Game review
TEKKEN 8
7 / 10
- Developer
- Bandai Namco Studios Inc.
- Publisher
- Bandai Namco Entertainment
- Released
- 25 January 2024
- Platforms
- Windows, PlayStation 5, Xbox Series X|S
- Genre
- Fighting
- Monetisation
- One-time purchase, plus a season pass, per-character DLC, a real-money item shop and premium battle passes — the latter two introduced after launch. 23 DLC entries as of August 2026.
- Players
- Online ranked and casual, local versus, plus a single-player story mode and arcade content
The short version
Tekken 8 is a superb fighting game with a genuinely poor relationship with its audience. The engine, the animation, the sheer physical weight of the fighting — all top of the class. Its problem is that Bandai Namco added a real-money item shop and premium battle pass roughly two months after selling it at NZ$69.95 with a season pass already attached, and then spent 2025 patching the game in a direction its most invested players openly hated.
The median playtime across its hundred most-helpful negative reviews is 336.9 hours. These are not people who bounced — they are Tekken lifers, several with over a thousand hours, describing a game that kept buffing offence and never defence until, as one puts it, matches stopped being about interacting with your opponent. Season 3 in February 2026 was explicitly billed "back to basics," and sentiment has finally started to move.
Biggest strengths
- The best-looking and best-animated fighting game on the market, with tremendous physical impact
- A deep, technical fighting system that remains excellent underneath the balance arguments
- Generous single-player content by genre standards, including a full story mode and arcade modes
Biggest weaknesses
- A real-money item shop and premium battle pass were added about two months after launch, on top of an existing NZ$70 price and a separately-sold season pass
- Season 2 in 2025 is described by long-term players as making every character an easy mix-up machine with no compensating defensive tools
- 23 DLC entries, with individual characters at NZ$12.95 each
Who it's for: Fighting-game players who want the best-looking, best-feeling 3D fighter available and can make peace with the shop. Newcomers will find it welcoming; long-time Tekken players should read what the veterans are saying about the balance direction first.
Our recommendation: Worth buying if you want a 3D fighter — nothing else in the genre matches its production or its roster — but buy the base game and treat the shop, passes and character DLC as optional. Recent reviews run well ahead of the lifetime score, so the current build is better than the badge implies.
7 / 10
The hundred most-helpful negative reviews of Tekken 8 have a median playtime of 336.9 hours. The highest has 3,292. Scroll them and you find 1,788 hours, 739, 673, 562, 556 — people who have given this game a working year and came back to explain, at length, why they're angry.
That's the only sensible frame for a Mixed rating on a fighting game that reviewed brilliantly. Nobody here thinks Tekken 8 plays badly. They think it was sold badly and then balanced badly, and both arguments deserve unpacking.
The fighting is excellent
Briefly, because it isn't controversial. Tekken 8 looks and feels better than any fighting game available — the animation weight, the impact, the sheer physicality of a launcher connecting. The Heat system gives every character an aggressive resource, the roster is enormous, and there's more single-player content here than the genre usually bothers with, including a full story mode.
For a newcomer it's welcoming, well-taught and gorgeous. If you have never played Tekken and want a 3D fighter, this is the one, and nothing below changes that.
The shop, two months late
Now the thing that produced the single most-upvoted review in the game's history, at 3,415 votes.
Tekken 8 launched on 25 January 2024 at NZ$69.95, with a season pass sold separately. Around 29 March 2024 — roughly two months later — Bandai Namco added a real-money item shop and a premium battle pass. As that reviewer notes, there was no pre-launch roadmap warning any of it was coming.
The objection isn't that cosmetics exist. It's the sequencing. Another review, with 1,358 votes and 557 hours, puts it as plainly as anyone could: "Revealing microtransactions and paid battle passes in a $70 game after its release should be illegal." When the shop arrives after the reviews are in and the money is banked, buyers reasonably feel the product they evaluated wasn't the product they own. It's the same structural complaint I raised about Anno 117's season pass, and it lands harder here because the base price is full retail.
The catalogue now runs to 23 DLC entries, with individual characters at NZ$12.95.
The balance war
The second grievance is bigger in volume and it's about the game itself.
Look at when the negatives arrived: a steady handful each quarter through 2024, then 19 in the second quarter of 2025 — Season 2 — followed by 14, 14 and 11 across the next three quarters. This was not a launch problem. It was a slow-burning revolt that peaked more than a year in.
The complaint is remarkably consistent and technically specific. Season 2, players say, buffed offence across the entire cast without giving defence anything in return. "They made every character into a braindead easy mix up machine without a single buff to defense," writes a 562-hour player. A 1,788-hour player reports that Season 3's notes read as "just Season 2 Part 2." A 155-hour reviewer in March 2026 explains what that costs emotionally rather than mechanically: in earlier Tekken games "I had fun even when losing because I knew what I was doing wrong and could learn from these situations" — and now it's whoever presses harder.
The best line in the corpus, at 943 votes, translates it for outsiders: "Imagining CounterStrike becoming more like Call of Duty."
That's a legitimate design disagreement rather than a bug, and reasonable people can prefer a faster, more aggressive Tekken. But when a competitive game's most experienced players say the skill they built no longer applies, that's a real cost, and it explains why a technically superb game sits at 56% while Street Fighter 6 does not.
The turn
Here's what the badge doesn't tell you. Of the 100 most recent English reviews, posted in the last ten days, 66 are positive — ten points above lifetime, from players with an 82-hour median. Negative reviews have dropped to a single one so far this quarter.
Season 3 arrived in February 2026 under the banner "Back to the fight. Back to basics," which is about as close to an admission as a marketing line gets. One reviewer with 525 hours edited their review in July 2026 to acknowledge "the first two patches that actually employed some form of gray matter since season 1." Season 4 is set for 19 August 2026.
There has also been change behind the scenes: game director Kohei Ikeda announced in June 2026 that he had left Bandai Namco after more than two decades. I'm not going to speculate about why, and it's business reporting rather than a review's business, but it's context for anyone wondering whether the direction that caused all this is likely to persist.
The verdict
Tekken 8 earns a 7. As a fighting game it's an easy 8.5 or better — the best-produced, best-feeling 3D fighter anyone makes, with a roster and a single-player offering that shame most of its genre.
The score is lower because a purchase includes the terms it comes with. Those terms were changed two months after launch by adding a cash shop and battle pass to a full-price game that already had a season pass, and the competitive experience was then reworked for over a year in a direction its most committed players describe as taking the game away from them. Neither is a small thing, and both are the publisher's choices rather than accidents.
Buy it if you want a 3D fighter — and buy it knowing the current build is better than its rating, that Season 3 genuinely listened, and that the shop is entirely ignorable if you decide it is.
Pros and cons
Pros
- The best-looking and best-animated fighting game on the market, with tremendous physical impact
- A deep, technical fighting system that remains excellent underneath the balance arguments
- Generous single-player content by genre standards, including a full story mode and arcade modes
- Season 3 in February 2026 explicitly targeted the community's complaints, and it shows in recent sentiment
- Steady roster expansion, including some genuinely inspired guest characters
Cons
- A real-money item shop and premium battle pass were added about two months after launch, on top of an existing NZ$70 price and a separately-sold season pass
- Season 2 in 2025 is described by long-term players as making every character an easy mix-up machine with no compensating defensive tools
- 23 DLC entries, with individual characters at NZ$12.95 each
- Complaints about rank inflation and matchmaking recur across the whole two-and-a-half years
- The lifetime Mixed score badly misrepresents the current build in both directions