Tekken has been the reliable answer to the fighting genre question since 1994. Not always the flashiest, not always the most technically demanding, but consistently the one that gets the fundamentals right. The roster is recognizable, the mechanics are deep enough to reward time, and the feel of a clean combo landing has never really gotten old. Namco built a formula that worked and they have mostly trusted it.

Tekken Revolution is what happens when that formula gets handed to the free-to-play model and asked to survive on PSN.
Released in June 2013 as a free download on PlayStation 3, Revolution is not a mainline entry. There is no story mode. The roster at launch is eight characters with four more unlockable through play, and the boss fights pull legends like Heihachi, Ogre, and Jinpachi out for the arcade run without making them playable. That is a deliberate tease that lands with a thud the first time you see Jinpachi and realize you will never get to use him yourself.
The three modes are Ranked Match, Player Match, and Arcade Battle. Ranked is self-explanatory. Player Match is online but without the rank stakes. Arcade Battle handles your offline needs, which is exactly one mode, because every other option requires an internet connection. No local versus. No friends on the couch. That is a significant cut for a Tekken game and it shows. Half the reason people kept Tekken discs in the house was split-screen rivalry. Revolution removes that entirely.

The character upgrade system is the one genuinely new idea here. You earn Fight Money through play and spend it on three stats: Power, Endurance, and Vigor. Upgrades are permanent per character and cannot be reallocated. It adds a mild customization layer that is more interesting in theory than in practice, but it gives you a reason to stick with a main instead of hopping around the roster. For a free-to-play game trying to hold attention, that is a reasonable design call.
The coin system is where the free-to-play model shows its teeth. You spend coins to play, you earn coins by winning, and running dry limits what you can do. At the time of release it was not aggressively punishing, but it created a ceiling that a full priced Tekken entry never would. The gameplay under the system is still Tekken. The mechanics are lifted wholesale from Tag Tournament 2, movement feels correct, and anyone with Tekken muscle memory will find the floor quickly. It is not broken. It is just constrained.
What Revolution delivered was a stripped-down, free entry point to the franchise on PS3. For someone who had never played Tekken and was not ready to spend money on Tag Tournament 2, it was a reasonable sample. For anyone who already owned a Tekken game, it offered very little that was new and removed several things that were expected.
As a free-to-play Tekken, it was fine. As a Tekken game, it was thin.