Tekken 5 I really liked Tekken 4. It took the popular "King of Iron Fist" series to an interest
As cool as I thought Tekken 4 was, however, it couldn't hold a candle to Tekken Tag Tournament. I loved that game. It was the reason I plunked down the cash to pick up a PlayStation 2 in the first place, and it became an after-work obsession of mine for nearly two years. I'd spend entire weekends participating in pleasant competitions with my closest friends, I'd devise bizarre and unworkable strategies with my co-workers, and I'd practice Jin and Jun's crazy ten-strings with my woman between dinner dates. We had fun... lots of fun, and it was all because of that game's terrific timing, pacing, and balance. To be honest, though, I had secretly hoped that the developers would go back to something closer to Tekken Tag for Tekken 5 -- and wouldn't you know it? Somebody at Namco apparently read my mind, because Tekken 5 is awesome.
To be more accurate, Tekken 5 is really more of a Tekken series melting pot. Though it more closely resembles the Tekken 3/Tekken Tag pair of games, it still takes the best elements from the previous four titles and combines them into a single kickass experience. So while the bothersome wall infinites from Tekken 4 have been completely eliminated, players can still use the occasional barrier to get an advantage on their opponent. The uneven, mulutiple-elevation stages have been nix too, but to acknowledge the fact those destructible goodies from the last game were a pretty good idea, the floors, walls, and certain other environmental spots still show damage when you smash into them. On a slightly less important note, the crouching command has thankfully been returned to its old "down press" designation instead of down-diagonal -- meaning that players probably won't end up walking forward by accident when trying to duck as they did in the last one.