Following the introduction of the AI ghost data feature in Tekken 8, a touching scenario unfolded when a fan was able to engage with the digital likeness of their late brother in combat. Katsuhiro Harada, the series producer, viewed this moment as a potential “glimpse of where fighting games are going.”
Many fighting game enthusiasts often encounter a similar dilemma: they’re too skilled to enjoy casual play but not sufficiently experienced to compete at the highest levels. Fighting against AI doesn’t quite match the thrill of facing a human opponent. Ideally, players would prefer to engage with someone of comparable skill in their vicinity, but this can prove challenging without a local fighting community. This often leaves players navigating a frustrating online landscape filled with toxicity or poor connections (or both; a nod to Super Smash Bros.). However, Tekken 8 is changing the game with its innovative AI ghost system.
In Tekken 8, the game tracks your performance as you play, allowing you to access ‘Super Ghost Battle’ mode, where you can battle an AI representation of yourself. This feature serves as an excellent tool for self-improvement, offering insights into your weaknesses without the need to sift through replay footage. Battling a Super Ghost feels far more dynamic than facing standard AI opponents. Interestingly, it also enabled a player to preserve their brother’s ghost data shortly after Tekken 8 launched last year, thanks to Harada’s assistance.
During a panel at GDC 2025, translated by Michael Murray (a long-time member of the Tekken team), Harada recounted this touching interaction: “An unforeseen thing that kind of appeared out of this new technology, was also… a person in the community, their brother passed away, and they asked Harada if he could have a copy of the brother’s ghost, because it actually felt like he was playing against his brother to help him kind of remember those times.” Michael Murray
This heartfelt interaction left a significant impact on Harada, showcasing “some of the cool stuff that we can achieve with this new technology,” while offering a vision of the future of fighting games. He remarked, “maybe you don’t necessarily need an opponent who is human that has the exact same skill level as you to enjoy the game. There might be some kind of features like this that can provide a better experience overall.”
Additionally, Katsuhiro Harada recently shared that he had taken a break from Namco for a year due to the pressure caused by the unfavorable reception of Tekken 4.