FreeMufasa
Junior Member
Keep watching the 2nd video. So good.
And what exactly is the point of copy/pasting a move list? To prove how little you know about both series?
Um, VF is also based around RPS.
DEAD OR ALIVE is headed to the Xbox 360 and PlayStation 3 in September 2012.
From Tecmo's Facebook page
Ain't no different than how they've been in the past 15 years at least. Well if this was your first couple years getting into them or just tired of it then understandable, but yeah, the yearly re-release was actually pretty fucking terrible last gen (Guilty Gear fine example) and ones before it.
I'm not saying DOA is bad, I'm saying it's simple.
This is sadly true, but I only played GG:XX:#R so it wasn't a big deal to me. Now that we're in the age of online fighters staying "current" with the scene has gotten so goddamn stupid that it's basically turned me off from the entire genre.
And VF, Soul Calibur, Tekken, Street, GG, BB, Skullgirls, ... ... ... ... isn't?
They're all rock paper scissors, again. If you're expecting non-RPS gameplay in games you should probably stop playing games right now. Posting "move lists" doesn't make your point, dude. VF may have a more complex movelist system but it still has "Punch beats throw. Throw beats guard. Guard beats punch" system. *gasp* Just like DOA!
Dead or Alive 5 (US, Canada only) 19-Mar
sooooo far! But I've been waiting since what... 2006? I think I can hold out a few more months.
Remember, NG3's release is 3/20 and it comes with the exclusive premium demo voucher.
And this will be the first DOA game I buy.
Erm...no it doesnt. Many moves in VF5 allow for that system to be broken. Guard breaks are attacks that beat guard. OM are evades that beat attacks and throws. Sabaki, Reversal and Inashi's allow for the played at disadvantage to be proactive. This complexity alters the system you laid out.
To prove that a 5-way counter and half a dozen throw inputs that can only be teched by guessing the exact throw unique to one character is more complicated than the universal hold and throw systems in DOA? I'm not saying DOA is bad, I'm saying it's simple.
Which is stupid because I want to try Hitomi in the PS3 demo. Y U HATE PARITY, HAYASHI!?
lol, a 5 way counter that's done by either holding back, down-back or down? The only thing you did was list what animation you get when you do land a counter. Problem is, DOA's counter system operates in the exact same way.
And you completely misunderstand what DOA's RPS system is; it's basically strikes beats throws which beat counters which beats strikes. That's the exact same fundamental system that VF operates on.
matt: IMO VF operates on multiple RPS systems going on at the same time which overlay each other, creating exceptions to the rule, but DOA have had "exceptions" to their systems as well. DOA3 had a good sidestep system while DOA4 had guard break attacks. Let's just hope that they incorporate ALL of these in one game this time around.
The idea of premium demos is pretty dumb, but this is on a whole 'nother level.CE demo will contain all four characters, if I remember correctly.
It's time for Itagaki to blast some aerosmith.
The idea of premium demos is pretty dumb, but this is on a whole 'nother level.
I mean, don't you want people to try your game? Why limit the audience.
Except at the core the system is the same. There may be "reversal/sabaki/blah blah blah" but it's still the same "Punch beats throw. Throw beats guard. Guard beats punch." system, dude. Don't try to deny it.
KageMaru said:Though I don't know I'm not too sure what to think about the super moves. >_>
Rikuto said:The retarded stun system from DOA 4 has been revamped severely since the last build, and the continuous ground bounce nonsense is gone completely from kasumi's 6k to give an example of that.\
You can't see healthbars in this trailer, but from another recent OXM preview Counters were shown to only do around 20 damage. They used to do anywhere from 60-100+. Out of STUN. They were the single biggest problem with the game and are getting nerfed so hard you can't even recognize them anymore.
Sidestep evasion mechanics are in the game and working like it was in 3.1, so it doesn't play like a 2.5D fighter like it did with doa 1/2/3.0/3.2/4/dimensions.
You cannot counter off of wall hits anymore, because they throw you into an In Air state. This allows you to create more true combos and actually devise proper strategy for killing your opponent other then just playing rock paper scissors (although good luck countering someone to death now. seriously you'd have to do it like 15 times in a match).
So basically.... yea. DOA is good right now, provided Shimbori-san keeps listening to us and developing the game the proper way instead of the Itagaki way.
Wow, those are some quite promising impressions.
60FPS!! Of course. @grap3: @TeamNINJAStudio Does #DOA5 run 60FPS or 30FPS?
そんな思いで制作中のDEAD OR ALIVE 5は『2012年9月発売予定』です。皆さんにお届けするまでにはもう少し時間ください。それまでは今月発売のNINJA GAIDEN 3初回版につくαバージョン体験版でぜひ腕を磨いておいてください!
Translation: "Dead or Alive 5 is in production and thought to be released in September 2012. Please give us some more time to deliver it to you. We want to be able to polish it and in the mean time try out the α trial that comes with the release of Ninja Gaiden 3."
More stuff to report from FreeStepDodge.
http://electronictheatre.co.uk/xbox...h-dead-alive-5-virtua-fighters-akira-playable
Apparently, that thing about Sega publishing this game is true. Fascinating...
And now, some random tweets from Team Ninja's twitter translated.
- http://www.freestepdodge.com/threads/team-ninja-twitter.454/page-21#post-7305
The demo in question seems to be a slightly more polished version of what the press has seen already.
Apparently, that thing about Sega publishing this game is true. Fascinating...
Full blown DoA x Virtua Fighter inevitable?
Full blown DoA x Virtua Fighter inevitable?
Didn't Duckroll post something a while back about how Sega was going to start publishing TK's games?
Full blown DoA x Virtua Fighter inevitable?
Oh, and here's a hi-def version of the trailer: http://www.gamersyde.com/download_dead_or_alive_5_gdc_trailer-26125_en.html
And now, some random tweets from Team Ninja's twitter translated.
- http://www.freestepdodge.com/threads/team-ninja-twitter.454/page-21#post-7305
The demo in question seems to be a slightly more polished version of what the press has seen already.
@grap3 posts here on GAF. He was quite active in the DOA Dimensions thread although he never liked the game.
FUCK YESI would like to think so. Who knows, maybe by the time "VF+DOA" is seriously on the table, we'll be looking at a game where AM2 and Team Ninja work together for a singular game, which will be good to go on both Sega's awesome arcade hardware and the next generation of consoles.
As beautiful as both VF5 and DOA5 look right now, on Sega's new generation arcade hardware....HNNNNNNNNNNG...
Mr.Wah said:1) Some of the VR players, like mattfab, don't seem to know the depths of DOA, as many don't. They're just looking at the RPS system, agreeing that VF uses an RPS system but has layers that go over that initial RPS system like OM and sabakis. What they fail to realize, is that DOA has options that get around its own RPS system - maybe not DOA4, but at least DOA3 and even lesser DOA2. In DOA3 you had guard breaks and guard crushes that guaranteed follow-up attacks and made it so Attack could beat Guard. You had Catch Throws / Offensive Holds which were Throws that beat Attacks while also beating Holds. You had a wall crumple system in DOA3 that prevented someone from holding and getting a free hit for anyone - where some characters would opt for a free chance at a ground system. You had a mild side stepping system to attacks for avoidance of attacks while gaining positional space for strategical positioning (pushing an opponent near the guaranteed wall damage). You also have attacks that were "unholdable" as in when connecting with a HOLD, the holding opponent would just position switch instead of dealing default damage. You also had natural combos that put characters into certain stuns which would require a certain amount of frames to pass in order to be allowed to defensive hold out of the stun. Additionally, it's worth mentioning that struggling is in the critical state system, where a majority of critical stuns can be sped up as an alternative defensive style from holding out of the stun and being throw punished. Additionally, it's a bar that is built up in the background that can be "stored" for when the next critical state is applied to the player.
They simply didn't bother to break the game down far enough to see the deeper layers in play like they did with Virtua Fighter. Virtua Fighter can be played as simple as they are claiming DOA can be played.
2) Sega is only publishing the game in Europe. This is typical of Tecmo Koei Europe as the marketing in Europe requires a bigger cost due to localization laws and guidelines, so they typically work with a publisher to help offset the costs. Nintendo for example published DOA Dimensions in Japan, not Tecmo Koei Europe.
3) Basically, many of the changes we have seen thus far are based off of feedback provided to Team Ninja, which basically says to build the game off of DOA3 game design instead of DOA4/D (figuratively speaking).
And this will be the first DOA game I buy.