• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Dead or Alive 5 or Tekken Tag 2? ;_;

And because everyone uses invisible walls everyone else should follow. Got it!
I only asked what other games you were talking about.

And it's not really a matter of invisible walls as I said, but more with it's animations. The hit boxes on that scenery could have matched the horse perfectly but you would still get the same animation as if it was hitting a wall even thought there's nothing actually there. It's a downside to canned animations but it's something you are not going to get rid off. Try adding ragdoll physics to a fighting game and see the community trash it till there's no end. There's no way of counting animation frames and adjusting accordingly that way.
 
Sorry but no, that's ambient lighting, they don't get brighter or darker the closer or farther away they are from the fires. They are not additional light sources.

But hey, don't mind me, "pretending I know about graphics". "For some reason".


There, the lighting change is represented on the characters, and the ring of fire casts light on the characters. The game is a work in progress and lighting has seen some changes, so perhaps things youve seen lacking wont be.
 
I get you. When T4 came out, I'd wince at the buoy ropes acting as solid walls on that beach stage haha. But as I came to realize, people don't play fighters for cinematic realism. DOA is doing that, and it may look pretty, but function comes first. 2 different games.

Until Tekken wants in on the gimmicky environments even more, we likely won't see Asuka getting juggled onto a horse which decides to buck her off for more juggle opportunities lol.
Edit: If you're into that sort of thing and base your fighter purchase on such, Injustice: Gods among us is your game.
But DOA functions just fine with all that jazz. (Ignoring DOA4 which overall was a broken mess and the interactivity with the stages really dont have anything to do with it since 2 and 3 do it pretty good)

Edit: Injustice: God Among Us The visuals are crummy but gameplay wise might be decent. Not sure about getting that one yet.

I only asked what other games you were talking about.

And it's not really a matter of invisible walls as I said, but more with it's animations. The hit boxes on that scenery could have matched the horse perfectly but you would still get the same animation as if it was hitting a wall even thought there's nothing actually there. It's a downside to canned animations but it's something you are not going to get rid off. Try adding ragdoll physics to a fighting game and see the community trash it till there's no end. There's no way of counting animation frames and adjusting accordingly that way.

Tekken 4 tried doing so. There is different reactions to different things on DOA even if its canned. There are walls where you will bounce off as you might just go straight to the ground because the environments have different effects to it. It makes it more dynamic and gives more visual pleasure to watch that than an invisible wall. Surprisingly it works perfectly as it is not affecting the gameplay so really what is it ruining there?


This wasn't a knock on DOA. Tekken already aped multi-tiered levels and breakable floors. I'm just saying I can't see Tekken adding scripted wall effects that interrupt the combos, gameplay and flow of the game.
Its not really interrupting the combo since it giving you juggle potential still in some areas and open to continue the combos you are doing.
 
Until Tekken wants in on the gimmicky environments even more, we likely won't see Asuka getting juggled onto a horse which decides to buck her off for more juggle opportunities lol.
Other than the random, moving danger zones that were in DOA4 (which have been subsequently removed), I don't see anything that's "gimmicky" about the environmental interaction in DOA. It's no different than using corners, walls, or ring outs to your advantage in any other fighter.
 
I think what he's saying is that in that clip on the second stage there is a general red tint despite there only being a few light sources.

It's not really a fair comparison since it just seems like a choice in colour grading

Anyway, this graphics discussion is inane. Either you think one looks better than the other or you don't care either way. They don't play nor look the same, so ignoring any aspects of fidelity one could literally enjoy looking at one over the other simply because they like it more. Tekken does have its merits and DOA is clean as hell all around, which could almost be construed as bland to some people.

Stop bickering. Let September be known as the month of The King of The Iron Tits
 
But DOA functions just fine with all that jazz. (Ignoring DOA4 which overall was a broken mess and the interactivity with the stages really dont have anything to do with it since 2 and 3 do it pretty good)

Different games, different communities, different expectations. I edited more into my post if you're curious.

Other than the random, moving danger zones that were in DOA4 (which have been subsequently removed), I don't see anything that's "gimmicky" about the environmental interaction in DOA. It's no different than using corners, walls, or ring outs to your advantage in any other fighter.
This wasn't a knock on DOA. Tekken already aped multi-tiered levels and breakable floors. I'm just saying I can't see Tekken adding scripted wall effects that interrupt the combos, gameplay and flow of the game for people who just want to say "ooh" while they watch.
 
Neon lights not casting, fire from the arc not casting, what am I supposed to be looking for? The spot lights?

*edit* Actually, not even the spot lights are casting lol.

I was respond to this.

Sorry but no, that's ambient lighting, they don't get brighter or darker the closer or farther away they are from the fires. They are not additional light sources.

The video shows that effect in play, if you want to ignore it thats fine.
 
But DOA functions just fine with all that jazz. (Ignoring DOA4 which overall was a broken mess and the interactivity with the stages really dont have anything to do with it since 2 and 3 do it pretty good)



Tekken 4 tried doing so. There is different reactions to different things on DOA even if its canned. There are walls where you will bounce off as you might just go straight to the ground because the environments have different effects to it. It makes it more dynamic and gives more visual pleasure to watch that than an invisible wall. Surprisingly it works perfectly as it is not affecting the gameplay so really what is it ruining there?

Honestly, my DOA is rusty as fuck so I'm not sure if it makes sense in this context, but tekken tag 2 the wall splat mechanic is a pretty fundamental part in getting damage and mindgames as well, so it's expected that people would want the wall splat behaviour to be consistent and not be affected by random stage elements. I'm not sure if DOA has a similar mechanic or not but the wall is very important in tekken.


Neon? Who cares, fire emits a way stronger dynamic light and yet you don't see it there even though the ring is surrounded by fire rings.

But when the characters back is at the wall there should be some coloured light casting back.
 
This wasn't a knock on DOA. Tekken already aped multi-tied levels and breakable floors. I'm just saying I can't see Tekken adding scripted wall effects that interrupt the combos, gameplay and flow of the game.
Ah, gotcha. I'm not so sure that it's something TEKKEN wouldn't add since those scripted effects are still roughly the same length as the stage transitions that were added in T6 and TTT2. As long as it's something that can be triggered in a consistent fashion with an animation that is no longer in duration than your average throw, it's no different fundamentally than anything else.
 
Ugh as someone new to both franchises wanting some opinions on the games, this thread somehow devolved into graphical and useless subjectivity debates...

Anyways, which game is more user friendly for a beginner? Never played tekken or doa, always stuck with 2D fighters.
 
Honestly, my DOA is rusty as fuck so I'm not sure if it makes sense in this context, but tekken tag 2 the wall splat mechanic is a pretty fundamental part in getting damage and mindgames as well, so it's expected that people would want the wall splat behaviour to be consistent and not be affected by random stage elements.

There are no "random" stage elements in DOA5. You know where each danger zone is and you learn to use that to your advantage as part of your gameplay. If you get hit by a tiger in the clown stage for example, it is entirely your fault. and thats the only stage ive seen with a moving danger zone.
 
Honestly, my DOA is rusty as fuck so I'm not sure if it makes sense in this context, but tekken tag 2 the wall splat mechanic is a pretty fundamental part in getting damage and mindgames as well, so it's expected that people would want the wall splat behaviour to be consistent and not be affected by random stage elements. I'm not sure if DOA has a similar mechanic or not but the wall is very important in tekken.

They can still keep the same bounce for the same wall splat mechanic but simply make it looks better. They dont need to exactly make canned animations for it just simply let them hit the object just do the splat hit the object thats it. I'm not asking them to straight up rip off DOA but making that interaction is doable. They want to keep things classy but they can keep the same thing but with a bit more interactivity to please the eye. It makes them look dated in those terms. Gameplay wise I have no complains with Tekken games but just minor visual things.


Ugh as someone new to both franchises wanting some opinions on the games, this thread somehow devolved into graphical and useless subjectivity debates...

Anyways, which game is more user friendly for a beginner? Never played tekken or doa, always stuck with 2D fighters.
Dead or Alive usually is more user friendly but both can be played and enjoy without any experience.
 
Neon lights not casting, fire from the arc not casting, what am I supposed to be looking for? The spot lights?

*edit* Actually, not even the spot lights are casting lol.

Did you notice how the characters were lighter next to the ring of fire, then got darker when they moved away from it? That's light being casted on the models.

Ugh as someone new to both franchises wanting some opinions on the games, this thread somehow devolved into graphical and useless subjectivity debates...

Anyways, which game is more user friendly for a beginner? Never played tekken or doa, always stuck with 2D fighters.

DOA is a lot more beginner friendly than any 3D fighter. Moves are easier to do, combos are shorter, the traingle system is akin to paper/rock/scissors, holds are easy to do, etc. . .
 
There are no "random" stage elements in DOA5. You know where each danger zone is and you learn to use that to your advantage as part of your gameplay. If you get hit by a tiger in the clown stage for example, it is entirely your fault. and thats the only stage ive seen with a moving danger zone.
Oh I know, I meant that as in they want it to be more consistent. Though there are wall and floor breaks in tag 2, so there is that element in there, more often than not it's to complement the wall splat and bound mechanics.
 
I was respond to this.

The video shows that effect in play, if you want to ignore it thats fine.

Ok, I'm sorry I used ambient lighting wrong, guess what I should have said was global lighting or whatever you wanna call it. What you see there is 1 light source and characters reacting to it, but you don't see other lightsources, like the flames from the cars, actually liting the characters.


Just to make it really clear what kind of stuff I mean:

1final0tugx.gif


2finalbrue1.gif



Also, on a sort of related note, I just noticed TTT2 has some really cool god rays effect going on, dont remember seeing those in T6.



Did you notice how the characters were lighter next to the ring of fire, then got darker when they moved away from it? That's light being casted on the models.
Yet they did not react the same when they were next to the other ring of fire, for the reasons stated above, it wasn't the fire arc that was the light source.
 
Ah, gotcha. I'm not so sure that it's something TEKKEN wouldn't add since those scripted effects are still roughly the same length as the stage transitions that were added in T6 and TTT2.

Those transitions hardly hamper the gameplay. With bound added in T6, they amplified its effect with breakable floors in some stages.

But if a random horse reacted to being hit and your oppnent's animations differed from a solid wall hit, that'd screw up your entire set up all for the sake of looking realistic. No one should think of Tekken as a game of realistic environments with interactive set pieces and oodles of obstacle animations. Is a boxed arena with interesting coats of paint for variety, artistic, and thematic purposes.
 
more often than not it's to complement the wall splat and bound mechanics.

Danger Zones in DOA5 usually lead to guaranteed damage. Its up to the player to know how to follow them up. Plus there's the Danger Zone off option that takes them off the equation entirely if they bother anyone too much.
 
They can still keep the same bounce for the same wall splat mechanic but simply make it looks better. They dont need to exactly make canned animations for it just simply let them hit the object just do the splat hit the object thats it. I'm not asking them to straight up rip off DOA but making that interaction is doable. They want to keep things classy but they can keep the same thing but with a bit more interactivity to please the eye. It makes them look dated in those terms. Gameplay wise I have no complains with Tekken games but just minor visual things.

That I can agree with. Maybe just make the horse bolt or fall down when it's hit? An easier thing to do would be to put a wall there instead probably.
 
Danger Zones in DOA5 usually lead to guaranteed damage. Its up to the player to know how to follow them up. Plus there's the Danger Zone off option that takes them off the equation entirely if they bother anyone too much.

I'm not saying DOA's style is invalid, I'm just stating the reasons why tekken's invisible wall quirkiness is the way they are. They could be better presentation wise but mechanics wise they are as they should be.
 
Ok, I'm sorry I used ambient lighting wrong, guess what I should have said was global lighting or whatever you wanna call it. What you see there is 1 light source and characters reacting to it, but you don't see other lightsources, like the flames from the cars, actually liting the characters.


Yet they did not react the same when they were next to the other ring of fire, for the reasons stated above, it wasn't the fire arc that was the light source.

http://www.youtube.com/watch?v=Rtn8JRq4zLQ&feature=player_detailpage#t=74s


That I can agree with. Maybe just make the horse bolt or fall down when it's hit? An easier thing to do would be to put a wall there instead probably.

The horse can pretty much just shake its head and move a bit (stumble?) on the same area without getting out of there or being knocked down.
 
Those transitions hardly hamper the gameplay. With bound added in T6, they amplified its effect with breakable floors in some stages.

But if a random horse reacted to being hit and your oppnent's animations differed from a solid wall hit, that'd screw up your entire set up all for the sake of looking realistic. No one should think of Tekken as a game of realistic environments with interactive set pieces and oodles of obstacle animations. Is a boxed arena with interesting coats of paint for variety, artistic, and thematic purposes.
The DOA transitions don't hamper gameplay either.

There's nothing random about it. DOA 5 has a car that explodes from a falling beam, a door that gets hit by an RPG, and other examples, but they are always in the same places and always trigger under the same conditions. No different than a stage transition in TEKKEN. Start combo, wall splat, stage transition/environmental hazard, finish combo. You learn where they are, account for them, and purposely integrate them into your positional strategy.
 
That I can agree with. Maybe just make the horse bolt or fall down when it's hit? An easier thing to do would be to put a wall there instead probably.
They shouldn't compromise. Tekken has walls or it doesn't. Two stage options. Organic interactivity isn't needed at all from a gameplay point of view. Not opposed to it at all. You just don't make such a radical change like that without risking the community.
 
Ok, I'm sorry I used ambient lighting wrong, guess what I should have said was global lighting or whatever you wanna call it. What you see there is 1 light source and characters reacting to it, but you don't see other lightsources, like the flames from the cars, actually liting the characters.


Just to make it really clear what kind of stuff I mean:

1final0tugx.gif


2finalbrue1.gif



Also, on a sort of related note, I just noticed TTT2 has some really cool god rays effect going on, dont remember seeing those in T6.

Ive noticed lighting changes between builds, so like I mentioned earlier its possible the final game will have more ambient light sources than what you have to look at. But there is lighting changes and some ambient light sources, for example here youll notice how the character become lit by the bright outdoor lighting when it transitions. And also DOA5 has god rays as well there.

Both games are very pretty, been watching some TTT2 gameplay and its definitely a pretty game.
 
They shouldn't compromise. Tekken has walls or it doesn't. Two stage options. Organic interactivity isn't needed at all from a gameplay point of view. Not opposed to it at all. You just don't make such a radical change like that without risking the community.

I'm not saying that they shouldn't have walls, just a small animation change without getting rid of the wall properties.

Also this lighting discussion is getting pedantic as fuck.
 
Ive noticed lighting changes between builds, so like I mentioned earlier its possible the final game will have more ambient light sources than what you have to look at. But there is lighting changes and some ambient light sources, for example here youll notice how the character become lit by the bright outdoor lighting when it transitions. And also DOA5 has god rays as well there.

Both games are very pretty, been watching some TTT2 gameplay and its definitely a pretty game.

I'm sorry, but I don't see how that's nothing more then the same light changing. The whole stage and characters even appears to be lit at the same time instead of gradually. (I don't mean not gradually as in an instant change in lighting, but based on progressive location since the the stage is moving).


But yeah, those are the god rays I was talking about. I knew DoA5 had them just didn't knew Tekken had them as well.


But you're right about one thing, DoA5 is probably earlier in the development stage then Tekken is so these comparisons probably don't make much sense.
 
They shouldn't compromise. Tekken has walls or it doesn't. Two stage options. Organic interactivity isn't needed at all from a gameplay point of view. Not opposed to it at all. You just don't make such a radical change like that without risking the community.
For the record, I'm not saying that TEKKEN should or shouldn't add it. I just want to make it clear that functionally it's the exact same gameplay situation TEKKEN already has with it's stage transitions.
 
Ok, I'm sorry I used ambient lighting wrong, guess what I should have said was global lighting or whatever you wanna call it. What you see there is 1 light source and characters reacting to it, but you don't see other lightsources, like the flames from the cars, actually liting the characters.


Just to make it really clear what kind of stuff I mean:



Also, on a sort of related note, I just noticed TTT2 has some really cool god rays effect going on, dont remember seeing those in T6.




Yet they did not react the same when they were next to the other ring of fire, for the reasons stated above, it wasn't the fire arc that was the light source.

http://www.youtube.com/watch?v=nRNDrNLAFiI

Looks fine here. Don't know why the look different in your gif, possibly different build.
 
Ugh as someone new to both franchises wanting some opinions on the games, this thread somehow devolved into graphical and useless subjectivity debates...

Anyways, which game is more user friendly for a beginner? Never played tekken or doa, always stuck with 2D fighters.

At last, we could talk about gameplay lol.

I'm not qualified to explain DOA mechanics, but I could talk to you about tekken.

First of all, tekken is naturally a high stakes game (but in a balanced way). Every bad decision that you do will be punished HARD, from doing a unsafe move, bad wakeup, bad execution, even dropped combos. Keep this in mind... It will take a while till you get used to the game, but along the way, especially when you're playing competitively, it might produce large amount of sodium before you get good. I'm dead serious. This actually make tekken a whole roller coater experience, which makes it more exciting to play.

Second, mids in tekken works like overheads, and mids are a common thing... So, no reckless crouching... you won't see much jumping around too. Instead, you'll use sidestepping around. Footsies are important since it gives you that breathing room you'll severely need.

If you're interested, you could go to the Tekken OT here at neogaf or at tekkenzaibatsu, There's a lot of people whose willing to help.
 
Just because 2D games can get away for obvious reasons it doesnt means 3D games should stick to it. They stick to it since it really isnt broken and most people don't complain but visually its jarring and looks outdated when other games manage to do more things with the 3D enviroments. I'm not saying its bad but it doesnt look pretty. The game is still functional 100% which is what matters but it surely visually could be better.

Doesn't elaborate scene interactions like in DOA also take up more resources, showing more technical plusses.
 
Anyways, which game is more user friendly for a beginner? Never played tekken or doa, always stuck with 2D fighters.
Dead or Alive. Timing on strings is more lenient, the command list is unified (ie, throws commands are all grouped together, as are most command types), and most importantly movement is significantly easier and more intuitive. I honestly think that ever since VF reduced the effectiveness or outright removed many of the more execution heavy techniques, TEKKEN has become the undisputed hardest 3D game to learn to play.
 
Tekken games have loads of background interactivity. There are pool stages where you can knock people sitting on the ledge into the water, crowded fight arenas where you can KO spectators, sheep that get kicked around, etc.

Tekken games are also graphically inconsistent. For as good as they can look there are times when they don't follow through or account for everything. Like when you smash someone into the ground and a hole appears, then you smash someone again in a different spot and it makes the same hole while the last one disappears. Then we have a horse that couldn't care less about the whole thing.

Still that doesn't explain why multiple posts have been made arguing over what is ultimately an trivial aspect that nobody who actually plays the game pays any attention to.
 
DOA5 is like a flashier, easier to play version of VF5.

The only fighting game I play is DOA, and when I tried the other 3D fighters Virtua Fighter was the only one I could approach with the same mentality and succeed. Tekken and Soul caliber I couldn't approach that way.
 
DEATH™;41611499 said:
At last, we could talk about gameplay lol.

I'm not qualified to explain DOA mechanics, but I could talk to you about tekken.

First of all, tekken is naturally a high stakes game (but in a balanced way). Every bad decision that you do will be punished HARD, from doing a unsafe move, bad wakeup, bad execution, even dropped combos. Keep this in mind... It will take a while till you get used to the game, but along the way, especially when you're playing competitively, it might produce large amount of sodium before you get good. I'm dead serious. This actually make tekken a whole roller coater experience, which makes it more exciting to play.

Second, mids in tekken works like overheads, and mids are a common thing... So, no reckless crouching... you won't see much jumping around too. Instead, you'll use sidestepping around. Footsies are important since it gives you that breathing room you'll severely need.

If you're interested, you could go to the Tekken OT here at neogaf or at tekkenzaibatsu, There's a lot of people whose willing to help.



Dead or Alive. Timing on strings is more lenient, the command list is unified (ie, throws commands are all grouped together, as are most command types), and most importantly movement is significantly easier and more intuitive. I honestly think that ever since VF reduced the effectiveness or outright removed many of the more execution heavy techniques, TEKKEN has become the unidisputed hardest 3D game to learn to play.

Thank you both. I've heard that doa has a sort of "rock paper scissor" like approach, while tekken has a greater emphasis on execution.
 
Kind of hard to tell seeing that the lights hardly leaves them.

But honestly I'm in favour of saying that both games look good instead of the whole "DOA is streets ahead in everything" that started all this. :P

Overall it isn't really a contest. Doesn't mean Tekken Tag 2 is a bad looking game, but Team Ninja has some of the best character models this generation on top of the highly detailed stages they're already known to make, it's a graphic whores wet dream.
 
Thank you both. I've heard that doa has a sort of "rock paper scissor" like approach, while tekken has a greater emphasis on execution.

All fighting games have this rock paper scissors mentality to an extent. You know that doing this will be effective against that. If youre looking to get into DOA or Tekken based on user friendliness, DOA is probably much more user friendly. Also note This version of tekken is different from the typical one, in that its a tag based game. DOA has single and tag modes.
 
Thank you both. I've heard that doa has a sort of "rock paper scissor" like approach, while tekken has a greater emphasis on execution.

About tekken, not really, since there's characters that's actually require less execution requirement, like miguel and lars. There's characters that requires high execution, but then there's also equal no, of character who doesn't need it severely. And even then, the game's so balanced that the "advantages" high execution chars get won't matter if you're the better player overall...
 
All fighting games have this rock paper scissors mentality to an extent. You know that doing this will be effective against that. If youre looking to get into DOA or Tekken based on user friendliness, DOA is probably much more user friendly. Also note This version of tekken is different from the typical one, in that its a tag based game. DOA has single and tag modes.

DOA doing Tag Modes since the 2000s on the same disc with Single modes still intact.
 
Also note This version of tekken is different from the typical one, in that its a tag based game. DOA has single and tag modes.
To be fair, this TEKKEN (and possibly all TEKKEN games going forward) has user selected singles and tag gameplay all contained within the same mode.

DEATH™;41612096 said:
About tekken, not really, since there's characters that's actually require less execution requirement, like miguel and lars. There's characters that requires high execution, but then there's also equal no, of character who doesn't need it severely. And even then, the game's so balanced that the "advantages" high execution chars get won't matter if you're the better player overall...
This discounts the execution needed to effectively move backwards with all characters.
 
DOA doing Tag Mode since the 2000s on the same disc with Normal Single mode still intact.
But Tekken is a bit higher on the hierarchy when it comes to tourney play. Focusing on solo gameplay was their forte while tag was an event, a new way to play. Not sure about DOA, but Tekken adds a lot of personality and gameplay mechanics to their tag like character relationships, tag assault, special throws etc.
 
To be fair, this TEKKEN (and possibly all TEKKEN games going forward) has user selected singles and tag gameplay all contained within the same mode.


This discounts the execution needed to effectively move backwards with all characters.

Meh... Actually, people around here make Backdash cancelling sound harder than it should. You just need to get used to the movement. Besides, you only need to learn it once. Everyone uses BDC. And even if you have a hard time doing it, there's alternatives like Backdash-SS. It's as simple as just putting a little bit of effort to actually play, instead of being salty all the time...

Edit: about solo, only select people want it out, being scared about it being broken, even though tourney results says otherwise. But it's a actual legit competitive option, with own strengths and weakness.
 
But Tekken is a bit higher on the hierarchy when it comes to tourney play. Focusing on solo gameplay was their forte while tag was an event, a new way to play. Not sure about DOA, but Tekken adds a lot of personality and gameplay mechanics to their tag like character relationships, tag assault, special throws etc.

http://www.youtube.com/watch?v=sdttKVIxTxI Personality and Special throws have been in.

http://www.youtube.com/watch?v=W2R6JQDVvfY&feature=player_detailpage#t=19s Mute before playing and watch the combos.
 
Top Bottom