Dead or Alive 5 Ultimate

The toning down of the sex appeal isn't anything new for the United States. For Japan though it's nice to see the homebase tone it down a notch. Dead or Alive 4 was advertised as "The most beautiful game" when it came out, on ads of the girls in their costumes (non-skimpy costumes though).

However, the United States did treat it even classier. Tecmo had informed me in person that they didn't know of the competitive scene for Dead or Alive in the states. So with the scene in mind they weren't going to go for sex appeal with their marketing, and that was a conscious effort due to hearing from the community.

For proof, you can take a look at the US commercial to see that they pretty much held through with their promise (best I could find):


Compare that to the Dead or Alive 3 commercial (Which arguably is the most competitive version heh):

 
The new hit spark effects are the worst thing I've seen in the series. Worse than all the ninjas combined.

However, focusing more on stages and the environment might be what the game needs. The movelists have always felt padded with interchangeable, redundant moves, but if they actually embrace this new dynamic from the ground up, then the difference between 4 mid punches doesn't have to be speed and damage, but how they will interact with hazards. That would be just the gimmick to both set it further apart from the competition, and give meaning to the moves in a unique and interesting way.
 
The new hit spark effects are the worst thing I've seen in the series. Worse than all the ninjas combined.

I really couldn't tell the difference between blocking and getting hit. Not like anyone was blocking, but the hit sparks just don't look like you're getting hit.

I'll reserve my judgement on this one until I can play it. Itagaki being gone can only help it probably, but I have never really been impressed by the graphics in this trailer or in any of the games. The moving stuff in the background was pretty cool, but I honestly don't see anything when I'm actually playing unless it's an important gameplay element.
 
However, focusing more on stages and the environment might be what the game needs. The movelists have always felt padded with interchangeable, redundant moves, but if they actually embrace this new dynamic from the ground up, then the difference between 4 mid punches doesn't have to be speed and damage, but how they will interact with hazards. That would be just the gimmick to both set it further apart from the competition, and give meaning to the moves in a unique and interesting way.
Yes indeed, I am really pleased they've gone down this route, using the environment as a primary means to do damage will hopefully add all kind of tactical madness to the fun. Or just make it look really cool. It's always been the USP of the DOA series (after the T&A of course)
 
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