Dead or Alive 5 Last Round PC Information is Finally out

Yeah the game shows up now, and the Store page is now different for EU regions.

They've removed the falsely advertizing trailers and screenshots like they did for NA and possibly other regions a week ago. Not sure if there was any relevance between the game not showing up in the search and them editing the EU store page though.

For what it's worth, some guy on Steam forums is claiming to be a games journalist with early access. He claims that there are AA options x2, x4 and Off, and that he's running the game fine @1080p with 2XAA on an i5-2500 @3.30 GHz and 6850, and mentions that "there are a lot of [resolution] options varying from 1024x768 to 3840x2160".
 
I'd be really curious to know when they actually started work on this. Going by steamdb, it looks as if they didn't have any Steam integrated builds until February 6th, and not more than one person online until a month later. That doesn't necessarily mean much but it's a curious lack of activity.
 
Digital Manual
Please check your Steam Community ID before playing.
Players whose Community IDs include the following
characters may encounter problems saving game data:
? / : * " < > |
Game data may not save or load properly if the Community
ID is changed after a game is saved

L O L
 
Why on earth would anyone's name contain that shit anyway?
Haha, I thought this was funny:

http://steamcommunity.com/app/311730/discussions/0/618457398965358868/

One of the last guys left actually defending the game on Steam forums has special characters in his ID. I hope he sees this info before getting far into the game and realizing it can't save his progress LOL.

No underscores. I'm safe.
All the characters you can't have are the special characters you can't name files in Windows. I can't help but think there would be SUCH an easy way around this on their end. Any new news about the PC version of LR makes me think back to this thread, and after reading that whole thread and pretty much agreeing with the OP and a lot of the comments, I can't think of any way to describe these guys other than lazy, incompetent, or both.
 
My favorite part isn't the un-sanitized input (are you amateurs?), it's that if you change your Steam display name after making a save file, you won't be able to load the save file again.

What the hell are you doing, guys?
 
So.... let's get this straight.

- 1 month plus delay from console versions
- PS3 quality effects
- No Yawaraka Engine
- No online play for months
- No controller vibration
- No achievements

Lol.

LoL! That's frigging insane! Seriously. Are the studios getting everyone's opinion about this? Heck, actually they don't need it for straight away this is completely... I don't want to say the word.


776250-pre_order_cancelled.gif

Yup.
 
Trere's no way this crap is not intentional. I can almost imagine Tecmo launching the game hysterically screaming "You think you're good Durante? Try to fix THIS!" .
 
Looks pretty...

Edit: the intro scenes look like they're running sub 30fps with jitter, but the fight gameplay is smooth as silk? Anyone else notice that?

The intro/outro scenes are 30 fps on consoles so maybe on PC the framerate change got fucked up. It did it with Alpha but at least in game the framerate seems stable for most of the part in game.
 
Dead Rising 3 had something similar. Multiplayer would crash if you had the same "special" characters in your steam ID

It's actually pretty common for that to cause issues (often just minor stuff with leaderboards and such), because Steam names can be much longer and can have way more special different language characters in them than console handles.
 
Anyone know what resolution the PS4 streams at? I'm watching this and Shin's stream side by side and the PC ver looks miles better, but I'm wondering if it's just PS4's stream quality.
 
Free step dodge is 4000 bit rate 1080p60 fps
Shin is at 2000bit rate 720p30 fps
Thanks, yeah, I took some screenshots and realized it was impossible to compare actual image quality.

Well it's a relief to know that the vanilla game looks great anyway.

Edit: also the streamer is downscaling from 4K. With how good it looks I'm surprised KT didn't release any 4K screenshots, or at least 1080p screenshots downscaled from 4K. They would have looked great and would have alleviated a lot of people's concerns.
 
Edit: also the streamer is downscaling from 4K. With how good it looks I'm surprised KT didn't release any 4K screenshots, or at least 1080p screenshots downscaled from 4K. They would have looked great and would have alleviated a lot of people's concerns.

KT's whole handling of this release has been bafflingly incompetent. It's almost as if they want the game to bomb.
 
KT's whole handling of this release has been bafflingly incompetent. It's almost as if they want the game to bomb.
Yeah it actually seems so. Their PR for the past few months has been shit with 0 effort put into damage control, even though imo they could have done some pretty good damage control.

Bump for stream being back up.

Custom remapping of controller is in, not sure if that was also in consoles? Anyway...

Edit: arcade sticks work.
 
Fighting games that are developed with 60fps In mind won't have 120fps. And if they do they wont let. You play matches online unless you lock your framerate.
Xenoverse did allow unlocked framerates. I think the DoA port is so terrible that all bets are off regarding framerate locks. I guess the only question is whether game speed is tied to the framerate.
 
Xenoverse did allow unlocked framerates. I think the DoA port is so terrible that all bets are off regarding framerate locks. I guess the only question is whether game speed is tied to the framerate.
I wouldn't consider Xenoverse to be designed like at traditional fighting game (like Street Fighter or Virtua Fighter). Most of the games in this genre are designed to run at 60hz with everything running with exact timing, and the character animation is directly tied to the game's interactions (in terms of things like collision detection). Even having something like having the game animate at 120hz and the game update at 60hz would look weird -- then you would have animations lagging behind the collision data by a frame half the time. Try playing SF4 on PC with the framerate management set to anything other than Fixed -- it completely messes up the gameplay.

I know PC game enthusiasts want unlocked framerates, but it just doesn't jive with how fighting games typically work. I suspect one solution would be to design the games to run at at a fixed multiple of 60. I know it works in other games, but I wonder if moving away from 1:1 feedback wouldn't feel right in a fighting game.
 
I wouldn't consider Xenoverse to be designed like at traditional fighting game (like Street Fighter or Virtua Fighter). Most of the games in this genre are designed to run at 60hz with everything running with exact timing, and the character animation is directly tied to the game's interactions (in terms of things like collision detection). Even having something like having the game animate at 120hz and the game update at 60hz would look weird -- then you would have animations lagging behind the collision data by a frame half the time. Try playing SF4 on PC with the framerate management set to anything other than Fixed -- it completely messes up the gameplay.

I know PC game enthusiasts want unlocked framerates, but it just doesn't jive with how fighting games typically work. I suspect one solution would be to design the games to run at at a fixed multiple of 60. I know it works in other games, but I wonder if moving away from 1:1 feedback wouldn't feel right in a fighting game.
The way to get 120fps in that type of engine without changing the timing is to mod it to run at half speed.
 
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