#679 Tekken 3 (ARC) Bosses (1/3): True Ogre playthrough.

Published on ● Video Link: https://www.youtube.com/watch?v=fFgSQz08oho



Game:
Tekken 3 (1996)
Category:
Let's Play
Duration: 4:00
2,944 views
0


A playthrough of the final boss True Ogre/Ogre 2 in the arcade version of Namco's Tekken 3.

Well, here we finally are at Tekken 3. Where do I even begin.

Tekken 3 was my first Tekken game, so it will always be special to me. That said, having made 24 videos on it now, I've come to realise how incredibly mixed it actually is as a game. First up, the game is improved dramatically, with tighter, more responsive controls, better animation and combat movement and juggling being generally more accessible as an aspect.

In terms of the design however, the game makes a number of extremely weird choices. Hell, a lot of the choices we'll see border on self-parody in many regards, in particular the exclusive hidden characters of the PS1 port. The game is a full-blown soft-reboot, taking place 20 years in the future over Tekken 2. It's understandable as to why they did this, as they had written themselves into a corner with a bunch of characters they had no clue what to do with, but the replacements for said characters are either a bit cheap or a bit baffling most of the time. Indeed, this is where Tekken started to go full-blown corny, although that won't happen properly for another few games yet.

From the main roster, Jun, Heihachi, Jack-2 and Michelle have been removed, all for reasons which will soon become apparent. Instead, they have been replaced by four new characters: Ling Xiaoyu, a chinese kung fu expert, Eddy Gordo, a Brazilian practioner of capoeira and a "press X to win" character, as well as Korean Taekwondo user Hwoarang, who is the other "press X to win" character in the game. The last of these additions is the most important: Jin Kazama, son of Jun and Kazuya who fights with a combination of their different styles, and serves as the new protagonist for this game. They're all pretty good additions, although Eddy in particular is infamous for his overly easy combos and being very difficult to hit; something which will become a bit of a theme for this game. Also, Marshall Law has been replaced with his student Forest Law.

Potential sub-bosses have been removed entirely as a concept. Instead, the game sees the player fight Heihachi, returning as a sub-sub-boss, then a new villain called Ogre. Finally, Ogre utilises the power of Heihachi to transform into the character being covered today, True Ogre, a name he only gained in the PS1 port of the game. True Ogre is...a little more on the baffling side, it must be said, from both his design to implementation and everything in between. He's a character I'll warm up too in the future both, I have to say it, I just never really liked him. He's a hell of a lot of fun to play as, but that design is just so goddamn corny, particularly over the sleek, intimidating design of regular Ogre. He looks like he's supposed to be some sort of Chimera/Manticore, which will become apparent in later titles, but here he looks like a puppet from a bad 70s horror film. In terms of actual movesets, he uses a combination of Jun, Kazuya's, and a little of his own. I need to start some kind of poetry counter by this point. I'll talk more about his and Ogre's moveset in the Ogre video, but the main advantages he has over regular Ogre is his ability to breath fire, both in the air and on the ground. This is, of course, the same 2-part Boss format we saw in Tekken 2, and both Ogres are even fought on the same stage in arcade mode, something we'll see again in later titles.

The problem with True Ogre, apart from his design, is that he's so big. He has many of the same moves as regular Ogre, but as a result of his snake arm has some incredible reach with them. His f, f+2 in particular is brilliant, with fantastic range and being unblockable on the second hit. He has a huge hitbox however, and even seems to take more damage than other characters, or at least gets countered easily. I can't say I'm dramatically fond of him, but I can't deny that he does play incredibly well, with a varied and extremely powerful moveset. You just have to be weary of that hit-box.

We'll be seeing True Ogre again very soon indeed.

Also, True Ogre's so sprite intensive that draw distance has to be cut for him to even be displayed on screen. We'll run into this issue again soon when we get to Tekken Tag.







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