Bryan Fury's laugh sparks iconic Tekken dialogues
Jun 05, 2024 12:15 PMKatsuhiro Harada, the chief developer of the Tekken series, recently shared insights into the development of Tekken characters' dialogues, especially focusing on Bryan Fury and Dragunov. Before Tekken 3, characters in the franchise did not speak, but with the shift from arcades to consoles, there was a push for stronger characterizations. Bryan's infamous laugh was introduced in Tekken 3 to add depth to his character, without showing his face due to hardware limitations. This laugh became iconic despite Bryan's minimal dialogue. Dragunov, introduced in Tekken 5: Dark Resurrection, was designed to be silent and plain, the opposite of Lili. Surprisingly, his silence and simplicity made him popular among players, highlighting that a lack of dialogue can also contribute to a character's uniqueness. Harada reflected on how character representation has evolved, noting that today's fighting game characters rarely remain silent.
Why is Dragunov in Tekken 5: Dark Resurrection a silent character?Dragunov was designed to be the "negative" counterpart to Lili's "positive" persona, with minimal personality and no dialogue to ease development. His plain, brooding demeanor unexpectedly made him popular among players, demonstrating that silence can be an effective character trait.
Tekken, a long-running fighting game series by Bandai Namco Entertainment, was first released in 1994. Known for its complex characters and deep combat mechanics, the series has evolved significantly, integrating rich backstory and character development into its gameplay. Tekken 8, the latest installment, continues to build on this legacy with new characters and advanced visuals.
Jordan Keats
Jordan Keats is a former professional gamer turned journalist, whose competitive background gives them a unique perspective on esports and multiplayer games. Jordan's expertise in strategy and game mechanics is unmatched, offering readers a deeper understing.
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