
Tekken (Japanese: 鉄拳 literal translation: Tetsu no ken, "Iron Fist") is a Japanese media franchise centered on a series of fighting video and arcade games developed and published by Bandai Namco Entertainment (formerly Namco). The franchise also includes film and print adaptations. The main games in the series follow the events of the King of Iron Fist Tournament, hosted by the Mishima Zaibatsu, where players control a plethora of characters to win the tournament and gain control of the company; the conflict between the Mishima family serves as the main focus of the series' plot, while players explore other characters' motivations in aiming to control the Zaibatsu. Gameplay focuses on hand-to-hand combat with an opponent, with the gameplay system including blocks, throws, escapes, and ground fighting. The series later introduced combos and special moves, with characters also able to stage break arenas. Tekken is noted as being one of the first fighting games at the time to use 3D animation. Japanese video game developer Namco began the series in 1994, with the release of the self-titled first entry. As of 2017, it has nine additional entries, eight spin-off games, and has been adapted into three feature films and other media. Tekken 2, as well as the third game Tekken 3, are considered landmark titles; they received critical acclaim for their gameplay and more immersive experience. Subsequent titles have followed this concept, and received generally positive critical responses. The series has been universally acclaimed and commercially successful, having shipped more than 53.5 million units, making it one of the best-selling video game franchises of all time, and the third best-selling fighting game franchise in history.[1][2][3] The main series has been widely credited by critics and video game publications for raising the standards of fighting games, and praised for its gameplay mechanics and replay value.

Tekken (Franchise)

Influence(s)
for Influence(s) in Sentoki 2
Suggested by keatoncarpenter

After destroying the bioweapon known as Antares near the end of the first tournament, Shin Ikushima infiltrated the main building of Orion Corporation in an attempt to hunt down the company's CEO, Ranzou Kihara, in order to finish him off right then. However, when he went to the chairman's office, there was no Ranzou, rather, there was only a young girl inside a cryogenic sleep chamber. Shin releases the girl from the chamber and runs off. Realizing that she lacks any memory of her past, Shin decided to adopt the girl, naming her Kei. Ten years later, Kei, under guidance from Shin, grows up to become a beautiful young lady, and an accomplished black belt in Kyokushin karate. Kei still had no memory of her past prior to Shin saving her, but this did not bother her in the slightest. Until one day, Kei encounters a mysterious woman named Eileen A., who claims to be a former employee of Orion. Eileen told Kei about the Orion Corporation and how Ranzou Kihara is the one holding the answers to her past, before eventually departing, leaving Kei with nothing but questions. Several months after that fateful meeting, Orion announces the second Sentoki: Global Martial Arts tournament. Kei, along with her guardian and master Shin, decides to join the tournament to meet Ranzou Kihara and find more about her past.
