Ragingnight
Member
It was complete ass to me traded that junk in like a week. Outside the audio..Is the audio still fucked up or something?
it was fixed. I could land 2 framers almost 90% of the time when I played that game. It couldn't be that bad.
It was complete ass to me traded that junk in like a week. Outside the audio..Is the audio still fucked up or something?
Might have to try it again but my friends big on SF dont even play it anymore. I honestly felt like my 60$ was not worth it for that game.it was fixed. I could land 2 framers almost 90% of the time when I played that game. It couldn't be that bad.
It's not "one guy" and the best I've heard from anyone credible is you can get an okay match here and there. That's not good enough for me. I held off playing anything online until SCV because nothing else felt good enough to bother with. After VF5FS and TTT2's online, why would I waste my time on a laggy version of a game that relies heavily on stuns and counters? The ability to complete combos is moot since DOA's generous input buffer allows you to essentially just hammer out the inputs. Not being able to see and react to stuff is much more critical.Come on guys, one guy posted his experience online and you guys are holding off ordering it? The game's not even officially out yet.
So far I'm loving the game. Very fast, intense, responsive and beautiful. Definitely think it's an improvement over DOA4 so far in most areas. Haven't tried online yet. Hopefully, it isn't as bad as Tekken 6 online was. SFXT online wasn't too hot either, but I still think it was better than Tekken 6's online. How are reviews going to chastise this game for being the same thing when practically every fighting sequel has been very similar to it's predecessor this generation? I bet they are going to give those, "mainstream" sequels coming out high praises even though they will play virtually identical.
Critics didn't seem to mind when SFIV came out with the same gameplay and movesets from SNES era.
We RUN THIS SHIT, X-Box style. I love the game. I've been eating up new PS3 players left and right with counters. None of them counter at all. Zack, Bass, and Hitomi for President, VP, and Secretary of State 2012 are my choices for mains.
By the way, Mila is freaking tall.
Do I just press the hold button and I'll counter any punches or kicks or do I have to press a direction with the hold?
This is all quite confusing lol.
Do I just press the hold button and I'll counter any punches or kicks or do I have to press a direction with the hold?
This is all quite confusing lol.
Wouldn't that be a bit easy?
Back and hold counters mid-punches, forward and hold counters mid punches, back-up and hold counters high strikes, back-down counters low strikes.
Huh. You mean to say back and forward and hold counters the same thing, right?
Focus Attacks
Ultras
Different combo system/mechanics
Easy Inputs
4 New Characters with unique playstyles
????
Critics didn't seem to mind when SFIV came out with the same gameplay and movesets from SNES era. 9's and 10's across the board.
First review on IGN Italy (marked as "exclusive"):
http://it.ign.com/recensione/522/Dead-or-Alive-5-per-un-bel-rilancio-della-serie
First review on IGN Italy (marked as "exclusive"):
http://it.ign.com/recensione/522/Dead-or-Alive-5-per-un-bel-rilancio-della-serie
Power Blow
Different combo system/mechanics
Easy inputs
5 new and unique playstyles
Boob sweat???
Counterholds work like this
Up back + h for high kicks/punches
back + H for mid punches
forward + H for mid kicks
down back + H for low kicks and punches
Some characters have advanced holds where they press 2 directions + hold, do command training with your character to find out.
8/10 seem like a fair score. If it averages this I will be happy.
My weak spanish is enough to let me like (alot) how some of the conclusions sound.Meristation 81/100 (Spanish)
http://www.meristation.com/es/xbox-360/dead-or-alive-5/analisis-juego/1532283
http://www.oxm.co.uk/45592/reviews/dead-or-alive-5-review/
7/10 from OXM UK.
EDIT: So I've just read through the review, and the score seems somewhat unfair. They mark it down that much because they don't like the story mode? :/
EDIT: So I've just read through the review, and the score seems somewhat unfair. They mark it down that much because they don't like the story mode? :/
Well, I'm normally the guy that has good games all around on netcode / network features. I can see a few bad, I can see mostly good... Here in DOA, there are a few issues I've encountered.
(All Xbox 360 stuff)
-- I had one match that felt very nice. It was a true fight against me and the other guy.
-- The other 2 or so... not so great. Since there's no way for me to tell their connection in ranked, who knows what was the deciding factor?
You can tell the game is slowing down the gameplay, to try to fit in the actions. Except, unlike KoFs, which did this to preserve perfect timing, this still occassionally felt like it dropped inputs.
-- While in training, you can set what type of connections you want to find you in fight request. Odd, since you can't see these connections in ranked.
-- Why can you set the amount of rounds in ranked matches? A bit odd, but not entirely bad.
-- Anyway, when open for fight request, you have to press the back button to accept them. A red icon flashes at the lower right of the screen. I don't think many people understand this yet, but once they do, I think you'll find much more matches online, and of better / higher quality.
---
Conclusion: The netcode definitely isn't a rollback type. It probably won't prefer very well over bad connections, but it easily has the potential to perform very well at optimal. Will keep my eye on how well this all develops. Had less issues with TTT2 and VF5FS, thus far.
---
Other stuff:
As a pure offline game, this is probably one of the best running fighters on this gen's hardware. Everything loads AMAZINGLY fast, return and next match stuff runs FANTASTICALLY, makes Tekken series feel like it's cripple in that department. (Even VF5 cold learn a thing or 2 from this.)
VF characters OBVIOUSLY sound like... VF sound samples. Like they're recorded in a totally different sound quality than the others. It's kinda charming! It's kinda weird.
US VA work isn't really that bad. I think the worse thing about them is they lack variety at times. Lei Fang "EiiiiYAAAAAAA" (Uncle from Jackie chan adventures?) Is horrible as a hit effect, as she will chain the same sound together OVER and OVER when getting smashed aganist walls... it sounds a bit campy and mis-managed, due to this.
Otherwise though... I like the US VA. Tina sounds better in game than in trailers to me, I can't say it doesn't fit her... I can even deal with Ayane, though I love her Japanese VA, it's one of the most memorable to me...
Notes for controls: You can select if you want to use double tap UP for side step... or Up+PKH. A great, considerate idea.
Button config is "the good kind". You can erase a button from use by double tapping it.
The CE: I really like it. The artbook is worthwhile (it's 3D art for most of it, with 2D art that shows costume designs and such, and has a writeup of a few lines on each character, and all the stages).
The Soundtrack is a real one, with a worthy amount of tracks (20 or so), with good lengths, and in a real jewelcase. After stuff like the P4A sample disk, this feels like it's worlds better.
The paper that offers you the chance to fully expose Kasumi is pretty freaky. I'd guess it's free access to a page of the prima strat guid for her...
The DLC from Preorders and CE is REAL DLC. 15 megs, and 61 megs each, respectively. So doesn't appear to be on disk... does this mean people without this DLC can't see those costumes? Hmm.
---
While I felt swamped with the amount of stuff to learn in Tekken, here, I feel like I really want to get to know my characters, because their movelist / new moves are so finely nuanced. The new moves have been added in pretty smartly... I haven't seen one that feels needlessly difficult, or like they just threw an arbitraty motion onto it. I'd love to see a decent critical burst primer, or character-tips in the training, but otherwise, the command training is great (Love it in DOA and VF), and I love having frame data and relevant info RIGHT there for once.
In the end, I'm impressed much by the game itself, but will have to have more time with the online to truly judge it. Will have to try some player matches later today, or something...
The DLC from Preorders and CE is REAL DLC. 15 megs, and 61 megs each, respectively. So doesn't appear to be on disk... does this mean people without this DLC can't see those costumes? Hmm.
You see that Namco? Real DLC!
No mention of the poster sir?
Personally, I think the story mode is very good. On par with MK9's story mode, if not better.
I'm sorry the poster had to be foldedIt's a nice "widescreen" version of the cover for me (and only single-sided), I thought someone mentioned they got a Kasumi Calender? Or was that something with the guide, or retailer specific?
In all reality, it'd probably make decent stick art, if anyone could find an un-folded, print-ready version...