• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

DOA5 Gameplay videos.

branny

Member
This is going to sound weird, but Eliot's pale skin in that new Chinese stage gave me flashbacks to how I felt seeing VF3 for the first time in arcades. This game looks next gen as hell. The other offscreen video of Kasumi and Sarah fighting on the glacier stage (in one of the DoA5 threads; maybe this one, idk) looked crazy, too.

You know I don't even have a fighting game on my ps3. Yet next month I'm probably going to buy TTT2, Persona: Areana and this game DOA5.
Don't forget UMvC3 and Arcana Heart 3. And maybe VF5FS. :D
 

Skilletor

Member
Brad looks just as bad as he ever has. :/

I guess the one plus is that every character doesn't have a crouching OH grab, so he might be able to actually use his lay down stance.
 

BadWolf

Member
Brad looks and animates so poorly.

Pales in comparison to other drunken boxers like Chin Gentsai, Lei Wulong and Shun Di.
 
Brad looks and animates so poorly.
DOA's weak point on animation is their offensive strikes. Someone pointed out how bad Eliot looks earlier in the thread and I completely agree. The throws, counters, and hit reactions look great for everyone though.

I see a bunch of improvements (especially sidestepping and *general* safety), but the game still isn't where it needs to be IMO. The counter recovery and low counter beating highs and lows are my biggest gripes.
 

Skilletor

Member
Brad looks and animates so poorly.

Pales in comparison to other drunken boxers like Chin Gentsai, Lei Wulong and Shun Di.

Weird. I don't think any of those characters animate half so well as Brad Wong. I think he puts them to shame as far as looks go.
 
That's great to hear.
vader.jpg
 
From Tecmo on facebook:

"The story in #DOA5 is set 2 years after the #DOA4. The Story Mode will explain and showcase all the characters."

"DEAD OR ALIVE 5 will have both Japanese and English voices for all the characters. #DOA5 #Gamescom"
 

Sp3eD

0G M3mbeR
The character models in this game look amazing, but some of the levels look horribly uninspired and bland. For example, I don't get the love of the glacier stage, that is one of the worst offenders.

I guess I'll wait to see it outside of youtube...
 

Skilletor

Member
I find it weird that there are no videos of Hayabusa in the newest build.

He's like, the best character. Ever.

That's exactly why there aren't vids of him. There's tons of videos of him out there already. There will be a tourney this weekend and you'll see tons of footage of Hayabusa. Dr. Dogg said he wanted to get exposure to some of the lesser played characters.
 
I'd like more solid footage of Ryu myself, seeing as they apparently changed him to be more of a grappler or something yet I've seen no evidence of it in the few videos I've seen of his DOA5 incarnation.
 

branny

Member
Well, first, I think we should all prioritize watching footage that is uploaded without any annoying hitches. A couple of those videos were worthless, tbh.

The character models in this game look amazing, but some of the levels look horribly uninspired and bland. For example, I don't get the love of the glacier stage, that is one of the worst offenders.
I already bitched about this here. I've come to the conclusion that it's because most of the stages are very spacious and lack the whimsical art direction of previous DoAs. Even "The Show" (circus stage) is a generic shape and looks like something out of Batman Returns. Compare PlayStation All-Stars Battle Royale to the Smash Bros. series, and it's the same deal. There are practically no saturated colors anywhere or meaningful, visual variety. It's brown curry over and over. Sometimes it's a slightly more red brown mush. Sometimes it's a slightly more green brown mush.

I think DoA5 went overboard in all the wrong places. It's not about the window dressing (explosions, stuff happening out of reach in the background), it's about the way you interact with what's around you. That is what made the stages in past DoAs seem a lot more organic and dynamic. These stages are missing interesting "forms", that variety of arena shape and size and hazard I've grown used to seeing. There is no cramped bridge, no cluttered market, no tree-filled forest, etc. It's all just empty space surrounded by a wall that sometimes does stuff. There are only a couple stages that don't fit this description, so those are the most interesting ones to me.

They've been missing the point since DoA:D because that game had the same weirdness. Stages were rolled back to somewhere between PS2 and Xbox quality, so they lacked a lot of the tech porn that the Xbox DoAs had. It didn't help that the selection of older stages was somewhat hit-or-miss. Also, during free-play, you were stuck hearing your character's theme song for every match in spite of the lovely random function. That game borked other things, too (making a lot of modes into a series of "courses", negatively messing with a few franchise mainstays, slow motion crap, etc.).

But nevermind that. It was on the 3DS, not a powerful home console. So why does the stereotypical snow stage get turned into an endless glacier that lacks deforming snow? And why are the water reflections crappier than in previous DoAs? And why aren't there are any ground reflections on shiny surfaces? Where are the breakable floor tiles? It seems like there are no individual character themes, either, only stage themes. A lot of the extraneous gimmicks that could've made fighting in these generically designed stages more fun are gone now, making them even blander. Where is the thunderstorm to enliven this dreary square? The fireworks?

Being able to push such beautiful character models at 60fps in HD no doubt plays some part in what we're missing. I'm just not sure what to think because a lot of my gripes have nothing to do with technical constraints. Quite a bit of what I feel is wrong with them is consciously designed. Are areas more spacious to take advantage of the revamped fighting mechanics? Could rampant hazards mess with the game's pace? Etc.

It sounds shallow to complain about this stuff, but it's DoA, a series that has been about its stages since DoA2. Hopefully it's not as noticeable when you're actually playing.
 

Skilletor

Member
I'd like more solid footage of Ryu myself, seeing as they apparently changed him to be more of a grappler or something yet I've seen no evidence of it in the few videos I've seen of his DOA5 incarnation.

You'll find no more solid footage than Master playing Hayabusa. Him being a grappler apparently means nothing more than making his Izuna an advanced hold, haha.
 
There are practically no saturated colors anywhere or meaningful, visual variety. It's brown curry over and over. Sometimes it's a slightly more red brown mush. Sometimes it's a slightly more green brown mush.
Yup. This happened in Tekken 6 and it made that game sort of ugly to me, so I'm glad to see Namco corrected this for TTT2.

I think DoA5 went overboard in all the wrong places. It's not about the window dressing (explosions, stuff happening out of reach in the background), it's about the way you interact with what's around you. That is what made the stages in past DoAs seem a lot more organic and dynamic. These stages are missing interesting "forms", that variety of arena shape and size and hazard I've grown used to seeing. There is no cramped bridge, no cluttered market, no tree-filled forest, etc. It's all just empty space surrounded by a wall that sometimes does stuff. There are only a couple stages that don't fit this description, so those are the most interesting ones to me.
I agree with this as well, and it was the part of DOA that made me wish other game would incorporate them. I really like the fancy new environment features, but I really miss a lot of the simpler old ones. The environment was almost always present, and I really dug that. I don't know if they're trying to placate the tourney crowd with that one, since many of them would be perfectly content with squares with walls.

Overall things are looking up for this DOA but I'd be lying if I said they aren't having some missteps along the way.


You'll find no more solid footage than Master playing Hayabusa. Him being a grappler apparently means nothing more than making his Izuna an advanced hold, haha.
Is his neutral throw one frame faster like the rest of the grapplers?
 

Skilletor

Member
Is his neutral throw one frame faster like the rest of the grapplers?

I dunno. I'd say he needs some tweaking to be considered a "grappler."

I agree about the stages. DoA2:U still has some of the best stages ever.

I was really happy to see the stage that Eliot and Brad are fighting on. Reminds me of the rooftop.

Random question: Why haven't fighters whored out DLC stages? I would pay bucket loads of money for reimagined old stages in SC5, SF4, DoA.
 

Dantis

Member
I already bitched about this here.There are practically no saturated colors anywhere or meaningful, visual variety. It's brown curry over and over. Sometimes it's a slightly more red brown mush. Sometimes it's a slightly more green brown mush.

[...]

But nevermind that. It was on the 3DS, not a powerful home console. So why does the stereotypical snow stage get turned into an endless glacier that lacks deforming snow? And why are the water reflections crappier than in previous DoAs? And why aren't there are any ground reflections on shiny surfaces? Where are the breakable floor tiles? It seems like there are no individual character themes, either, only stage themes. A lot of the extraneous gimmicks that could've made fighting in these generically designed stages more fun are gone now, making them even blander. Where is the thunderstorm to enliven this dreary square? The fireworks?

Being able to push such beautiful character models at 60fps in HD no doubt plays some part in what we're missing. I'm just not sure what to think because a lot of my gripes have nothing to do with technical constraints. Quite a bit of what I feel is wrong with them is consciously designed. Are areas more spacious to take advantage of the revamped fighting mechanics? Could rampant hazards mess with the game's pace? Etc.

I can answer a few of these to an extent. First of all though, there are saturated colours. EVERYWHERE. DOA 5 has some of the best high-contrast lighting I've ever seen. Colours are vibrant and shadows are deep. It's gorgeous.

The glacier stage will be as it is for multiple reasons. First of all, they'll want to show off that amazing ice shader they've got. It's really high end and looks awesome. The deforming snow will have been removed (I assume) because it looked unrealistic, and would clash with the art style they're going for. And of course, like you say, I'd imagine to do deforming snow to an acceptable quality nowadays would cost a huge polygon count.

As for reflections, as far as I know, the only way to render reflections in DX9 is to re-render the whole character or scene, which is why reflections are often pixellated. I haven't seen any reflections in DOA 5, but considering the detail on the characters I could understand if they were low quality or completely absent.

EDIT: I should point out that I agree about the stage designs though. I was just referring to the technical aspects.

Also, if Hayabusa is a grappler now, I'm going to be all kinds of sadface.
 

DR2K

Banned
Random question: Why haven't fighters whored out DLC stages? I would pay bucket loads of money for reimagined old stages in SC5, SF4, DoA.

Capcom: You rike DLC stages?! Mossssssst excccccerent!

Namco: We heard you like Snoop Dog, so we made him a DLC stage!
 

Het_Nkik

Member
Random question: Why haven't fighters whored out DLC stages? I would pay bucket loads of money for reimagined old stages in SC5, SF4, DoA.

KOFXIII had DLC stages. Well, it was more of a bundle.

For $5 you got a character, a stage, and two music tracks.
 

branny

Member
Yes, please. DLC stages and costumes. I don't care. Give us more playgrounds to beat each other up in.

I can answer a few of these to an extent.
Thanks for that tech stuff. I didn't know about the ice shader because it isn't easily discernable in videos, and I haven't been fortunate enough to play the game in person yet. I don't mind the concessions because the characters really are gorgeous. It just sucks when VF5 of all things has deforming sand after DoA owned last gen with its Xbox beauty. :(

I'm actually bothered that I'm so hung up on this crap in the first place. I only know how to explain this as an artist, but too many colors are shades and tints (like, paint diluted with black or white). It makes for a more gritty, realistic look, though basic color theory is lacking. You're absolutely right: there are saturated, pure colors and plenty of contrast, but they aren't balanced properly and come off kind of garish when they make their appearance. We can barely even see the sky in most stages. Team Ninja's feng shui advisor must have left with Itagaki or something, haha.
 

Dantis

Member
I don't mind the concessions because the characters really are gorgeous. It just sucks when VF5 of all things has deforming sand after DoA owned last gen with its Xbox beauty. :(

The characters are definitely the highlight. Loving the new art on the faces, and the shading on the hair and skin is really impressive.

Also, the hair and cloth physics seem to have been improved ten-fold since DOA4.
 
The environment was almost always present, and I really dug that. I don't know if they're trying to placate the tourney crowd with that one, since many of them would be perfectly content with squares with walls.
This couldn't be further from the truth. In DOA2 and 3, you always had two opponents: the one with the controller and the stage. DOA2 brought a lot to the table originally. Not only were the stages amazing and impressive, they were deadly. High level players knew this and were the ones to use the stages to their benefit.

DOA2 introduced walls to 3D fighters and the dynamic stage shapes made them both something to take advantage and be fearful of. With this in mind, they introduced the stepping mechanic to aid you in making use of those environments. DOA3 expanded on both those items so stepping, the wall and the mind games surrounding them became even more important. A wall hit in DOA3 could potentially mean death. DOA4 threw all of that and more away...

Overall things are looking up for this DOA but I'd be lying if I said they aren't having some missteps along the way.
This times a thousand.

Is his neutral throw one frame faster like the rest of the grapplers?
Yes, unfortunately. Apparently "Why is Hayabusa the only character that has an easy to do unbreakable throw/hold/attack that does 50% or more damage? He's not even a grappler!" was interpreted as "Give Hayabusa all the benefits of being a grappler and none of the shortcomings..."
 
This couldn't be further from the truth. In DOA2 and 3, you always had two opponents: the one with the controller and the stage. DOA2 brought a lot to the table originally. Not only were the stages amazing and impressive, they were deadly. High level players knew this and were the ones to use the stages their benefit.

DOA2 introduced walls to 3D fighters and the dynamic stage shapes made them both something to take advantage and be fearful of. With this in mind, they introduced the stepping mechanic to aid you in making use of those environments. DOA3 expanded on both those items so stepping, the wall and the mind games surrounding them became even more important. A wall hit in DOA3 could potentially mean death. DOA4 threw all of that and more away...
DOA4 introduced more obstacles and small areas. The fact that the damage you could get from a wall hit was dramatically reduced doesn't change the fact that the stage was *almost always present* as opposed to now where you have large open spaces with nothing to interact with. You're arguing a different point than the one I'm addressing (nevermind the fact that you agree about DOA2/3).
 
Top Bottom