Vlaphor
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Also, they better include Tina.
I'm worried about Tina. Honoka got a boob reduction, so what do you think they'll do to her?
Hell, Rachel might not even be in the game.
Also, they better include Tina.
I'm worried about Tina. Honoka got a boob reduction, so what do you think they'll do to her?
Hell, Rachel might not even be in the game.
Tina is definitely getting a boob reduction, considering Honoka. The thing is that I wouldn't mind getting more diversity of bust sizes, but they just seem to go for reduction across the board (except Marie Rose), which is bad. Heck, in some cases just tweaking shapes would've been a good way to diversify. That's me though, I imagine some would just prefer things to stay as they were.
Nice. I mean this is the only thing this series is known for, why would they get rid of it in the first place? And damn I love helena's pantyhose
Except Marie Rose of course. Just go ahead and get rid of her.
Q1 2019 is stacked.
Never got the hate for Marie Rose, although I don't particularly care for her as a character either.
I agree. It looks like Bass is wearing a plastic chest.TINA!!!!!!
Also, am I the only one a bit disappointed in how static Bass' body seemed? It didn't seem to morph or anything, just being still as if it was plastic.
The new video kinda surprised me, Tina looks like her usual self and Mila almost seems slightly bigger and bouncier. Way more than what I've seen of Kasumi so far lol. If the rest of the cast receive the treatment it might end up pretty nice. I'm not sold yet, especially if base characters don't make it in. Man the mixed messaging with this game is confusing to say the least. I mean Mila was swaying quite a bit, which makes me think maybe they are getting around to showing builds with breast physics implemented. I can only hope. I hope the stages are nice enough, in 5 my girl and I only frequent a select few.
We've already seen plenty of footage of Honoka's bouncing titties. At this point, the only questions that remain are who's going to be in the game, how big are their boobs going to be, and how much will the boob physics be improved?
True, and nice prior posts btw, those mods n such look great. I missed the post a page or two back from the Game Informer interview. That has eased my mind a bit. I just hope all the ladies are in at launch, I wish the extra cast was as well, I really enjoyed playing with Mai and Naotora.
Well we know there will be more females than males, and the base roster is 25 + Nyotengu as a pre-oder (which is bullshit given she's 3rd most popular DOA5 newcomer, well actually second outside of Asia, so her being pre-order is kind of a slap in the face, not to mention reselling DLC as DLC is bullshit) and Phase-4 locked behind a Digital Deluxe Edition (more DLC as DLC....), so that means at least 13 base females (with 12 being returning since we're getting a new female) + the 2 DLC and DOA5 had 17 non guest females.True, and nice prior posts btw, those mods n such look great. I missed the post a page or two back from the Game Informer interview. That has eased my mind a bit. I just hope all the ladies are in at launch, I wish the extra cast was as well, I really enjoyed playing with Mai and Naotora.
Well we know there will be more females than males, and the base roster is 25 + Nyotengu as a pre-oder (which is bullshit given she's 3rd most popular DOA5 newcomer, well actually second outside of Asia, so her being pre-order is kind of a slap in the face, not to mention reselling DLC as DLC is bullshit) and Phase-4 locked behind a Digital Deluxe Edition (more DLC as DLC....), so that means at least 13 base females (with 12 being returning since we're getting a new female) + the 2 DLC and DOA5 had 17 non guest females.
With that information we can kind of get an idea what the final roster will be. There will be no more than 3 female cuts, and given I'm sure Alpha-152 is out, that leaves the 2 Ninja Gaiden girls potentially on the chopping block.
For males there was 13 non guests in DOA5, so with no more than 12 spots for them (and we already got the new male newcomer) that means Leon and Ein are for sure being cut since they're lesser clones, or at least I would hope they're the cuts since it would be bull to have them when a unique character is disc locked behind pre-orders despite being confirmed to be in story.
So the big question is, will Cyber Raidou return given we already have Honoka for a lazily made anagram character, or will they rightfully give than spot to Momiji a actually unique ninja character that's actually popular, or will they force Cyber Raidou in just for Honoka and Ayane story and to keep male/female ration more even in the base game? Also Genfu which should be cut and more of his moves given to Eliot, who would be a nice omission for Momiji or Rachel, but they keep putting him in games anyway. I'm guessing Raidou and Genfu are in though, pretty much every fighting game withholds a popular character to be paid DLC and Momiji seems like the go to one since they can justify it as "she's a Ninja Gaiden bonus character."
Given they confirmed she's in story I keep hoping she's unlockable and pre-order is instant unlock like how Dragonball FighterZ did pre-orders, but I doubt it since Koei Tecmo are little shits. Dynasty Warriors 9 season pass was one of the biggest scam season passes I've ever seen.Man I didn't know Nyotengu was a pre-order bonus. As bad as it is I'm glad she's in though. I really hope Momiji and Rachel make it. I don't mind Alpha-152 being gone, she was not very fun for me but I do like Phase-4, she has an interesting story. Still I wish the whole roster was in. Ah well.
I too enjoy using Mai. Her controls are familiar and her combos feel good to pull off.True, and nice prior posts btw, those mods n such look great. I missed the post a page or two back from the Game Informer interview. That has eased my mind a bit. I just hope all the ladies are in at launch, I wish the extra cast was as well, I really enjoyed playing with Mai and Naotora.
...that leaves the 2 Ninja Gaiden girls potentially on the chopping block.
Yeah she's great. 15 females + 2 day 1 disc locked bullshit, and 10 males would be fine and what they should do since hardly anyone will miss Raidou and Genfu, and Leon and Ein are inferior clones so they're worthless. Plus it's DOA, females never should be cut.Now that we have Tina confirmed and Lisa basically confirmed via a tease, Rachel is the only one left I really care about. Christie is awesome, but Rachel is perfection.
Yeah she's great. 15 females + 2 day 1 disc locked bullshit, and 10 males would be fine and what they should do since hardly anyone will miss Raidou and Genfu, and Leon and Ein are inferior clones so they're worthless. Plus it's DOA, females never should be cut.![]()
I pointed out the new female in my original post and already factored the new female into my analyst. Here's the shorter version. Including the new female there is 18 females in the series and we will have at least 13 females included in base since Shimbori said more females that males will be in the game. 2 is already confirmed locked out for DLC so that's 16, Alpha-152 is obviously gone so that's 15 choices for base roster. There is only 14 males including the new guy, however if they excluded the same style/clones/uses other characters moves characters one that would leave only 10 so there would be no need for female cuts beyond Goosumi-152 if they stuck to unique characters only like they should (Honoka's moveset being base roster is bad enough, she should have been the pre-order bonus).Keep in mind that we have new females to announce as well. If you recall the special edition
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they have at least one more to announce, who will then get her own oppai mouse pad.
Still, if they have to remove a female from the roster, I may be able to offer a few suggestions.
Marie Rose
No really, Marie Rose
Notice how she can't fill out an oppai mouse pad unless she uses her ass? It's not an ass mouse pad, it's a boob mouse pad, it needs boobs.
Marie Rose
I know she got an oppai mouse pad for the PS4 special edition of DOAX3 as a joke, but this is serious business here
Besides, Honoka got one for the Vita version. Now that's a hell of a rack to compare against
that means ass jiggle on everyone, right? right?!
Though I don't really understand his objections to Marie Rose, considering she's basically built like Piper Perri or Katerina Rys. Maybe he's satisfied if she drops the pigtail and gets some changes to the face. Maybe I'm weird that don't see what the big deal is.
I'm a bit more curious about story and single player content, anyone got some simple info on that? And the netcode?
So yeah, a preview embargo ended today, so a bunch of impressions and new gameplay videos went up.
https://wccftech.com/dead-or-alive-6-interview-rebalancing/
https://www.destructoid.com/dead-or-alive-6-doesn-t-need-t-a-to-be-a-triple-a-fighter-526022.phtml
https://www.gameinformer.com/preview/2018/10/08/go-ninja-go-ninja-go
Also, Helena ass-jiggle
and sweaty, bouncy Kasumi
I had to look up those ladies, and they have more boobage than Marie Rose.
Now, I have two major issues with Marie Rose. One is that she's brought loli into a series known for voluptuous girls. Now, loli has its place, just not smack dab in the middle of bouncing boobs and asses.
The other reason is that her popularity overseas has pushed her ahead of more deserving females.
No, she's not really smaller than them pre-boob job (if you look at various pictures of MR and them, you'll see an overlap of similar sizes). But as you know, breasts sizes do vary and from what I've seen Marie Rose is about a B cup (sometimes looking about C cup even), where you'll find tons of women with similar size breasts. To further illustrate there's a picture of someone with A cup breasts in the spoiler. That's also normal and it's not "loli". I imagine in Japan, breast sizes like Marie Rose and not those of someone like Honoka tends to be the most ordinary.
On your last point I do agree, that it feels like she's become too popular too fast. I mean, she's more popular than Kasumi ffs (that's crazy to me, Kasumi is THE DOA girl, along with Tina). Still, that's just the consumer/fanbase, so it's something that naturally happens when you have a large roster and have to pick out who's popular. That's why I also hoped diversification of breasts and perhaps even ass, could help characters standing out more. Would've also loved to see someone reach even close to age 30 or slightly above of the women. (Nyotengu doesn't count!!!)
She's not just loli because of her physique, her whole design is supposed to evoke Gothic Lolita (but not far enough to be cool). I'm honestly surprised she doesn't have an eye-patch. Also, I'm sure that if you look at it realistically, her body type is the most "normal"...but normal aint why I go to DOA.
Now, there is an older woman in DOA, but not in the fighting games. I've mentioned her previously, but Tamaki is supposed to be the MILF character of the series, a horny drunk older woman (again, she's in her late twenties, but that's older for Japan)
That she dresses in gothic lolita has nothing to do with the term "loli". There's a difference between a character and clothing.
While gothic lolita is a fashion style that many can and do find appealing for non-sexual reasons, it is also no secret that there is a sizable demographic, namely in Japan, who finds it sexually appealing. I don't really think you can draw lines between this sort of sex appeal and that sort of sex appeal to say a particular character doesn't fit in.Now, I have two major issues with Marie Rose. One is that she's brought loli into a series known for voluptuous girls. Now, loli has its place, just not smack dab in the middle of bouncing boobs and asses.
I have to agree with this. Doesn't even seem to bend, let alone flex. If you're going to have soft body parts bounce and jiggle, large muscles should at least flex if not ripple with hard impacts. His design does look pretty cool, though; more an original character than just a Hulk Hogan meme.Also, am I the only one a bit disappointed in how static Bass' body seemed? It didn't seem to morph or anything, just being still as if it was plastic.
Tina seems more bubbly and has cowboy (texas?) accent. She was more elegant before DOA5![]()
What do you mean? My impression of tiny has always been a lively gal. Only thing I miss is her brown hair.
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Her win poses:
And of course, her backstory from DOA1, where her real aim was to become a Hollywood star.
Butt-jiggle is in? Thats great news. AFAIK, this is the first real thing DoA6 will have over DoA5.
DOAX3 had this...
but yes, the fighting games finally having butt/thigh jiggle is a glorious thing. I wanna say that the Soul Calibur series has had butt jiggle since SC2 if I recall.
DEAD OR ALIVE 6 is powered by a brand new engine that appears to be quite powerful. Considering that the investment to create a new engine is definitely sizable, and that other Koei Tecmo series could definitely use new tech, DualShockers asked Technical Expert Taku Sugawara whether the publisher plans to employ the engine in further titles beyond DOA6.
Sugawara-san confirmed that 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 less-time efficient for quite a few projects.
Koei Tecmo's technical department developed its integrated development engine by incorporating the latest technologies, aiming for a new visual representation. They 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.
Koei Tecmo and Team NINJA are showcasing more and more characters and gameplay of DEAD OR ALIVE 6, but there is still much that we don't know.
In order to learn more about the game, 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 the info will be split into three parts followed by additional coverage. While this first part focuses on the 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 second part will provide a deep dive into the new engine thanks to a lot of insight from Sugawara-san, and the third part will wrap up with information about characters and story.
Giuseppe: The trailer you showcased at Tokyo Game Show gave me the impression that you were sending a message saying "this is still the DEAD OR ALIVE you know." There were many elements returning from previous games like the traditional costumes, more flashy moves, more female characters, and body physics. It looked a lot more like DEAD OR ALIVE 5 compared to previous reveals. Is that a correct impression?
Yohei Shimbori: Yes. I'm actually impressed that you picked up on that…
G: You weren't exactly a ninja about it. I would say that it was very easy to notice.
Yohei Shimbori: (laughs) With E3 and Evo we showed probably the more serious trailers that we had. At that time we were still right in the middle of working on the new physics and on the engine, so we were very limited in what we were actually able to show. Due to that, we opted to showcase the newer elements of the game, and the first couple of trailers were really focused on that new engine that we have, and the new realistic aspects of it.
Yet, the DEAD OR ALIVE series itself is a lot more colorful and flashier. At Gamescom, we showcased the Kraken, and now we have the pterodactyl and T-rex in the stages. The stages themselves also look brighter, and we have a lot more female characters showing up. It's a lot more DOA-like.
I think we have been able to bring the pieces together to show the more DEAD OR ALIVE–like elements, marking a middle point in our reveals.
G: If you were able to go back in time, do you think it'd have been better to start showing the game with this trailer instead? Do you have any regrets about showing the more serious side of the game first, since first impressions tend to be important?
Yohei Shimbori: I don't regret it. There is always a bit of a shock element when people see something new. Some may have thought that it was a bit too much but that's how it usually happens.
Yutaka Saito: If you remember the debut trailer of DEAD OR ALIVE 5, it was Hayate versus Hayabusa in the Shibuya stage. It showed two male characters in a very serious battle situation. We wanted to show the evolution of realism from DEAD OR ALIVE 4. After that, we started showing the female characters and the rest of the elements of the game.
This time at E3 we wanted to show what we had managed to achieve with the new physics-based engine and the visual evolution. After that, we started showing more of our female characters. It's a similar way to present the game to what we did in 5. It's not that surprising, and I think we showed it in the proper order.
[Editor's Note: at this point, the team showed me the brand new trailer with the reveal of Bass, Tina, and Mila.]
G: this is great!
[Everyone laughs]
Yutaka Saito: Thank you!
G: This trailer appears to be the continuation of the same message that started with the one showcased at Tokyo Game Show. Is that correct?
Yohei Shimbori: We're creating this game for the fans. It's not just this game, but the series as a whole has been created for the fans. We want to include things that the fans will enjoy. We'd like the fans to believe in us, that we are creating something for them.
G: Can you tell me more about this reveal, why did you decide to bring back these characters, and this new organization The Muscle?
Yohei Shimbori: Now it's simply the right timing within our development schedule, and we're finally able to show this. Bass and Tina are father and daughter, so we definitely wanted to show them together. Since they're American, we really wanted to reveal them at an event in the United States, but unfortunately, at E3 and Evo the timing wasn't right. The characters and the stage weren't quite ready. Right now everything came together, so it ended up being the best time to show them.
We can't say too much about the story, but everyone enjoys wrestling, and one thing we were debating was whether to introduce a new organization or a new Wrestlemania-type of event. We went back and forth so many times on this… I can't even remember how many. In the end, we decided to go with a new organization. How it fits into the story, I can't tell you, but the world of wrestling is definitely different from that of our ninja. It has its own flow about how things will progress in the story. We're showing wrestling in a way that will be enjoyable in DEAD OR ALIVE, so fans can look forward to that.
G: In the game, the fighting feels quite realistic, at least in the impacts of the blows and some of the styles, but then we have giant Kraken and dinosaurs, which are definitely fantasy elements. What kind of balance between fantasy and realism are you seeking, and what kind of world are you building?
Yutaka Saito: The main characters are ninja. That's a bit of a fantasy element right there. On the other hand, we have characters like Jann Lee who are fighters in a more realistic sense. Yet, our ninja are more like superheroes.
G: Wait, are you telling me that ninja aren't real?!
Yohei Shimbori: Don't worry! they exist! (Laughs)
Yutaka Saito: We have fantasy elements like ninja, clones, and androids. While we have realistic elements in the fighting, we feel that the world itself is more fantasy-based.
Yohei Shimbori: In the game, we have moments in which you smash into walls, you fall from huge heights, and things are blowing up right behind you, and the characters can survive all that. At some point we actually tried to give them a more realistic level of power, but playing the game like that really didn't feel as great. There needs to be an element of "falseness" to it with the stages. If you fall from two feet, it doesn't look as exciting as falling from a huge cliff. We're making sure that it's fun. We want our players to feel excited about what they're playing, and how fun and entertaining it is.
Despite these fantastical elements, we do make sure that the fighting moves are realistic and based on real fighting techniques, so we do keep that part more or less grounded.
G: Shimbori-san, as the Producer and Director, are there times in which your personal taste has to take a back seat to what you believe is better for the game?
Yohei Shimbori: I'm pretty lucky because I think that my personal taste and what the fans enjoy are pretty similar. My personal choices don't diverge with what the fans want, and even with you, there are probably many things we both like about the game. There are some times in which some things I'd like to include are simply a result of my taste and wouldn't match the world of the game, but I do recognize when that happens and where that line is. I don't think there are too many difficult decisions because I'm personally pretty close to what the fanbase is into. There are certain things that I think should be included in the game, and I certainly push for them.
Yutaka Saito: There are certain things like elements, colors, and shapes used in the stages that come up. For instance, he really wanted dinosaurs, and they ended up being good for the game.
Yohei Shimbori: There aren't many things that I suggested that we eventually didn't do, and most of the things I like are included. It's the same with other members of the development team. They put in things they enjoy as well. I think that's part of what makes this an enjoyable and exciting game.
[Editor's note: Shimbori-san actually showed me some sketches of the Pterodactyl attack in the Lost Paradise stage, mentioning that he drew those himself.]
G: Of course, the fanbase includes many different kinds of people, from casual players to competitive ones. Your games are seen in different ways by different people, so some want certain things, others want different things, and then there is the competitive scene that may want entirely different things because they have to be televised and they can't show certain elements that are unsafe for work. Have you thought of providing options so that a tournament organizer may remove all the body physics or disallow certain costumes, while players who want to enjoy some eye-candy at home may use options like the OMG physics similar to DOA5?
Yohei Shimbori: Yes, we're thinking about some options. As an example, the TGS build had the option to turn blood on or off, and whether or not you want to see close-ups of blows to the face. Especially some Japanese fans don't want to see these kinds of depiction, so if you turn it off the camera pans out instead of closing into the face.
Elements like violence and sexiness are perceived differently by different people, so we plan to include some options they can select. In terms of the OMG mode, that was a little bit too exaggerated in DEAD OR ALIVE 5, so we don't think it's fitting and we don't plan on including that in DEAD OR ALIVE 6.
G: The Collector's Edition for Japan includes some 3D mouse pads, and one of those represents a completely new character. Can you give me a hint about her?
Yohei Shimbori: A hint? Let's see… She is a woman.
G: Yes, we knew that. It's written right there in the description.
Yohei Shimbori: (Laughs) Her voice actress for Japan is quite famous. What should I say… this is the most difficult question. The most I can say is that her technique is a martial art that we have not seen in the DEAD OR ALIVE series, and probably we haven't seen it in any other major fighter game series as well, but that's about it.
G: Can we say whether she is a more serious or funny character?
Yohei Shimbori: She is a little bit of both… Maybe a little bit towards the serious side, but she's kind of in the middle. That's two hints! You're a good interviewer! (laughs)
G: Is there any message you'd like to say to your western fans?
Yutaka Saito: We're going to continue releasing new information about the game. We already announced the release date, and there isn't much time left before then, but I think that we'll reveal things that fans will be quite excited to hear. We're creating this game with the happy faces of our fans in mind, so we hope you look forward to it.
Yohei Shimbori: As you can see, we're working very hard on this game. There are definitely are many characters that we still haven't announced yet, and that people are looking forward to. For example, there is a female wearing Japanese traditional clothing, or someone who is kind of drunken in their movements. I hope people can look forward to the ongoing information releases, and I look forward to being able to play against everyone when the game launches.
Shoryuken was invited to a private event in San Francisco on October 4, 2018, to get a hands-on look at the most recent build of Dead or Alive 6 and to interview the Director and Producer of Dead or Alive 6, Yohei Shimbori, along with the Creative Director for Team NINJA, Tom Lee. Together we discussed the title's development, DLC, and how DOA6 aims to be the best in the franchise.
Austyn "Lazybones2020" Roney: It wasn't too long ago when Dead or Alive 6 was first announced at E3, and yet, at the time, it felt like the title could have come out the next day. How long has DOA6 been in development?
Yohei Shimbori: It's hard to say exactly when development started, the overall concepts began about two years ago but I was working on other projects at the time. It was about a year and a half ago was when the general preparations for development began, around last winter was when the first prototype was in development. From that prototype, we then went full speed ahead into development.
Lazybones2020: How has the reaction been? Have there been any significant changes to the game that have been implemented based on the feedback?
Shimbori: It is definitely something we take note of. That being said, most of the title's changes were implemented on our own, but there were some slight changes based on the feedback that we are seeing. When we think of something that is entertaining or amusing, we immediately want to try it out. Sometimes we like to implement some specific points from the players, like in regard to things like the side-step. It is a game made mostly of our ideas, but we do like to see feedback from the players. When it comes to negative feedback we tend to not dwell on that too much. From people who have actually played the game, there hasn't really been any negative feedback and they have all felt the game was much more fun than they thought it would be.
Lazybones2020: Speaking of fun, I really liked playing with Diego, he has a very interesting style I haven't seen very much of in fighting games. He has a very intense playstyle with a very raw power to him. How did his development come to be? Also, when developing a new character, how do you determine what gaps are in the roster that need to be filled with a specific playstyle? How do you look at the roster and say, "Okay, we need a character like that?"?
Shimbori: To the second part of the question, to filling in the roster, sometimes ideas just really pop into my head and I go, maybe this might be kind of fun. But these ideas really come when I analyze the audience and see what kinds of things they are looking for. In the case of Diego, it's a little bit different. For this one, I actually talked to Tom Lee, and I asked him "What kind of male character should we add?" And Tom came up with about three different ideas and one of those was a character who was from the city, from the streets, someone who was rough and tough and I thought that really fit the theme of the game which is intense fighting entertainment. I then talked with Tom about what his personality should be like, what are his values, but I really think that Tom should take the rest of this answer.
Tom Lee: I feel you answered most of it. [laughs] I think there was a need for a character like Diego at this time, at this stage of fighting games. He was a collaborative character. Our Western background and their heritage combined created Diego.
Lazybones2020: A few things that were announced a little bit earlier at TGS were the pre-order bonuses and the deluxe edition bonuses, one being Nyotengu and the other being Phase-4. Why were these characters chosen for these purposes?
Shimbori: In terms of Phase-4, we didn't plan to put her in, but we thought, "Well, let's give it a try!" That's the mindset we had when putting her in. We felt having her was better than not having her. For Nyotengu it was a different case. We were with the dev team, we were over budget and over our development schedule. We felt that if we wanted to get her into the game, normally I don't think we would have been able to, but she is a character that I really like, so I had to think of a way to get her into the game. That's when we thought that having her as a bonus would be the most realistic way we could do it due to our pretty intense circumstances.
Lazybones2020: Certainly, that makes a lot of sense when you put it that way. Another thing that I noticed with the Deluxe it includes twenty-five costumes, but there wasn't a mention of a season pass for additional characters. There were multiple versions of Dead or Alive 5, is that something in the endgame that you are thinking of doing with Dead or Alive 6, or will it be one title that will be supported into the future?
Shimbori: I think at this point right now, we don't have any plans for a "Last Round" or an "Ultimate" version for the game, but those are the plans for right now, they can change. In terms of a season pass or DLC in general, that is actually something we are discussing right now, and we are determining how we should proceed with that. It might end up being a similar business model, it might be something different, we have yet to finalize any plans for DLC.
Lazybones2020: There may not be an answer for this question with it being a ways away from release, but for the pre-order bonuses, the PlayStation 4 version of the game gets a theme, but the Xbox One version of the game gets a Ryu Hayabusa costume. Once upon a time, the Dead or Alive franchise and Xbox had a really close relationship, with Nicole, a Halo Spartan in Dead or Alive 4, who was a very unique addition to the game. Will the costume be a continuation of this previous relationship or is there another reason for the Xbox being given a costume with its pre-order, and a theme was chosen for PlayStation?
Shimbori: It is a really hard question to answer, at first, I wanted to do themes to both, but Xbox doesn't do themes. After this announcement, there was a lot of feedback from the fans saying they would be more interested in getting a costume instead of a theme, and it's something we have learned from for the future in what our fans are wanting.
Lazybones2020: That's okay, it was just a question I had to ask! I'll keep my fingers crossed! The new trailer that just came out that announced Tina, Bass, and Mila is very exciting and it's nice to see these story elements come together. Dead or Alive is a franchise that has a long-running story that is very deep and complex, how is Dead or Alive 6 going to take the story that has been laid out and propel it forward?
Shimbori: I can't say too much about the story at this point, but I can say that with Dead or Alive 5, we saw some new issues and problems that came up in the story. Some things were not resolved, some of the new characters didn't have as much of an impact in the story so these are the kinds of things we are looking into for Dead or Alive 6.
Lazybones2020: To all of the fans out there who have been with the franchise and to all of the people who are now becoming interested in the title, what is one thing you want them all to know about Dead or Alive 6 and how it will suit their needs?
Shimbori: There are too many things to mention to just pick one, but I do think that to the new players, I would have to say, "Hey! Why haven't you played Dead or Alive?!" Dead or Alive 6 has visuals that are incredibly beautiful, and the game is much easier to play, I feel this game will be one that all players will enjoy. And to the fans specifically, from around the time the game was first announced at E3, there have been some misunderstandings about the game and I want them to feel at ease. We are making this game for the fans, we aren't trying to make this game into Tekken. Dead or Alive is Dead or Alive. It's going to be much more exciting and the quality is improving the further we get into development.
I hope that everyone, you will believe in us and come February 15th, I hope that we can all come together and have a big party around the world and enjoy Dead or Alive!
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.
As you guys have guessed it, DOA6 runs on a new Game Engine. Director Shinbori said during the TGS2018 interviews that they were still building the new engine
https://www.dualshockers.com/dead-alive-6-new-engine-other-games/
https://www.dualshockers.com/dead-alive-6-interview-part-1/