Dead or Alive 5 Ultimate

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.

The damage from the wall is nothing new, and it's really one of the key factors that put DOA3.1 on such a high pedestal. The guaranteed damage from the wall game made sure you had to be aware of your positioning and what attacks/juggles you were using.

Other than that, the trailer looks nothing more than DOA4 in terms of the moveset or gameplay wise. It's really going to be difficult for the game to return to the DOA3 roots and build from there. Hayashi isn't the director of the game, he's the director of the team. Shimbori is the director of the game. Shimbori also joined the team to design Dead or Alive 4. He wasn't around for the Dead or Alive 2 or Dead or Alive 3 days unfortunately. Although that is a negative point, he has expressed interest in learning more from the competitive community from FreeStepDodge.com.

They need to return the natural combos and remove guard breaks, guard crushes, and wall crumples from Critical State. CS is a state that allows Defensive Holding ("Parry"). In DOA3 these three areas were not labeled as a Critical State so there was no worry. When pressed for why this was changed to CS in DOA4, Shimbori stated the following (Full statements here):

Shimbori said:
If we were to perhaps make this more geared towards the expert players based on [struggling] it would be a little difficult for everyone else to catch up. If we were to make the Guard Break more advantageous and if you were able to get in a combo after the Guard Break any easier we feel as if players would stop using the guard in the long run which would make for some boring fights. This is something we found after we experimented with some bigger Guard Breaks. Also, it would make the game less fun if we were to decrease the amount of Guard Breaks techs as well, so we are adjusting the balance of this at the moment. If this turns out a bit strange we will have to take a different approach moving forward​

Yeah... we're working with him as best we can.

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www.freestepdodge.com

It's a newer DOA site ran by reliable people like Sorwah and Hubbs. Expect this to be THE DOA site when DOA5 drops.
Thank you
 
DOA Related Interview From G4

(http://www.g4tv.com/thefeed/blog/po...e-hayashi-talks-ninja-gaiden-3/#ixzz1Ycz7A9Ge)

G4: Team Ninja also announced that they are working on Dead or Alive 5. You’ve stated that the concept for the game is “fighting entertainment.” I can’t help but think that might carry a negative connotation to hardcore fighting game fans, however, who view a fighting game devised as “entertainment” to be lacking in skill and competitive qualities.

Hayashi: Yes, we do understand the term has a bit of a negative connotation. We’re sure some people will hear “fighting entertainment” and think we’re just trying to put together some lame fighting game with no depth whatsoever. I assure you, that is not our intention. We have the base for DoA already as a solid fighting game. We will definitely make sure that it satisfies their needs.

But looking at modern game design – if you want to make a brand new fighting game now, what would you want to do with it to make it stand out from the pack? Where would you take the genre? It seems like there’s more to be explored there. We have the base, and we’ll definitely offer an experience that fans will want. But there’s a level of spectacle, fun, and entertainment we’re also trying to bring back to the genre.

G4: There’s always been a lot of spectacle going on in the DoA levels, but it looks like you’re really trying to make the stages an even bigger part of the gameplay. How are you approaching the stage design this time around? Will the levels have any element of randomness to them?

Hayashi: Any element of randomness we may or may not decide to put in is going to be something we’ll decide when weighing the overall balance of the game. We can’t really say right now what’s going to be in. We can tell you that we will offer a solid, well-balanced fighting game. Whether that includes random elements or not – we’ll just have to see if that will work with what we want to do.
 
They're trying to differentiate from the crowd by being less about the mechanics... or rather, simply focusing more on the design.

Hardcore fighting game players may not like DOA5 ultimately, but I respect diversity in the industry. Really looking forward to this game. They have my complete support -- if for nothing else, simply because of the fact that they are making A DIFFERENT fighting game for me to enjoy, DOA5 no less. :)
 
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