Ragingnight
Member
You know I don't even have a fighting game on my ps3. Yet next month I'm probably going to buy TTT2, Persona: Areana and this game DOA5.
Yes.gif
You know I don't even have a fighting game on my ps3. Yet next month I'm probably going to buy TTT2, Persona: Areana and this game DOA5.
This is going to sound weird, but Eliot's pale skin in that new Chinese stage gave me flashbacks to how I felt seeing VF3 for the first time in arcades. This game looks next gen as hell. The other offscreen video of Kasumi and Sarah fighting on the glacier stage (in one of the DoA5 threads; maybe this one, idk) looked crazy, too.
Don't forget UMvC3 and Arcana Heart 3. And maybe VF5FS.You know I don't even have a fighting game on my ps3. Yet next month I'm probably going to buy TTT2, Persona: Areana and this game DOA5.
Brad looks and animates so poorly.
Pales in comparison to other drunken boxers like Chin Gentsai, Lei Wulong and Shun Di.
No hes actually really cool to watch, you can blame that on the poor performance from the player.
DOA's weak point on animation is their offensive strikes. Someone pointed out how bad Eliot looks earlier in the thread and I completely agree. The throws, counters, and hit reactions look great for everyone though.Brad looks and animates so poorly.
Brad looks and animates so poorly.
Pales in comparison to other drunken boxers like Chin Gentsai, Lei Wulong and Shun Di.
That's great to hear.
The next set of matches is up:
Christie vs Ayane #1
The next set of matches is up:
Tina vs Brad Wong #1
Jann Lee vs Bass #1
Jann Lee vs Brad Wong #1
Bass vs Hayate #1
Bass vs Hayate #2
Christie vs Ayane #1
I find it weird that there are no videos of Hayabusa in the newest build.
He's like, the best character. Ever.
I already bitched about this here. I've come to the conclusion that it's because most of the stages are very spacious and lack the whimsical art direction of previous DoAs. Even "The Show" (circus stage) is a generic shape and looks like something out of Batman Returns. Compare PlayStation All-Stars Battle Royale to the Smash Bros. series, and it's the same deal. There are practically no saturated colors anywhere or meaningful, visual variety. It's brown curry over and over. Sometimes it's a slightly more red brown mush. Sometimes it's a slightly more green brown mush.The character models in this game look amazing, but some of the levels look horribly uninspired and bland. For example, I don't get the love of the glacier stage, that is one of the worst offenders.
The next set of matches is up:
Tina vs Brad Wong #1
Jann Lee vs Bass #1
Jann Lee vs Brad Wong #1
Bass vs Hayate #1
Bass vs Hayate #2
Christie vs Ayane #1
I'd like more solid footage of Ryu myself, seeing as they apparently changed him to be more of a grappler or something yet I've seen no evidence of it in the few videos I've seen of his DOA5 incarnation.
Yup. This happened in Tekken 6 and it made that game sort of ugly to me, so I'm glad to see Namco corrected this for TTT2.There are practically no saturated colors anywhere or meaningful, visual variety. It's brown curry over and over. Sometimes it's a slightly more red brown mush. Sometimes it's a slightly more green brown mush.
I agree with this as well, and it was the part of DOA that made me wish other game would incorporate them. I really like the fancy new environment features, but I really miss a lot of the simpler old ones. The environment was almost always present, and I really dug that. I don't know if they're trying to placate the tourney crowd with that one, since many of them would be perfectly content with squares with walls.I think DoA5 went overboard in all the wrong places. It's not about the window dressing (explosions, stuff happening out of reach in the background), it's about the way you interact with what's around you. That is what made the stages in past DoAs seem a lot more organic and dynamic. These stages are missing interesting "forms", that variety of arena shape and size and hazard I've grown used to seeing. There is no cramped bridge, no cluttered market, no tree-filled forest, etc. It's all just empty space surrounded by a wall that sometimes does stuff. There are only a couple stages that don't fit this description, so those are the most interesting ones to me.
Is his neutral throw one frame faster like the rest of the grapplers?You'll find no more solid footage than Master playing Hayabusa. Him being a grappler apparently means nothing more than making his Izuna an advanced hold, haha.
Is his neutral throw one frame faster like the rest of the grapplers?
I already bitched about this here.There are practically no saturated colors anywhere or meaningful, visual variety. It's brown curry over and over. Sometimes it's a slightly more red brown mush. Sometimes it's a slightly more green brown mush.
[...]
But nevermind that. It was on the 3DS, not a powerful home console. So why does the stereotypical snow stage get turned into an endless glacier that lacks deforming snow? And why are the water reflections crappier than in previous DoAs? And why aren't there are any ground reflections on shiny surfaces? Where are the breakable floor tiles? It seems like there are no individual character themes, either, only stage themes. A lot of the extraneous gimmicks that could've made fighting in these generically designed stages more fun are gone now, making them even blander. Where is the thunderstorm to enliven this dreary square? The fireworks?
Being able to push such beautiful character models at 60fps in HD no doubt plays some part in what we're missing. I'm just not sure what to think because a lot of my gripes have nothing to do with technical constraints. Quite a bit of what I feel is wrong with them is consciously designed. Are areas more spacious to take advantage of the revamped fighting mechanics? Could rampant hazards mess with the game's pace? Etc.
This x 100000000000000000000.Random question: Why haven't fighters whored out DLC stages? I would pay bucket loads of money for reimagined old stages in SC5, SF4, DoA.
Random question: Why haven't fighters whored out DLC stages? I would pay bucket loads of money for reimagined old stages in SC5, SF4, DoA.
Random question: Why haven't fighters whored out DLC stages? I would pay bucket loads of money for reimagined old stages in SC5, SF4, DoA.
Thanks for that tech stuff. I didn't know about the ice shader because it isn't easily discernable in videos, and I haven't been fortunate enough to play the game in person yet. I don't mind the concessions because the characters really are gorgeous. It just sucks when VF5 of all things has deforming sand after DoA owned last gen with its Xbox beauty.I can answer a few of these to an extent.
I want my Game of Death costume.
KOFXIII had DLC stages. Well, it was more of a bundle.
For $5 you got a character, a stage, and two music tracks.
I don't mind the concessions because the characters really are gorgeous. It just sucks when VF5 of all things has deforming sand after DoA owned last gen with its Xbox beauty.
Brad Wong looks like David Beckham here lol
YOu can see it in the IGN DoA Chronicles vid.
http://i123.photobucket.com/albums/o296/Skilletor81/senzatitolo2e.png
Oh god, yes. I will not be missing the return of ribbon hair.Also, the hair and cloth physics seem to have been improved ten-fold since DOA4.
NOT A BAD THINGBrad Wong looks like David Beckham here lol
Uhhhhhhhhhhhh... wtf is up with Tina's voice?
i only do that with Battlefield. 360 only for me on DOA5!
Don't mess with Texas.Uhhhhhhhhhhhh... wtf is up with Tina's voice?
Don't mess with Texas.
No I mean it's really high pitched. It doesn't suit her at all.
This couldn't be further from the truth. In DOA2 and 3, you always had two opponents: the one with the controller and the stage. DOA2 brought a lot to the table originally. Not only were the stages amazing and impressive, they were deadly. High level players knew this and were the ones to use the stages to their benefit.The environment was almost always present, and I really dug that. I don't know if they're trying to placate the tourney crowd with that one, since many of them would be perfectly content with squares with walls.
This times a thousand.Overall things are looking up for this DOA but I'd be lying if I said they aren't having some missteps along the way.
Yes, unfortunately. Apparently "Why is Hayabusa the only character that has an easy to do unbreakable throw/hold/attack that does 50% or more damage? He's not even a grappler!" was interpreted as "Give Hayabusa all the benefits of being a grappler and none of the shortcomings..."Is his neutral throw one frame faster like the rest of the grapplers?
DOA4 introduced more obstacles and small areas. The fact that the damage you could get from a wall hit was dramatically reduced doesn't change the fact that the stage was *almost always present* as opposed to now where you have large open spaces with nothing to interact with. You're arguing a different point than the one I'm addressing (nevermind the fact that you agree about DOA2/3).This couldn't be further from the truth. In DOA2 and 3, you always had two opponents: the one with the controller and the stage. DOA2 brought a lot to the table originally. Not only were the stages amazing and impressive, they were deadly. High level players knew this and were the ones to use the stages their benefit.
DOA2 introduced walls to 3D fighters and the dynamic stage shapes made them both something to take advantage and be fearful of. With this in mind, they introduced the stepping mechanic to aid you in making use of those environments. DOA3 expanded on both those items so stepping, the wall and the mind games surrounding them became even more important. A wall hit in DOA3 could potentially mean death. DOA4 threw all of that and more away...