Dead or Alive 6 - Jiggle Physics Are Back!

Apr 5, 2007
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Greece, N. Mixaniona
Perhaps it was the Dynasty Warriors 9 engine for the prototype? The 1st prototype that they developed around last winter.



https://www.crunchyroll.com/anime-f...s-design-philosophy-anime-influences-and-more

Dead or Alive is a franchise I have a lot of mixed feelings abou--actually, y'know what? Let's come clean. I love Dead or Alive, spin-offs be damned (yes, I spent an unhealthy amount of time on the first Xtreme Beach Volleyball). That's why I was especially excited to get the chance to talk to Dead or Alive 6 producer and director Yohei Shimbori, the man responsible for DoA's new direction from Dead or Alive 5 onwards. Yesterday, Peter talked about our hands-on time with the game, and I have to add that Dead or Alive 6 cleanly brings new elements into the gameplay fans are already familiar with, making it feel like a fresh experience--I feel like it's gonna be hard to go back to previous titles after the bar gets moved with DoA6. Shimbori-san himself had some great answers for the questions I'd prepared, getting especially excited talking about his influences and creative process.


Thank you for taking the time to speak with us, Shimbori-san. I'd like to start with a question about your past with DoA. You've worked with the series since Dead or Alive Ultimate on the original Xbox--how does it feel seeing the series come as far as it has?

Shimbori : Originally, I started working with the Dead or Alive series under Itagaki-san, with DoA Ultimate as you said. So for those early days, we wanted to follow his lead, and it always felt like I was learning new things about creating games. Even when I did my own first game with Dead or Alive Dimensions (on the 3DS), it still felt like I was collecting experience and building up my knowledge. After Itagaki-san left and I took over for Dead or Alive 5, we were able to make something that felt like our own DoA, with new visuals and new feeling, and were always concerned about taking this series and making it our own. But when we were making Dead or Alive 5: Last Round, we saw that the audience for the series had grown so much, and it was very exciting.


Dead or Alive has always been this very fast and accessible fighting game, but it has a technical side too, with Holds and Criticals to turn the tide. What inspired the addition of the Break Blow system and its meter?

Shimbori : The Break Blow system is something that took us a long time to create from all sides. Originally, we wanted something that people new to fighting games could do that would look really cool, but would still fit in the existing fighting system and have technical merit for experienced players. There were concerns that adding a new button to the system would complicate things, or that it would become too powerful a technique and make the action boring or unfair, but I think we've created the right balance with Break Blow. Tying it to a gauge makes the player think: when is the right time to use this technique? You can't just use Break Blow all the time, and that makes battles more exciting.


One of the defining features of DoA are the massive multi-part breakaway stages, and stage transitions--they're still here, and they're crazier than ever. When you create a new stage transition, what comes first: how a player can use it in terms of gameplay or how cool it looks?

Shimbori : Honestly, a little bit of both. The idea always starts with something exciting or funny we can add, but then as we revise that idea, we decide how we can make it work in the context of a fighting game. For us, the most important question is always "what's fun," and we always have that in mind when we're trying to show something new to the audience.


DoA has one other tradition I'd like to talk about: infuriatingly powerful boss characters. While I know you can't tell us anything about the final boss of DoA6 yet, can you give us a one-word hint about the kind of punishment that's waiting for us?

Shimbori : We haven't finished making them yet! [laughs] But to describe DoA6's final boss in one word... I want to say "fear," but I'll go with... "DARKNESS."


Oh no. Whenever a new character shows up in Dead or Alive, they always bring something unique regarding their fighting style and visual design. Diego is this hardened street brawler with very rough moves--what kind of real-world fighters or fictional characters did you look to for inspiration?

Shimbori : With Diego, we really wanted to convey a manly fighting style, so we studied a lot of American action movies. More than usual for Diego, we looked at a lot of images of real fighting to develop his style. Also, we usually have a Japanese performer for motion capture, but we used an American performer for Diego!


Alright, these next few questions are the quickies--answer with the first thing that comes to mind! Shimbori-san, you yourself are the next Dead or Alive character we have to fight. What stage do we fight you on?

Shimbori : WHAT?! Okay, um... a traditional Japanese stage, like Azuchi!


I'm sure the entire cast of DoA are equally your favorites, but you must choose one of them (not Ryu Hayabusa) to get their own solo game. Who's your pick?

Shimbori : Oh, definitely Christie. It could be a stealth game: Assassin's Christie!


Other than DoA6, are there any games you're playing right now that you really like?

Shimbori : I really love the new Spider-Man game, I've spent so much time on it.


What is one anime or manga you've watched or read that really stood out to you, and still influences you to this day?

Shimbori : Kinnikuman! When I was young, I would play with Kinnikuman toys and come up with new special attacks, and now I get to do that in Dead or Alive!


Finally, do you have anything special you'd like to share with all of Dead or Alive's fans around the world, myself included?

Shimbori : For Dead or Alive's fans, I really feel like this will be the best possible Dead or Alive game, so please come and join us on February 15th, 2019 when the game launches!
 
Likes: Vlaphor
Sep 29, 2013
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Feels that they don't really have a direction.
First they tried to please the SJW crowd with breast reductions and more covering costumes. Then they try to please the long time fans with body physics.
Sounds like they still don't know where they are headed.
So just like Dead or Alive 5. Almost the same chain of events took place back then. Despite that I was still a bit worried they were serious this time around.
 
Jul 25, 2011
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So just like Dead or Alive 5. Almost the same chain of events took place back then. Despite that I was still a bit worried they were serious this time around.
They are mostly back on track, but several of the girls did get bust reductions, so that sucks. Still, I'll be playing on PC, so that'll be temporary.
 
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This is looking quite a bit better. Listening to interviews and then watching footage is giving me a headache. It's like night and day! All the sex appeal and absurdity seems to be intact with brighter stages reminding me of earlier games. I wonder what people on the forums that told me the sex appeal was gone because it was unacceptable think about this now, lol?
 
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Biggest complain for me. DoA5 has instant load times on Xbox One. They have a problem here. I get it that the game is prettier and all, but they need to improve this a lot.
They said in the Dualshockers interview they will be improving load times. Hopefully it gets up to scratch in the final build.
 
Likes: cireza
Jan 7, 2018
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My hangup with fighting games is they all look the same. It's like the Dynasty Warriors treatment. Besides Street Fighter, the other series look the same graphically to me. Soul Caliber, DOA, etc. I remember when I thought that fighting games would be the first to achieve photorealism but this looks way worse than open world games...
 
Likes: iconmasterX
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I would love to see this game on something other than Youtube. The amount of compression and pixels makes this game look kinda bad. It's why Bass's chest looked like plastic in the "Muscle" video that got released.
 

mutt765

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Sep 20, 2018
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I remember when I thought that fighting games would be the first to achieve photorealism but this looks way worse than open world games...
I remember thinking that too. They're all Japanese games and they all go for a vaguely anime-ish style, maybe realism was never one of their goals.
 
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I remember thinking that too. They're all Japanese games and they all go for a vaguely anime-ish style, maybe realism was never one of their goals.
It's called Art Direction... But you can go for Injustice II uncanny valley if you want "realistic" faces.

I think Fighting games like Guilty Gear Rev and SFV are more relevant and just hundred times better looking.
 

lvl8

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Feb 13, 2018
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I think they're trying to get back on the right track, but the main question is will they have time do so properly when the game comes out in four months.
Negative fan reaction probably made them backpedal, I personally lost interest in the game. Shimbori's previous comments feels like a middle finger to the fans in an attempt to gain a new casual following.
 
Apr 5, 2007
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Interview part 2 is up
https://www.dualshockers.com/dead-or-alive-6-interview-part-2/


Koei Tecmo and Team NINJA are working on a brand new engine for DEAD OR ALIVE 6, but we don’t yet know much about what it can achieve. In order to learn more about the inner workings of this new engine, DualShockers visited the team’s headquarters in Ichigaya, Tokyo, and talked with Director and Producer Yohei Shimbori, Art Director and Scenario Writer Yutaka Saito, and Technical Expert Taku Sugawara.
Since our interview was over two hours long, all of that juicy info has been split into three parts followed by additional coverage. This second part focuses on the engine and on the technology powering the game, while the first part elaborated on recent reveals and on things that have yet to be revealed (like the mysterious new female character teased by the Japanese collector’s edition). The third part will wrap up with information about the characters and the story next week.


Giuseppe: Could you tell me how much of the engine is completely new?

Taku Sugawara: The Technical Support Division works on the engines for all of Koei Tecmo’s games. We have a knowledge base that comes from various titles, especially related to graphics and shaders. We have a collection of resources that we have been gathering while working on a variety of games, and it’s quite vast. It also includes lighting, post-production effects, and more, that we used to create the engine. For example, it supports scatter-based physically-based rendering instead of reflection-based, and its production environment is one that artists can understand intuitively. Also, we are not limited to the physically-based [rendering] but we can create a virtual light theory to achieve unique expression. As a result, our engine also implements shaders based on various virtual light theories.



G: Is this engine being created specifically and only for DEAD OR ALIVE 6, or are you planning to use it for other games as well?

Taku Sugawara: As I mentioned, we work on the graphics engine for all of our titles. The engine won’t be used just for this project. Up until now, many Koei Tecmo games have been using their own dedicated engines. While that approach has some merits, it creates difficulties in updating those engines and implementing new tech within their environments. It’s also less cost-efficient and less-time efficient for quite a few projects. Our technical department developed the integrated development engine by incorporating the latest technologies, aiming for a new visual representation. We worked together with Team NINJA to implement it in DEAD OR ALIVE 6 and the synergy with Team NINJA’s artists helped in achieving further optimization.



G: So we could say that this is Koei Tecmo’s next-generation engine?

Taku Sugawara: Yes. It’s the engine with the latest technology incorporated into it to move forward.



G: Shimbori-san said in previous interviews that DEAD OR ALIVE 6 doesn’t use the Soft Engine because it’s old. In which way is this new engine superior to the old one?

Yohei Shimbori: Until now, Team NINJA’s staff has been working on the Soft Engine on its own. This time we have the Technical Support Division to help build the engine, and they’re specialists in technology, with the ability to improve the implementation of the way physics are displayed. There are various parameters that have been changed, and unfortunately, I can’t talk about all of them. For example, the clothing and the skin underneath it, the way that they move is different so you can see more defined and separate movement. Another improvement is in how things collide with each other. The physics of soft bodies are also much more realistic. The way hair, clothes, and dangling objects move and flow is something in which you can really see the difference in the physics.



G: The new engine supports physically-based rendering. How important this is to display a more realistic image for the game?

Yohei Shimbori: I came up with the concept of “intense fighting entertainment” and I discussed with Yuta-san about how to show it with the physics-based lighting.

Yutaka Saito: You could say that this change has started with DEAD OR ALIVE 5 when we tried to achieve a much more realistic effect than in previous games. It was an older-type graphics engine, but we really tried to use the tools that we had the best we could in order to achieve a more realistic representation. At first, we wanted to use our own techniques without relying on specific technology. We wanted to show a more realistic image, and we thought we would be able to do it easily. When we tried what I initially thought would have been realistic, it turned out to be different from what I had in mind. We want to show beautiful skin, cute faces, and flashy stages, but when everything was rendered, it looked a little bit too normal. It lacked the additional impact that we were looking for. By improving the lighting and the shading, we found that it got closer to what we had in mind. It isn’t perfect yet, but it’s closer. From here on, we’re looking at adding more artistic lighting. This is something that we’re working on right now, and when we’re able to implement it, we’ll have achieved the complete vision that we’re looking for.

Yohei Shimbori: We’re also working in improving the loading since it’s a little heavy for now. We’re still in the middle of creating this. The game and the engine are being developed in parallel.

Yutaka Saito: As artists, we always want to do better, and we ask “why can’t we do this?” to the technical staff. They respond “no, according to physics, this is how it should be.” And we go “no! we don’t really care about physics. This is the look we want to achieve.” The artists and technical staff are discussing (fighting) every day to improve the engine just like this. [Laughs]



G: So you’re aiming for realism, but with a bit of artistic fantasy mixed in.

Yutaka Saito: That is correct. We’re trying to create something that will make players feel that they’re part of the action. We’re not making something that is real but it should still feel realistic.



G: The latest trailer really showcases the cloth physics. Tina and Bass wear long coats that really move beautifully. Is this also a showcase of the tech that comes with the new engine?

Taku Sugawara: The cloth simulation engine has also been rebuilt. While these visuals have become possible because of the progress of the engine itself, it’s very important to set the simulation parameters correctly to make the cloth simulation more visually appealing. As the technical support department, we also pay attention to setting up the parameters so that it can be done more easily and quickly. As a result, members of the development team were able to focus on cloth setting, and we were able to show a game of higher quality.



G: Many are of course focusing a lot on the breasts of the female characters, but those are certainly not the only muscles that move in the human body. For instance, a man’s pectorals also tend to move a lot. How much of an effort has been made to achieve these kinds of body movements?

Yutaka Saito: Actually, I tried various tests to show the bulge of the male characters’ arm muscles or abdominal muscles from a technical artist’s standpoint. However, even if it can be realized by a combination of complex technologies, in most cases it will be hidden by clothes. It was very difficult for people to notice it through the clothes. We should focus on the most visible movements. We are taking on a variety of new challenges, not just the movement of muscles, but we are also trying to focus on the most effective ones and to figure out what should be implemented.



G: I guess you’re also considering performance costs.

Yutaka Saito: In this game, we also want to improve upon things like hair and clothing. Instead of focusing only on things we didn’t have before and adding completely new elements, we really want to refine what we have and improve on it.

Yohei Shimbori: The CPU costs are pretty high. We’ll do our best working hard on it while managing performance.

Yutaka Saito: We’re also working on the facial muscles. We’re really trying to make the facial expressions much more diverse. We have been wanting to work on this since DEAD OR ALIVE 5, and we’re seriously doing it now. This is proceeding well, so I think players are going to be impressed with what they will see.




G: You and many other developers are working on games today, but it seems that a new generation of consoles is coming pretty soon, possibly around 2020. While I know that you can’t give me any details, are you guys already preparing for the next-gen consoles from a tech point of view?

Taku Sugawara: We do not know about next-gen consoles, but we constantly continue research and development with the next-generation in mind.

Yohei Shimbori: No one tells us what’s going on.

Yutaka Saito: We’d like to know as well.



G: Would you be interested in launching DEAD OR ALIVE 6 on the next generation as well?

Yohei Shimbori: If someone shared with me some information about the next generation consoles and when it’s coming out, I’d like to think about it, but since I’m completely in the dark, I can’t really say at this point. As I create games, I always think about what the limits are, and what I want to do next. For instance, there could be things that I thought pushed beyond the limits but can actually be achieved, and that’s what we work with the Technical Support Department on. Thinking about what you want to do next also brings up new ideas. For now, it seems that I’ll be able to achieve all I set out to in this current generation, but I’m definitely looking forward to what’s coming next.


G: Sugawara-san, as a representative of the technical side working on the engine, is there anything else you’d like to add?

Taku Sugawara: The visuals of this game are something we’re working really hard on, and I’m sure people will see that it’s a marked improvement. I’m sure everyone is looking forward to seeing the characters in DEAD OR ALIVE 6. We’ll continue to improve and work on the quality of the game, so please look forward to it.
 
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"Another improvement is in how things collide with each other. "

They're saying "We are improving how it looks when they hit each other"

What I hear "We are implementing full vertical docking. Boobs pressed against boobs, now with zero clipping!"

Like this





but with the girls of DOA
 
Apr 5, 2007
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Interview part III

https://www.dualshockers.com/dead-or-alive-6-interview-part-3/


Team NINJA is hard at work on DEAD OR ALIVE 6, but details on the story and on what led to the choice of certain characters are often a bit on the light side. As part of our multi-part interview recorded at the team’s headquarters in Ichigaya, Tokyo, we asked Director and Producer Yohei Shimbori, Art Director and Scenario Writer Yutaka Saito, and Technical Expert Taku Sugawara for more details on what we can expect from the upcoming game. Since our interview was over two hours long, we had to split all that information into three parts. The first part elaborated on recent reveals and on things that have yet to be revealed (like the mysterious new female character teased by the Japanese collector’s edition). On the other hand, the second part focused on the engine and what it can achieve.


Giuseppe: The Tokyo Game Show trailer seemed to showcase a story with a darker and possibly more serious tone compared to what I’m used to seeing from the series. Could you provide more information on the tone of the storytelling?

Yutaka Saito: The part of the story focusing on the ninja always tends to be a bit darker, and the same goes for Helena Douglas and DOATEC. Then you have Zack and other characters balancing that out on the other side. In DEAD OR ALIVE 5 we looked at the individual characters, showcasing their personal peculiarities. This time we also have some fun characters, for which we’d like to showcase some lighter stories. The Ninja and Helena still tend to be more on the serious side, but it’s a combination. If I had to mention a ratio, the story is roughly 30% serious, and 70% a bit more fun. At least this is my impression at this point.

Yohei Shimbori: Of course we also mix it up: there are characters like Ayane who tend to be extremely serious, but when she starts to interact like Zack or Marie Rose, she changes a little bit. The combination of different characters interacting which each other can also show different sides to them, which is one of the appealing elements of DEAD OR ALIVE.



G: In recent times, other fighting games experimented with leaving the story behind, either dropping it or downsizing it in favor of competitive and online multiplayer. Yet, they often got burned by that. You seem to be putting considerable emphasis on storytelling. How important is the story mode in DEAD OR ALIVE 6?

Yohei Shimbori: To be honest, we didn’t have a massive budget, so we didn’t think we could have too many cutscenes. Initially, we thought that we had to cut the story a bit. Yet, as developers, we really do like these characters. Even though we initially thought about making the story a little bit more lightweight, we ended up creating a really big one for the game. All the characters playable at DOA6‘s release will appear in the story, and even if not all will receive the same amount of spotlight, I think you’ll notice that we put a lot of love into this title, and I believe that really shows in the story.

Yutaka Saito: We have one big main storyline, but we also have many smaller side stories distributed throughout the game. As we were working on it, we ended up increasing the volume. While discussing this among ourselves, we found moments in which certain characters would definitely do something or a character should interact with another to make the game more interesting. As developers, we really had a lot of fun coming up with these situations, but we might have enjoyed ourselves a bit too much, and introduced too many options. Whether or not it’s a good story, we’ll leave it to the fand to decide, but on our side, it was a lot of fun to come up with the story, and I think it’ll probably be evident when people play the game.





G: Before the reveal of Marie Rose and Honoka, many thought they wouldn’t be included at all. They were the last heroines introduced in the franchise, and some believed that they wouldn’t fit into the idea of a serious fighting game as well as other characters. Was their inclusion ever in doubt, and why did you decide to include them?

Yohei Shimbori: It was never in doubt. Marie Rose is part of DOATEC and Honoka has a special power that does involve a bit of a fantasy element. Even if some may see them as a bit silly, they do have their distinct personalities and story. While they received a lot of attention due to Dead or Alive Xtreme 3, we weren’t able to show that story and personalities as much as we wanted in previous games. This time we want to show that they do have a proper role within the DOA world, and that will be apparent within the story. This is something I really wanted to do, to really show their story in this game.

Yutaka Saito: In Dead or Alive Xtreme 3 they drew more attention even compared to Kasumi and Ayane, and I knew that Shimbori really wanted to showcase their story. I had to pay attention to the balance between them and other characters. I don’t mean this in a negative way, but it’s simply to make sure that all other characters were also properly showcased. Finding the right balance is always quite the challenge but I think we managed to include in the story a lot of the things that we wanted.

Yohei Shimbori: I think that people who play Marie Rose and Honoka in DEAD OR ALIVE 6 might grow fond of them even if they weren’t before.




G: Does the story change radically depending on the character one plays or is it always the same?

Yohei Shimbori: It’s not really arcade-style, but’s it’s a bit of a newer approach for DEAD OR ALIVE. You’ll play the main story and as you progress you’ll become familiar with different characters through it. Of course, we know that not everyone enjoys playing at every single character, and everyone has their favorites. There might be side stories that players will be able to skip. That being said, if you don’t play all the characters, you’ll probably miss on some story elements.



G: So, if I understood correctly, the story will dictate which character I’ll play at any given time as I progress through it?

Yohei Shimbori: That’s correct.



G: Is there any character that you really wanted to include in the game, but you weren’t able to for any reason?

Yohei Shimbori: This is a difficult question. We chose the characters based on the story, so there are some that we couldn’t include in the game but no characters were left out
from the narrative.




G: A trend that has been very popular in Japanese fighting games is having guest characters, and you have done that with Dead or Alive 5. I heard that you’ll have none at launch in Dead or Alive 6. Could you explain this decision?

Yohei Shimbori: That is also correct. To be honest, from a business perspective, if we included guest characters that would probably help with sales, but in terms of what we wanted to do with this game, the story, and its world, we really wanted to focus as creators only on the DEAD OR ALIVE world and on the DEAD OR ALIVE 6 characters. There is really no other reason than this. In terms of what might happen post-launch, it may be nice if something like that could happen. If there are any partners that might be interested in working with us, that’s something we can discuss.
 
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Likes: RokkanStoned
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Yeah the linear story where your forced to play as characters you don't want to really sucks in fighting games and contradicts the reason a lot of people buy fighting games, to play as there favorite character, a shame that of all the things Japanese devs choose to rip-off from MK it was that shit. Namco being the worst offender since over 80% of the base roster isn't even playable in there stories, and the ones that are playable aren't even the most popular characters, if even popular at all. The worst part being all the budget goes into this and online leaving you with lesser rosters, shit game modes, and in some cases, like MvCI, shit presentation and graphics. It's the biggest contridbuter to the downfall of fighting game sells behind DLC business practices and esports.

People want good arcade modes and individual character stories, and for fun games modes, with a variety of them.

People thought they wanted the cinematic story mode after the success of MK9, but now the novelty has worn off and we're just getting bare-bones fighting games one after another, and said story modes are usually boring, poorly written, and just a chore and unfun to get through.
 
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Likes: Fuz
May 2, 2006
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In my own world.
m.youtube.com


Got this from FreeStepDodge, but it looks like Christie is confirmed, and she has a new outfit as well. This is the only image I could find, so probably more news coming later.

Edit: Seems like a new trailer for her is coming soon.
Awesome. Looks like Christie is back. Her outfit looks pretty good from what I can see.
 
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Fuz

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G: So, if I understood correctly, the story will dictate which character I’ll play at any given time as I progress through it?

Yohei Shimbori: That’s correct.
Fuck this shit. Injustice was a fucking pain to go through thanks to this.
What the fuck is this new shitty trend in fighting games? I've seen it a few times already and I hate it.
 
Jul 25, 2011
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Christie new costume looks ok (always down for a tight sweater), but I do miss the previous outfit what mixed low cut with a black bra (and button that removed said bra).
 
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Christie looks fine, I guess, but I find the default outfit boring. Putting aside other issues I have (or potentially have) with the game, I continue to find the overall visual direction to be very bland.
 
Likes: Isa
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Even in Christie's own trailer she's still jobbing half the time. :messenger_squinting_tongue:
At this rate I'm guessing characters are only going to have 2 non DLC costumes + the few color variations, 3 if we're lucky. So lame, especially since we already know a full costume set is locked behind the digital deluxe edition day 1. Edit: Noticed Lei Feng had a 3rd, so we're getting at least 3 for everyone I guess. Hope at least 4 though.
 
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Let's be honest, these fighting game ''stories'' are for the most part absolute trash anyways.
I like the cheeziness of them and simplicity of traditional story in fighting games. It's also great to choose which character's story you want to experience/play, unlike that ridiculous forced thing in MK9 and Injustice. I do like that some games try to experiment with how to improve "story mode" or the telling of the story, but this is one I just hate and made me outright quit playing Injustice.

I really want fighting games to again embrace the value they had as single player games and all the amazing modes and rewards one could find in them. Like Ehrgeiz and Tobal No.1 with their dungeon/quest mode (fucking fantastic), Tekken with Tekken Ball and Tekken Force. Or rewards like unlockable characters, unlocking moves and improving stats (Bloody Roar 4) and other unlocks. Or quirks like "bonus game" in SF2. Or Soul Edge/Calibur's various variants of Edge Master and its derivatives, or character creation. Or the Tests and Challenge Tower of MK9.
I wish more games would focus on adding that single player value.
 
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I like the cheeziness of them and simplicity of traditional story in fighting games. It's also great to choose which character's story you want to experience/play, unlike that ridiculous forced thing in MK9 and Injustice. I do like that some games try to experiment with how to improve "story mode" or the telling of the story, but this is one I just hate and made me outright quit playing Injustice.

I really want fighting games to again embrace the value they had as single player games and all the amazing modes and rewards one could find in them. Like Ehrgeiz and Tobal No.1 with their dungeon/quest mode (fucking fantastic), Tekken with Tekken Ball and Tekken Force. Or rewards like unlockable characters, unlocking moves and improving stats (Bloody Roar 4) and other unlocks. Or quirks like "bonus game" in SF2. Or Soul Edge/Calibur's various variants of Edge Master and its derivatives, or character creation. Or the Tests and Challenge Tower of MK9.
I wish more games would focus on adding that single player value.
Agreed. Besides handling of DLC and the poor business practices, this is what's killing fighting game sells. Most people play fighting games for SP, trophy/achievement data even support and I've seen Maximilian talk about this as well multiple times despite he mostly plays online and versus, and how he pushed for more SP in Killer Instinct when he was doing the marketing and working on the story for that game. I agree with him, fighting game devs need to focus on great arcade modes and modes that let people do crazy shit. Yet fighting game devs keep putting all efforts into story, 2-4 hours of content with 0 replay value where people will barely if at all play as there favorite character (that's if they don't have to pay 6$ to enable them as DLC, that's probably disc locked), with all replay value being left for versus, and if you're not good at the game competitively, or the games netcode is just strait up trash (which most are) there goes any value to keep playing, so those people just stop buying fighting games that's not Smash or MK.

Literally only Mortal Kombat has sold better since adding a linear/cinematic story mode, but those games still have lengthy arcade modes with actual endings and other SP modes. Even Tekken 7, despite it's strong launch, sales felled off and it's looking to come up short of Tekken 6 which itself was a huge drop-off from 5.
 
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They are just doing their best to control the press to meet the days needs. DOA 5 was also sold pre-release on having more realistic character design, more modest default custumes reigned in "proportions", and be more of a serious fighter, but the cheesecake was certainly made available (or unlockable) post release. I don't expect any different for DOA 6. They know their audience. By default they will all be clothed, but don't doubt for a minutes the cheerleader/swim-wear/schoolgirl/naughty nurse/whatever other kink they can think of DLC packs will be available for purchase.
 
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The biggest hypocrisy going around that I hear constantly from players and journalists is that doa should tame down their fanservice aspect to be more viable for evo and other tournaments.

Meanwhile, the number one fgc esports game is Street Fighter V with half naked women and lewd costumes added on a regular basis, but nobody talks about that. SFV isn't that much less fanservicy as doa.
 
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The biggest hypocrisy going around that I hear constantly from players and journalists is that doa should tame down their fanservice aspect to be more viable for evo and other tournaments.

Meanwhile, the number one fgc esports game is Street Fighter V with half naked women and lewd costumes added on a regular basis, but nobody talks about that. SFV isn't that much less fanservicy as doa.
To be fair, I've heard a ton of people complaining about how sexy SFV is as well, plus R Mika had costumes they weren't allowed to select on an EPSN E-Sports broadcast.
 
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The biggest hypocrisy going around that I hear constantly from players and journalists is that doa should tame down their fanservice aspect to be more viable for evo and other tournaments.

Meanwhile, the number one fgc esports game is Street Fighter V with half naked women and lewd costumes added on a regular basis, but nobody talks about that. SFV isn't that much less fanservicy as doa.
Don't forget the other major FGC fighting series.

 
Likes: Eraroten
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To be fair, I've heard a ton of people complaining about how sexy SFV is as well, plus R Mika had costumes they weren't allowed to select on an EPSN E-Sports broadcast.
Oh yeah sure, but it is still nowhere near the scape goat of fanservice problems that doa is made out to be.
 
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Oh yeah sure, but it is still nowhere near the scape goat of fanservice problems that doa is made out to be.
Until SFV, Street Fighter was never all that fanservicey. Granted, you had Cammy's ass and such, and R. Mika had a huge rack in Alpha, but that was kind of as far as it went.

This



was how the world was introduced to SFV.

Previous games in the franchise didn't have anything close to this

 
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I honestly expect the next Street Fighter to be way toned down with more realistic characters like Resident Evil 2 and Devil May Cry 5. I can see Capcom doing the model scanning and costume design with real people like Claire in RE2.

It's clear that fan service art is being pressured to end. I hope this isnt the case but I expect these fights to continue for a while with consumers clashing hard with developers who are being pressured by journalists and maybe companies like Sony to dump these art styles.
 
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"Not only is it the first Dead or Alive game in six years, it’s also the series’ debut on current-gen console hardware."
Haha, 2018 video game journalism.

What is your take on the on-going controversy of loot boxes and microtransactions

The cost of developing games is growing exponentially, but the price of games themselves has not changed for many years. Also, in order to get as many people as possible to play a game, it is not practical to sell a single game for 110 GBP. Aside from the select games that sell a huge number of copies, the current games in the market are finding it necessary to have microtransactions in order to become profitable.

Whether it’s Loot Boxes, or in-game purchases of individual items, or pay-to-play, or a monthly fee, there are various approaches considered by various people, and players have the choice to select these options. I think our work as developers is to consider plans for various options to select from to attract a greater amount of users.
He said it, he said the thing!
 
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