Kuroyume said:Nice to see Sony and Nintendo fanboys trolling together for once...
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Kuroyume said:Nice to see Sony and Nintendo fanboys trolling together for once...
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Johnny Nighttrain said:sorry, but Itagaki is the unprofessional one here. PLEEASE supply links, scans, anything what so ever where namco has said anything bad about tecmo, team ninja, DoA, or anything for that matter.
you really think that the jump from DoA2 to DoA3 was as big as Tekken 2 to Tekken 3?
Johnny Nighttrain said:you really think that the jump from DoA2 to DoA3 was as big as Tekken 2 to Tekken 3?
im telling you, that never happened. feel free to take your time if you're gonna bother looking. but yeah, you won't find anything guarenteed.MightyHedgehog said:Sorry, I don't have any...do some googling or look through some old mags from 1998-2000. It's what happened, though.
regardless, it's what he thinks.briefcasemanx said:that's not what he said.
You can expect gameplay changes in 4, moreso than there were in the transistion from 2 to 3 to Ultimate. And while I'm on that point, you'd have to be blind/stupid to not notice any change in those titles. Keep in mind it is still going to remain a DOA game and will still play like one.Musashi Wins! said:I used to love this game, but I've reached a point where I don't want to play it anymore. Just looking at the fight scenes, I'm seeing the same movements I've been seeing for years when in truth I've wanted it to evolve into something more fluid, taking advantage of its easy movement and beauty. I'm thinking this is the same game in higher res arenas. Of course you really can't tell from these screens whether that's true or not. I'm just not excited for this anymore, and I loved it so much on DC. Even 3 felt like such a good growth for it.
The magazine reveals details on some of the changes that Itagaki has promised for the fighting system. DOA4 uses a different hold system. Characters how have individual holds, with Team Ninja also working to revive the offensive hold system, giving characters holds similar to Leon's Mount Tackle and Jann Lee's Dragon Gunner from DOA3. As an example of the hold system, Itagaki reveals that Dead or Alive 4's Lei Fan has a total of fourteen holds!
According to Itagaki, the fighting system in Dead or Alive 4 is meant to be based off of Dead or Alive ++, which, out of all the DOA games, he likes the most. Overall, the game is meant to be more offensive, and it even includes adjustments to the series' reversal system. Characters, on the whole, will be more personable in their moves, with ninjas, for instance, using ninja arts. This is actually an area of the game that was shown in the trailer, which had Kasumi running across a wall.
How different a gameplay experience can we expect from the title? Itagaki reveals that he recently got a chance to use the new Kasumi in a test fight. The character feels so different that he wasn't sure it was Kasumi.
sp0rsk said:So, pretty much everyone in this thread is clueless, even the xbots.
(im sure the game will suck like the others)
Doom_Bringer said:Looks great! It will be fun to compare this with Tekken 6, can't wait for that coparison!
Isn't the blur only in replay mode? Or has that changed?Jeff-DSA said:If any game has the Xbox 1.5 look, it's this one. I think it looks nice, just not next-gen nice.
I hope that this blur isn't going to be in every game released in the first year of the Xbox 360 library like motion blur was grossly overused on the PS2 early on.
jett said:Tekken 6 better look leaps and bounds ahead of DoA4...
GhaleonEB said:I was not aware of any gameplay shots of T6. Link?![]()
Rorschach said:Isn't the blur only in replay mode? Or has that changed?
Nah. It's only in the replay mode, coupled with the camera mode and shutter effects because it's too distracting during gameplay.Jeff-DSA said:I may be wrong, but I thought I heard that it was included in play now.
Jeff-DSA said:If any game has the Xbox 1.5 look, it's this one. I think it looks nice, just not next-gen nice.
I hope that this blur isn't going to be in every game released in the first year of the Xbox 360 library like motion blur was grossly overused on the PS2 early on.
Azih said:Jeez it's a good thing fighters aren't a very important genre anymore otherwise the elitist fighing fanbots would be extremely annoying instead of just being kinda pathetic.
DoA is a pick up and play fighter that is meant to allow pretty much anyone to pull of very nice looking flashy moves right from the start. That it does so while also providing solid play mechanics and creating a system with enough depth to keep it from being a button masher is to its *credit*. That game knows what it's meant to do and does it very well.
It doesn't satisfy your frame counting little heart? Fine, accept that it's not a tournament fighter and stop blathering on about its 'shortcomings' while pretending that you're saying anything worthwhile.
Edit: Of course anyone saying DoA is as deep as Tekken or VF is also a tool.
sp0rsk said:The thing is, its very easy to make DOA not fun. and not because im calculating frames and playing mind games.
C- Warrior said:What's with everyone and saying Virtua Fighter is uber-complicated.
In fact, I think VF is --SIMPLER-- than DOA.
In DOA you have to memorize these "dial-ups" in the menu, XYY YXYX YXYXYX YXYXXY on and on and on and on.
In Virtua Fighter, you remember a set of 'special moves' performed by one button presses in a given direction. Foward+Punch, Down/Foward+Punch, Foward+Kick etc., simple shit like that.
And FROM THERE, you combine each of those special moves INTO your chain of attacks. It works very simply. But hey, that's how the combo system of the DMC games work so maybe I'm just naturally accustomed to that style.
Azih said:I dunno, me and my friends started doing all randoms (I kept on getting damn Bass. BASS!) and with three or four guys that is enough for a coupla hours of fun every once in a while. That shit looks *fancy* plus every once in a while some wall grapple is pulled off that we've never seen before and everyone goes oooh.
Plus the mind games are always fun for a while, especially when you manage to get in the zone and guess exactly what the other person is going to do a few times in a row.
Hah aside from the high low mixup, and the grapple beats counter beats strike beats grapple system you can also severly mess with someone's head when you start throwing in random pauses. One risky manoever that sometimes pays off handsomely is the dash in and DO NOTHING gambit.
C- Warrior said:In fact, I think VF is --SIMPLER-- than DOA.
sp0rsk said:c-:
VF is alot more complex. its a shitload faster too.
Jeff-DSA said::lol Stop...please, just stop. :lol :lol
I disagree.Shouta said:No, C-'s actually assessment of the core combo system of the game is right. It IS simpler than DOA in that regard. DOA is a ton of pre-canned combos for the most part whereas the majority of VF characters use very short and crisp attacks that you can chain together depending on the circumstances and conditions that are the result of your attacks or their attacks. It's more complex in that you need to know how fast things come out, where specific hitboxes are, attack properties, and a ton of other things, something you don't really need in DOA games.
I wouldn't expect a huge overhaul in the counter/reversal system if I were you. Chances are they'll make a few tweaks to it much like they tweaked it between 3 and Ultimate (changing the counter "window" and making mid-kick counters a completely different motion).Tain said:JI'm not the biggest fan of the series, but hasn't Itagaki stated that the "counter" system (what do you call these things? Catch reversals?) is getting a huge overhaul? That alone makes me interested in this, and I don't even hate the prior games.
MightyHedgehog said:Actually, the Namco/Tekken guys talked shit about DOA first..to which Itagaki was only responding in kind.
C- Warrior said:What's with everyone and saying Virtua Fighter is uber-complicated.
In fact, I think VF is --SIMPLER-- than DOA.
In DOA you have to memorize these "dial-ups" in the menu, XYY YXYX YXYXYX YXYXXY on and on and on and on.
In Virtua Fighter, you remember a set of 'special moves' performed by one button presses in a given direction. Foward+Punch, Down/Foward+Punch, Foward+Kick etc., simple shit like that.
And FROM THERE, you combine each of those special moves INTO your chain of attacks. It works very simply. But hey, that's how the combo system of the DMC games work so maybe I'm just naturally accustomed to that style.