write me an article based on all the below information on Tekken 2

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plot

kazuya is the boss, ruthless because of devil gene, animal experiments, heihachi, going against him, trying to take back the mishima zaibatsu. paul defeats him but gets stuck in a traffic accident, so heihachi gets into the final fight and wins

trivia (https://en.wikipedia.org/wiki/Tekken_2)

each character is composed of 800 polygons
Roger was modeled out of boredom by a team member and his colleagues liked it so much they wanted to include it in the game
40k arcade units, 5.7 million ps copies worldwide

trivia (https://ja.wikipedia.org/wiki/%E9%89%84%E6%8B%B32)

originally was developed with Bruce and Lei as new characters in mind. Lei had the name of Jun, and was supposed to be a japanese detective. along with that, Baek was developed for the korean market. hovewer, the sales side wanted an easy to use female character, which ended up being Jun, and while Lei got his new name and turned into an international detective from hong kong. bruce turned into his miniboss without much adjustments. 
the first tekken ps version included galaga as a startup, and they planned to put starblade into this, but they ended up dropping the idea because along with the improvement of technology, loading times shortened and putting an elaborate minigame into the game would have made the tight schedule even worse while slowering the startup process
later they redeemed this in tekken 5 and put the whole starblade in it

arcade version (https://ja.wikipedia.org/wiki/%E9%89%84%E6%8B%B32
https://ja.wikipedia.org/wiki/SYSTEM11
https://ja.wikipedia.org/wiki/%E3%82%BF%E3%82%A4%E3%83%A0%E3%83%AA%E3%83%AA%E3%83%BC%E3%82%B9)

there are 10 playable characters on the character select screen as you open it up. there are 2 new characters, Jun and Lei, and Heihachi replaced Kazuya, who serves as the games boss
the arcade game was released in 95 august on system 11, a playstation compatible arcade board by namco, that actually debuted with tekken 1 a year prior. the board was later used by the soulcalibur predecessor soul edge, but not just fighting games, it was capable of running vertically scrolling shooters like xevious 3d/g, rhythm games like bust a move or... things like dancing eyes, no idea what this is
the game introduced a system called time release. its basically releasing new content as time passes. the total operating time of the arcade machine was recorded in the memory of the board and hidden characters were gradually unlocked accordingly. 
hidden characters werent rare, but unlocking them usually required some command. it wqs partly good because whenever people discovered one, the interest in the game was rekindled, but there was a huge disparity between people who knew thing and people who werent. Also these commands were hard to input, so even those who knew them messed up sometimes. 
these hidden things could be unveiled by operators via "operator commands" which were in use to avoid gap caused by delays in the arrival and start of operation in each store or region. They must be entered on a test screen, so people couldnt unlock them 
since nowadays arcades are capable of online gaming, they usually just update themselves that way 
the number of unlockable characters, if we count different variations such as roger/alex and devil/angel, 25, significant improvement, especially because each has their own ending video
the character models became more realistic, which overall improved the aesthetics of the game a lot, this game is much less goofy than the cartoony first one
the original arcade version only lasted for 2 months, then they had to replace them with version B because players found an unblockable neverending move with Jun. arcade shops were forced to disable her and put baek into her place in the main roster. arcade gamers were kind of a beta testers
there were some other minor adjustments, and B verion was released including the timekeeped characters armor king and wang jinrei from the beginning
this is essentially the version they ported to ps1

ps1 (https://ja.wikipedia.org/wiki/%E9%89%84%E6%8B%B32)

the ps1 version came about half a year later with a bunch of new elements, such as practice mode, survival mode, team battle. there were a big-head mode and a subjective view mode as well.
there were some detractions as well, mainly in terms of color palette, which was reduced from 256 to 16
After clearing the arcade mode with a character, you receive their mini-boss as a reward, and upon doing the same with a mini-boss after you collected all, you get Kazuya as well. To earn alex and roger, you have to defeat your third arcade opponent with only a fraction of your health left, after which the game gives you either alex or rodger as the fourth adversary. defeat him and theyll appear on your character selection screen. 
the music of the arcade version got remixed, but you can select the original from the settings. originally kazuya and devil kazuyas theme were the same, but on the ps version, devil got a new song
first ps game to sell a million copies

the art of tekken

the first 2 tekken were a continuous development, and the art styles and programming systems they experimented with, often had to be thrown out. the first tekkens graphics received a lot of criticism, because it lacked a unified style. 
the experience the team had coupled with the now existing characters allowed them to refine the fighting system, that needed to be redone from the basics. based on a harada interview from edge in 2015, he said : tekken 1 isnt really a fighting game. it should be called a human body action game. they have abilities, and they hit each other, but it's not really a martial arts game.
translating realistic movements into the game shouldnt have been difficult via motion capture they used for marketing, but in reality, the technology was rudimentary and basically they had to animate everything by hand anyway. 
zaibatsu were family owned companies that grew into power a japan industrualized. after ww2, 4 zaibatsu alone controlled half of all manufacturing in the japanese empire. mishima zaibatsu is a weapon conglomerate. in the aftermath of ww2, zaibatsu were dissolved, assets seized ets, as centralized private influence was seen as inherently undemocratic. the mishima zaibatsu was so powerful that is was beyond reproach. heihachi is a japanese depiction of  how world war 2 era japan was seen by the rest of the world. harada says "heihachi is everyone'[s image of japan during ww2. that was a concept that was forged early on inside the team."
kazuya embodies japans boomer generation, struggling to escape the evils of the previous one, however, ultimately succumbs to the same evil, as he feared it to be hereditary.

avoiding the puddle / the making of tekken with yutaka kounoe (http://www.avoidingthepuddle.com/news/2015/5/3/the-making-of-tekken-with-yutaka-kounoe.html)

retro gamer magazines interview from june 2021 with yutaka kounoe was released on avoidingthepuddle. 
The creation of motion data was hard work because automated motion-capture technology was still in its infancy, meaning that animation had to be done by hand: "Essentially, we hardly used motion capture at all for Tekken 1 and 2" Kounoe reveals. At that point, motion capture was just a developing industry, so we used a magnetic system to capture a portion of the movements we required. This was a method where everything had to be recorded with cables attached, and it wasn't suited to intense action, so we could only use it for reference. However, the promotional department leveraged the appeal of motion-capture technology for marketing, and made out that we had used it extensively. The motion in Tekken was minutely adjusted to perfection, frame by frame, so even if we had used motion capture, we would have had to redo most of it anyway."
"Normally, in Namco's corporate culture, game designers would put all of their carefully thought out ideas into a document, and before beginning work on it, everyone would be asked to consider the contents and submit ideas for improving the quality of the product. However, with Tekken, many staff members were recruited mid-career from other companies. The result was that this fundamental style of game design was cast aside and we started work on the game in the midst of an inter-developer battle. What's an inter-developer battle? It's a method whereby anyone can freely implememt an idea they think is good, and if it's unpopular, other staff members can just overwrite the data with something else! This led to a lot of clashing of egos - it was a project where you'd gradually start to hear staff members spouting lines like, 'There's no way I'm losing to him!' There were members who liked to mouth off too, which pushed people to create things of such high quality that nobody would be able to say a word against them. That's the kind of unprecedented project it was."
The members were all workaholics; we lived at the office. We used to line up chairs to sleep on because the floor was cold. We were constantly suffering from sleep deprivation because we had to test that every technique for every character functioned normally, so one by one we tried the moves in every direction to confirm they worked.
For Tekken 2 Yoshimitsu's designer came up with a penguin fighter. At that time we were trying to think of animals that walked on two feet that we could base on the pre-existing human animation patterns. At any rate, the designer quit the company before he could complete the character model and I don't think many people in the team even knew about the penguin idea. 
To still be relying on Tekken even now is proof that Namco's real strength has disappeared, and I'm shocked by the decline in creativity and development ability. It's shameful to call yourself a developer or a creator if you can't design new games. 

gamezilla (old)(http://web.archive.org/web/20020213012216/gamezilla.com/console/reviews/t/tekken2psx.asp)

This game is one of the top three games available for the Playstation and you must go buy it. It is worth every penny of the price. Thanks for coming. Don't forget to tip your waitress, drive carefully and see you next time!
The only thing that I found disappointing with the game really has nothing to do with the gameplay. I was really let down by the endings of each character. In the first game, all of the endings were entertaining and added to the story. The endings in this game are 15 second clips that almost seem like an afterthought. After working that hard at defeating the game, I wanted a better reward. Also, since the endings in the first were so good, I figured they would only be better in the second. I was let down a bit.

thepixelempire (modern)
(https://www.thepixelempire.net/tekken-2-ps-review.html)

off the bat, you’ll want to get acquainted with Law (Bruce Lee reincarnated), Lei (a mimic of the unorthodox fighting style Jackie Chan honed in Drunken Master and the Police Story films) and Nina Williams (an agent with few weaknesses, proving fast and effective with both kicks and punches). Once you’re up to speed, you can tackle the more unorthodox choices such as Jack-2, a seemingly cumbersome robot whose appearance hides some deadly moves, and Ganryu, a sumo wrestler with surprisingly quick hands and a cool move set.
A watershed moment for the fighter genre. Tekken 2 was incredible, offering an arcade experience in the home, with a stunning roster and a selection of modes that granted it unparalled longevity.

ps legends (modern) (https://pslegends.com/tekken-2-review-gritty-edges-but-a-classic-brawling-experience/)

Tekken 2 stands as a cherished relic from the world of gaming, a testament to the evolution of the fighting game genre. Its enduring appeal, despite its rough edges and imbalanced mechanics, underscores the magic of nostalgia and the undeniable charisma of its diverse character roster.

game informer 100th issue top 100 (https://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx)

59th place
2001, it should have been tekken 3
top 1 is The Legend of Zelda


electronic gaming monthly 100th issue top 100 (https://kirk.is/vgames/powerlist/egm100.html)

51th place
putting a sport game to a toplist

gameinformer (old) (https://web.archive.org/web/19970117184347/http://www.gameinformer.com/june96/tekken2.html)

Straight from the school bus comes the lovely Jun Kazama. (shes actually 22)
practice mode listed as special feature
andy, the game hombre, reiner, the raging gamer, paul, the game professor

absolute playstation (old) (http://www.absolute-playstation.com/api_review/rtek2.htm)

As soon as you start up this game you can tell it's the best fighting game, hell, the best game ever made!
playability is just a random number to 50

yagino (modern) (https://yagino.net/game-review/hardware/ps1/tekken-2/)

do you know whos the strongest character in tekkens history?
he praises the game and expresses how much he likes the practice mode as he no longer has to play around with the settings of the competitive mode to practice
the quality of the end movies improved, the cg was the highest level of the time
he says the tekken hsitorys strongest character is bruce, so stronge that some arcade operators issued a Bruce ban and in todays online gaming culture it wouldve ben adjusted asap as he is devastating.
in order to conform bruce's real strength, he wanted to try him out in real combat, so he invited his friends whom he plays soul calibur 5 with to give it a go. it must be nice to have friends. he only practiced for like an hour, so it wasnt that big of an advantage, but even 10% of bruces power is quite efficient.
bruce was apparently so easy, that he just changed him to paul instead. paul is strong too, or perhaps his opponent was weak, but nothing comes close to bruce whom you can win with even if you just press random buttons. 
some other top ranked characters like heihachi or armor king are op too, but bruce is the strongest ever. im not sure how much of an exaggeration this is, as t7 had some interesting dlc characters, but he would have to be adjusted in this era. however, as he says, its fun to play an unbalanced game with friends, especially if they dont know anything about bruce.

meganenagamereview (modern) (http://meganenagamereview.blog.jp/archives/1033362177.html)

the author explains that he was bored of his first game, beyond the beyond, so he wanted a new one and his friend recommended tekken 2. he liked toshinden, another fighting game, so he wanted to give it a go
he was surprised by the amount of characters and how well the game plays, saying its very different from the 2d fighting games he was used to, and in which you can make combos even with button mashing
regardless, he had to get used to the fast pace of the game
he also says that capcom or snk would never dare to include bears, kangaroos or dinosaurs in their fighting games. also if a bear appears in a fighting game, he should won easily, no girl's gonna german suplex that
his favorite character was king due to the tiger mask reference, but he mostly used heihachi and law, however, he ended up liking the game less than 2d fighting games as theyre easier to get used to
first it was confusing that the article is from 2015 but he speaks as if it was in the present, but looking it back, he made an insane amount of posts, almost every day, and based on the first one, the blog is to archive his gaming memories.