you need to activate towers to identify key locations in open zones. While activating the towers is key to completing World Intel activities, some of these activities can be encountered without exactly knowing where they are. 

For instance, when a Lifespring area is nearby, you’ll see and hear a bird that will guide you to its location. It’s very similar to how you find resting hot springs in Ghost of Tsushima.

A similar mechanic is in play for Chocobo stops where you can rest to recover HP and MP. Cute, little chocobos will be in the vicinity and will prompt you to follow them. They will then lead you to these Chocobo stops. 

The level of presentation is similar to, if not better than, Horizon Zero Dawn. Every single quest line is fully voice acted, looks incredible, and does not feel like throwaway side quests.  

Unlocking Summons

One key World Intel activity you definitely would want to see through completion is the one where you unlock Summons. In the open zone, you’ll find glowing relics that you need to break. After breaking, the light escapes and leads you to more glowing relics until you find your way to the Summon’s shrine. 

You’ll need to do this at least three times in a single open zone. Each shrine you unlock, you get the option to face a weakened version of the Summon. You’ll definitely want to do this as even in their weakened state, the Summon battles can be challenging.

There’s also no point in grinding since the Summon will sync with your level. 

Queen’s Blood 

Queen’s Blood is the card game fresh and new for Final Fantasy VII Rebirth. This one you’ll definitely want to learn as well as some great moments and dialogue happen through this game. 

We’ll let the game do the explaining of the mechanics for you. But one tip we can share is to always try to keep pushing to get more areas where you can drop your cards. It gets pretty tricky as you level up but it’s rewarding when you start piling wins and ranking up. 

Like most of the side activities in this game, Queen’s Blood offers plenty of amusing moments as well as an overarching narrative that’s both mysterious and intriguing. 

Mini-games Mania

When game director Naoki Hamaguchi said there will be no shortage of mini-games in Final Fantasy VII Rebirth, he wasn’t kidding. Literally at almost every turn, there’s a mini-game to keep the entire gameplay fresh and entertaining. Most importantly, these are present in both the main story, the World Intel activities, and the Quests. 

By definition, the mini-games are anything that is outside of both combat and exploration. They put the player in unique situations that can only be accomplished by completing tasks within the bounds of the mini-games’ rules. 

FF7RB is littered with these and the best part is that, structurally, they fit seamlessly into the world and gameplay. You’ve already experienced one of them in the demo. The Piano-playing part is totally skippable, but it just works in the context of the story, the world, and the game in general. 

Other mini-games are tied into the story, turning what otherwise would be just another boss battle into a thrilling encounter. We won’t say more as these may be spoilers but just brace yourself because the game will throw a lot at you. 

The Gold Saucer

FFVII Rebirth

We can’t talk about mini-games without mentioning The Gold Saucer. If you played the OG game, you mostly already know what to expect. There is a ton to do here and some of which lead to incredible rewards. 

The Gold Saucer is one of the most fun segments of the game due entirely to the variety of gameplay you’ll experience when you’re there. 

Everything from racing, boxing, shooting, and more. Name it, and The Gold Saucer probably has it. 

And yes, the whole thing is structured as a date. Who you go with is fully dependent upon how you develop your relationships with each of the party members. 

Bonds and relationships 

The relationships with your party members change through some key dialogue moments as well as combat. Their reactions to how you answer them are pretty telegraphed which means it should be relatively easy for you to pick the right response in key dialogue moments. 

Another factor is in combat. Specifically, the Synergy Abilities. We’ll discuss this in a bit more detail later on, but essentially, the more times you use Synergy Abilities with certain party members, the deeper your relationship with them becomes. 

While there’s no way to retroactively change your answers, you can always check the status of your bonds with the party members by pressing a single button while in exploration. 

Let it Sync in

Barrett and Tufie Synergy Ability

Barrett and Tufie Synergy Ability

Synergy Abilities is the biggest addition to combat from FF7R to FF7RB. We got a taste of it in the InterMISSION DLC featuring Yuffie with Sonon but it’s greatly expanded in this game. 

This is introduced early on in the game as you deal with the events that happen in Kalm. The way they work is that each pairing in your party has unique synergy abilities. They have different effects too. Some expand your ATB Gauge, some are for damage dealing, while others are for defense and counters. 

To unlock and level up Synergy Abilities, you have to access Folios – essentially the Skill Tree in this game. Each battle you earn points you can use in these Folios. And the Folios expand as you acquire and level up weapons as well as Skill Arts items unique to each party member.

Synergy Abilities are like extra skills you can execute in battle. There are lower skills that you can execute every time. Simply hold the block button and press the corresponding button to perform the lower skills. 

Meanwhile, there are also special attacks that feel like Limit Breaks. These Synergy Abilities can often help turn the tide of battle or help you deal with enemies more quickly. These special attacks, though, take time to be available. The Synergy Ability gauge can be seen as four tiny indicators underneath your ATB gauge. 

It’s also not very hard to manage. It works seamlessly with the action-tactical combination of combat in Final Fantasy VII Rebirth. The best way to think about it is to just hack away like you normally would and unleash it upon your opponents like a Limit Break once it becomes available.

Visual presentation, dialogue, and music

FFVII Rebirth

The game’s blurry Performance Mode in the initial demo released was a hot topic online. Our recommendation is to play Final Fantasy VII Rebirth in Graphics Mode. If you were enamored with the cutscenes from the PlayStation 1 Final Fantasy games and hoped for the day that those visuals become playable, well, we are here. That time has arrived. 

FF7RB in Graphics Mode literally looks like you’re playing these cutscenes. Yes, it’s not necessarily a new thing in gaming especially with the Horizon and Death Stranding franchises already in existence. But for people who grew up playing the first 3D Final Fantasy games, some of the visuals here will look unreal. 

There’s just as much care placed into the dialogue and music. The lines are written well, delivered perfectly, and matches the tone of each scene without taking away from the tone of the entire game. 

While you expect that from the main story line, just as much care and attention to detail was placed on sideline stories. In particular, Madam M’s dialogue is so cheekily written I can imagine how much fun the writers had putting those words together. 

Music, meanwhile, is absolutely phenomenal. You’ll remixed/reworked versions of some tracks already heard in Final Fantasy VII Remake as well as new soundtracks that range from somber to absolute energizers. A standout here is the music in that one frog mini-game in Junon. Make sure to not miss it. 

Final Fantasy VII realized 

Final Fantasy VII Rebirth is the game we all envisioned when a remake of the original Final Fantasy VII was first announced. It’s packed to the brim with mini-games, activities, and quest lines that are all worth your time, with a main storyline that is captivating, enthralling, and awe-inspiring. 

In both overall gameplay and presentation, this is about as close to perfect as you can get. We don’t usually do scores but if we had to, FF7RB is an easy 10/10. It has the perfect mix of heartfelt scenes, gasp-worthy setpieces, fun adventures, and a grand tale that should resonate to anyone who comes across it. With this installment, FF7 truly does feel like it has been reborn.

Final Fantasy VII Rebirth is out on February 29, 2024 for the PlayStation 5.

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MARVEL Tōkon: Fighting Souls review: Easy to pick up, hard to put down

Welcomes casual and experienced fighting game players

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MARVEL Tōkon: Fighting Souls

MARVEL Tōkon: Fighting Souls feels like a spiritual successor to the Marvel vs. Capcom fighting games of old — just without the Capcom bit, obviously.

That comparison isn’t just because it features a roster of Marvel heroes and villains throwing hands at each other. Tōkon captures that same feeling of putting together a team of characters you love, watching them bounce off one another, and slowly figuring out how to make them work together.

I’ve always been a casual fighting game player. I can play a little bit, but I’m a benchwarmer at best. I do watch tournament matches every now and again, though, and I can tell when real skill is involved.

It’s kind of like basketball to me. I may not be particularly good at it, but I know a good play when I see one.

After spending some time with Tōkon, I can see the appeal.

It’s welcoming enough for someone like me to jump in and have fun, but there’s enough depth underneath the simple controls to reward players who want to take the time to master it.

The tutorial is important

MARVEL Tōkon: Fighting Souls

I handled the tutorial portion during the demo, so when I got the full game I jumped straight into Story Mode.

That said, the tutorial is very important.

The button presses seemed easy enough to follow at first. But the deeper the tutorial went, the more complex it started to feel.

That’s not necessarily a bad thing. In fact, it does a good job of gradually guiding you through the game’s mechanics instead of throwing everything at you at once.

Anyone who’s ever played a fighting game at any capacity will have an understanding of how the general mechanics work.

But Tōkon layers its own systems on top of those familiar fundamentals.

The tutorial essentially takes you through the Training Mode. It’s great for getting a feel for how to execute the unique moves per character.

I’m a firm believer that you should just throw yourself at a match and only go back to training if you hit a wall and can’t advance or seem unable to overcome your opponent.

That’s how I prefer to learn.

MARVEL Tōkon: Fighting Souls OPEN BETA_20260726134748

And Tōkon makes that approach viable because the fundamentals don’t feel intimidating.

The game’s official materials also emphasize this balance. It offers adjustable controls, traditional and quick inputs, easy chain combos, character guides, training, and other ways to learn the game’s systems.

There’s more than enough here that the game should feel welcoming to both casual and hardcore fighting game fans.

Four characters, one fight

MARVEL Tōkon: Fighting Souls

The biggest thing to wrap your head around is probably the game’s 4v4 structure.

You pick four characters: one main fighter and three assists. But you don’t immediately have access to your entire team.

You only get access to the first assist initially. You unlock the other two after a Stage Break happens in a match. A Stage Break is when you finish a combo with the opposing character flying through an extended area of the fighting stage.

So it’s entirely possible to go an entire match without unlocking all your assist characters.

Now that I’ve spent more time with it, though, getting to a Stage Break is actually fairly easy. Landing and chaining combos doesn’t feel too complicated to pull off, so you can get access to the rest of your team without having to perform some impossibly technical sequence.

The assists are great.

You simply hit X or Cross (or the bottom-most face button) for a generic assist, but combining right + X or down + X gives you long-range and air-launch assists.

These are great for opening up your opponents to combos or countering their moves.

Once you have all your assists available and fill the gauge all the way up to 150, you can execute a Super Attack with every single one of your characters joining the assault.

It’s a fantastic payoff for building up your team.

This is also where Tōkon starts feeling like more than a simple fighter.

The controls are easy enough to understand, but the deeper you get into a fight, the more you start thinking about when to call an assist, how to extend a combo, when to counter, and when to save your resources.

It’s the same kind of satisfaction I get from Dragon Ball FighterZ or Guilty Gear Strive.

Simple controls can get you started.

The complexity comes from figuring out what you can actually do with them.

Spider-Man is my guy

MARVEL Tōkon: Fighting Souls

I spent most of my play time using my favorite character of all time: Spider-Man.

Honestly, he feels a little trickier to play than most.

His special move involves him shooting a web, and you can either follow it up with a combo or use it to swing away from attacks.

That little bit of flexibility makes him feel very Spider-Man.

You’re constantly darting around the fight, looking for an opening while also having a way to get yourself out of trouble.

I initially played him with his teammates set by the game: Ms. Marvel, Peni Parker, and Star-Lord.

But outside of the story, I usually always have Wolverine up next.

He’s an aggressive damage dealer and a button masher’s delight.

That’s part of what makes Tōkon’s roster work.

Going through Story Mode gives you a chance to get a feel for how each character handles and who fits your style the most.

With 20 characters available at launch, there’s enough here to mix and match, and you’re bound to find a set that you feel at home using.

And sometimes the character you expect to like isn’t the one you end up enjoying the most.

The characters change how you play

MARVEL Tōkon: Fighting Souls

The character I wasn’t particularly interested in but was surprisingly fun for me to use was Blade.

It probably has to do with the types of movement I associate with each character.

With Spidey, I’m always darting around.

With Wolverine, I’m always rushing the enemy.

But with Blade, I suddenly move with more measure.

Something about his stance and attacks makes me want to approach the fight a little more deliberately.

Ms. Marvel was also a character I didn’t care much for at first but ended up enjoying using.

Mostly also because she forces me to dial back a bit and be more deliberate with my movements.

That’s one of the more enjoyable things about Tōkon.

The roster doesn’t just give you different characters with different movesets. It encourages you to approach fights differently.

You’re not necessarily going to play the same way with every character. And that makes finding the right team more rewarding.

Deadpool, meanwhile, has a lot of Easter egg references from other games and franchises.

I haven’t seen them in my own playthrough, though, so it’s frustrating me a bit.

 

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That probably says something about how much Marvel fan service Arc System Works has packed into the game.

Even when I’m not finding the references myself, I know I’m probably missing something.

Losing doesn’t feel cheap

MARVEL Tōkon: Fighting Souls

This might be one of the biggest compliments I can give Tōkon.

When I lose matches, it never feels like it’s because the opponent got some sort of buff or something.

I can clearly see where I mistimed a block or a counter, and that led to a devastating string of combos that led to my demise. I don’t mind losing when I understand why I lost.

There’s a difference between getting beaten and feeling like the game simply decided that you were going to lose. Tōkon generally makes me feel like the former.

I’m not suddenly going to pretend I’m good at fighting games. I’m still a casual player. But I can recognize when I made a mistake.

And when I watch a really good player put together a sequence, I can appreciate the skill involved even if I have absolutely no idea how to replicate it.

That’s where I think Tōkon strikes a good balance.

The game lets me enjoy fighting games at my level while leaving the door open for players who want to take things much, much further.

It’s anime as hell

The anime-coded art style has been telegraphed since the game was first announced, so there shouldn’t be any surprises here.

There are plenty of character costume color combinations to choose from, while the animations are truly eye-popping without feeling extremely overwhelming.

The characters move with the kind of exaggerated energy you’d expect from an Arc System Works fighter, but it still feels distinctly Marvel.

Every fight feels like a comic book panel suddenly came to life.

The presentation is particularly good at making the big moments feel big without turning every attack into visual noise.

And then there’s the opening sequence. It is so anime intro-coded and I NEVER skip it. It’s so hype!

Don’t expect a deep Marvel story

MARVEL Tōkon: Fighting Souls

You don’t have to play through each character for Story Mode.

The characters are divided into teams of four, giving each group its own story. The presentation is a mix of anime cutscenes and comic-book-panel-style storytelling.

It’s… alright.

If you’re after any real deep storytelling here, you’re not playing the right game.

There’s enough to keep you mildly entertained, but halfway through your third team you’d probably be over it and would want to just jump straight into fighting — which is the core of the game anyway.

MARVEL Tōkon: Fighting Souls

The story gives you an excuse to spend time with different teams and characters.

It lets you learn how they play while giving you a little context for why they’re fighting together.

But Tōkon’s real appeal isn’t its story. It’s what happens when the fight starts.

The fighting is the story

MARVEL Tōkon: Fighting Souls

The more time I spend with Tōkon, the more I think this is where the Marvel vs. Capcom comparison makes the most sense.

You pick characters you love, put them together, and figure out how they work.

Then you discover that the character you weren’t interested in is suddenly the one you can’t stop playing.

That’s the loop. And it’s a good one.

Tōkon feels like it understands that a fighting game doesn’t need an elaborate narrative to make you care about its characters.

Sometimes all you need is a character you like, a team that feels good, and a fight that makes you want to hit rematch.

The sound of a good fight

I have to be honest — and a bit embarrassed — I love listening to music, but audio is almost always the last thing I notice when I review games.

I want to say the audio here perfectly complements the visuals.

Nothing feels jarring or out of place.

The music feels appropriate for every stage of the fight, while the in-fight dialogue matches the reactions to what’s happening on screen.

(My setup is an LG C2 TV with a Samsung soundbar. Suffice it to say, I FEEL every hit adequately).

Arc System Works also specifically called out music and sound as areas of focus for Tōkon. After playing it, I can see why.

It runs excellently on PS5

MARVEL Tōkon: Fighting Souls OPEN BETA_20260726110851

On PS5, MARVEL Tōkon: Fighting Souls runs excellently.

My runs were mostly PvE, and I encountered no issues whatsoever.

Any input lag is just me having stubby fingers — nothing to do with the game’s performance.

The game also benefits from the PS5’s presentation, with its colorful effects and huge character animations looking particularly good on a big screen.

I played on a 55-inch TV and it made those big super attacks especially satisfying to watch.

The PC version, however, had a much rougher launch.

It was only recently that a patch was released, and we also had challenges redeeming the PC version.

So if you’re deciding between platforms, the PS5 version is the one I can comfortably speak for based on my experience.

Online is where I struggle

MARVEL Tōkon: Fighting Souls OPEN BETA_20260726140314

I don’t like talking about this. I get my ass handed to me too much. But if you’re talking about getting into matches, it does get challenging.

I wait a good five to seven minutes before I can hop into online matches.

And once I do get into a fight, let’s just say my win rate isn’t exactly something I’m going to frame on the wall.

The game’s online offering includes Casual and Ranked matches, along with online lobbies and Room Matches.

The real question for more competitive players will be whether the online community can sustain quick matchmaking as the player base settles after launch.

For a casual player like me, though, the bigger hurdle is simply finding someone willing to beat me up.

A cute little detour

There’s also Arcadia Rumble, a bit of a platformer-type game with the characters rendered in chibi form. 

It’s nothing groundbreaking. But I particularly enjoyed the chibi looks as a chibi enjoyer.

The chibi version is an Arc System Works staple, and it’s a cute little change of pace from the much more intense main game.

You don’t need to play it to appreciate Tōkon. But I like that it’s here.

I’m already looking forward to more

The launch roster is already substantial, but I’m particularly excited about the first DLC character: Phoenix Cyclops.

Scott Summers is my guy. And we’re getting the cosmic version? I am waiting with bated breath.

That’s probably the best place to leave Tōkon. 

I came into this expecting a fun Marvel fighting game.

What I got was a fighter that is easy enough for a casual player like me to pick up, while constantly reminding me that there is a much deeper game waiting underneath.

It’s not that Tōkon is simple.

It’s that it does a good job of making complexity feel approachable.

You can mash buttons with Wolverine and have a great time. You can swing around with Spider-Man and look for openings. And you can slow things down with Blade or Ms. Marvel and learn to be more deliberate.

If you want to go deeper, the systems are there waiting for you.

Now pickup a controller and take on MARVEL Tōkon: Fighting Souls

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Tekken 8 brings Bob back with more Speed, Weight, and Power

His classic style gets deeper.

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Bob | Tekken 8

Bob is back in Tekken 8, bringing his unusual combination of size, speed, and power to the game’s aggressive combat system.

The Season 3 character keeps the identity that made him a fan favorite. However, the development team has also given him new tools that fit Tekken 8‘s Heat system and faster pace.

The result is a Bob that should feel familiar to longtime players while giving newcomers plenty of reasons to pick him up.

  • “We’ve carefully maintained Bob’s symbolic ‘Speed. Weight. Power.’ battle style, as well as his character—one that combines both a sense of justice and humor.”

The team also expanded his role outside the ring. Bob is now an investigator for the Manhattan District Attorney’s Office, adding a stronger sense of justice to his story.

This preview is based on a pre-release build of Tekken 8 that remains under development. Features and gameplay details may change before release.

Bob keeps his signature style

Bob | Tekken 8

Bob’s defining contradiction remains at the heart of his design. He’s a large fighter who can move with surprising speed.

The development team says this remains central to his identity.

“Speed and Weight’ is one of the concepts that symbolizes Bob. We believe that Bob’s unique appeal lies in his ability to move nimbly in a way that seems to contradict the weight and power of his large frame.”

That philosophy carries into Tekken 8. Bob combines powerful attacks with mobility and long-reaching pokes. He can also use Spinner Ball to enter his stance and build pressure.

The team specifically reworked Spinner Ball for the new game.

  • “Spinner Ball’ has been revamped to be more easily incorporated into both neutral play and combos, with new moves and Heat synergies added as well.”

That makes Bob more than a collection of familiar moves. His classic tools now have to work within Tekken 8‘s more aggressive battle system.

The team says it wanted returning players to recognize him while still giving them new things to discover.

  • “While preserving Bob’s trademark character from previous titles, we’ve reviewed the performance and behavior of his existing moves so that players can enjoy more dynamic and aggressive battles in TEKKEN 8.”

The same philosophy applies to his new moves. “Onigiri Bomber,” for example, brings his new food-business identity into his moveset.

Heat adds more depth

Bob’s biggest gameplay evolution comes from the Heat system.

The development team designed Heat to address one of Bob’s weaknesses while making his existing strengths more threatening.

“The Heat system is designed to compensate for Bob’s weakness in his Punishment while further enhancing his forte in grounded combat and offense.”

Bob can build new offensive sequences from Spinner Ball and access additional follow-ups while in Heat.

His Heat Smash also adds a layer of precision. Players can land Perfect frame inputs that increase its damage and change its animation and voice lines.

The team wanted that precision to feel rewarding to both players and spectators.

  • “When the Perfect frame input succeeds, his voice lines and Animation change as well, so that not only the player but also spectators can tell that it ‘succeeded’—we wanted to make Bob a character that everyone can get excited about together.”

The approach gives Bob a higher skill ceiling without making him inaccessible.

That balance seems intentional. The development team describes Bob as an all-rounder who can appeal to both new and experienced players.

  • “He’s a character who reveals greater depth the more you play him, so please give him a try!”

That may be Bob’s biggest strength in Tekken 8. You can pick him up and immediately access his powerful attacks. You can also spend more time learning his movement, stance options, and precise inputs.

A familiar Bob with a new story

Bob’s gameplay isn’t the only thing that evolved.

His new role as an investigator builds on the sense of justice that has always been part of his character. His story now also includes his success as a hamburger-chain owner and his work running a food bank.

The development team wanted to explore that side of him more deeply.

  • “While cherishing Bob’s signature sense of humor, in this title we wanted to portray more deeply the strong sense of justice he has always possessed.”

That identity also shows up in his new costume. His training outfit features the Bob’s Onigiri logo, turning his business into part of his visual identity. The development team describes it as a playful bit of self-promotion.

Even his attacks incorporate the theme. Perfect inputs for moves such as Prix Fixe Justice Beat and Perfect Body can trigger hamburger and onigiri-inspired effects.

But the development team doesn’t want Bob’s new identity to overshadow what made him work in the first place.

  • “While retaining Bob’s mobility and power that made Bob who he was up through TEKKEN 7, he has evolved into a character who can more easily continue his offense thanks to new moves and the ‘Heat’ system.”

That makes Bob’s return feel less like a simple nostalgia trip.

He is still the large, surprisingly nimble fighter built around Speed. Weight. Power. But Tekken 8 gives him more ways to express those traits.

And according to the development team, that’s exactly what they wanted.

“Bob is what you might call a ‘standard, top-of-the-class type.’ Since he has the moves necessary for TEKKEN’s fundamental ‘rock-paper-scissors’ dynamic all present at a high level, he’s a character we highly recommend even for beginners.”

For returning players, that means there’s a familiar Bob waiting to be rediscovered. For newcomers, there’s a straightforward all-rounder with plenty of room to grow.

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Leaked Grand Theft Auto VI footage surfaces online

The leakers says they are protesting the game’s lack of a physical release.

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We’re nearing the dreaded date that all game publishers are rightfully fearing: the launch of Grand Theft Auto VI. Since we’re so near, it’s only right that Rockstar Games starts teasing their upcoming game, which is officially happening later this month via a special presentation on Netflix. However, ahead of that highly anticipated date, a leaker has apparently leaked the footage in protest of the game’s lack of a physical release.

Let’s parse that out piecemeal. First up, Rockstar Games is scheduled to release an extended first look at Grand Theft Auto VI through Netflix on August 27. If you don’t have the platform, the publisher will release the same footage on more public outlets six hours later. The footage will represent our biggest peek at the game after months of relative silence.

Secondly, a leaker has released the said footage ahead of time. Now, this isn’t the first time that a major leak spoiled details about the game. Previously, a leak was the first to reveal that the sixth entry in the series is getting two playable protagonists.

Third, the why: The leaker says that they will continue to reveal more information about the game to protest the game’s lack of a physical release. Like new PlayStation games next year, Rockstar Games does not plan to release a disc version of the game.

The footage itself

And, finally, the leak itself. Rockstar Games is currently issuing DMCA notices against anyone posting the leaked footage. It lends credence to the authenticity of the footage but also ensures that we can’t post the leaks themselves.

If anything, there are two reportedly legitimate clips, while others were seemingly generated with AI. The first clip has Jason, one of the two protagonists, playing basketball in his hideout, which gives him a stat boost. The clip confirms the return of minigames you can play in between missions.

The second clip sees Jason fight with a truck driver after a traffic incident. He kills the driver with a wrench, which earns him a two-star wanted level and summons a police chase as the series often does.

There’s not much to glean from these two short clips. In fact, it’s hard to say whether this footage represents the final release or something left over from previous leaks. Thankfully, Rockstar Games is releasing the official extended look soon on August 27.

After that, Grand Theft Auto VI launches on PlayStation 5 and Xbox Series X|S on November 19.

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