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	<title>Arcadepimp &#187; Characters</title>
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		<title>Kotaku: How Katsuhiro Harada Achieved Game Balance In Tekken 6</title>
		<link>http://arcadepimp.com/2009/11/kotaku-how-katsuhiro-harada-achieved-game-balance-in-tekken-6/</link>
		<comments>http://arcadepimp.com/2009/11/kotaku-how-katsuhiro-harada-achieved-game-balance-in-tekken-6/#comments</comments>
		<pubDate>Thu, 05 Nov 2009 23:49:46 +0000</pubDate>
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				<category><![CDATA[Tekken 6]]></category>
		<category><![CDATA[Balance]]></category>
		<category><![CDATA[Characters]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Katsuhiro Harada]]></category>

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		<description><![CDATA[Building new characters into an existing story doesn’t happen without considering game balance. So how did Katsuhiro Harada bring it all together in Tekken 6?]]></description>
			<content:encoded><![CDATA[<blockquote><p>Building new characters into an existing story doesn’t happen without considering game balance. So how did Katsuhiro Harada bring it all together in Tekken 6?</p>
<p>From a story perspective, new characters are easily justified by their individual motives for fighting in the tournament. A pink-haired robot, a fat martial arts legend and a Spanish bull fighter are among eight characters introduced in Tekken 6, bringing the total number of characters in the fighting game series to 42. Harada says that achieving game balance with so many characters came down to three things.</p></blockquote>
<p><a href="http://www.kotaku.com.au/2009/11/how-katsuhiro-harada-achieved-game-balance-in-tekken-6/">Article continues&#8230;</a></p>
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