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new dead or alive 4 scans

Kuroyume said:
Nice to see Sony and Nintendo fanboys trolling together for once...

111.jpg

:D ha ha
 
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.

Sorry, I don't have any...do some googling or look through some old mags from 1998-2000. It's what happened, though.

you really think that the jump from DoA2 to DoA3 was as big as Tekken 2 to Tekken 3?

Yeah, I do. The largest universal change from Tekken 2 to 3 was a huge speed increase, the addition of low parry~blocks, and side-stepping. From DOA 2 to 3 there was a huge speed increase, a tweaked FREE movement (more closely resembling SC2's version of 8WR), much-more prevalent envronmental walls and damage areas, a much-tweaked 3-level parry system (for the worse, IMO), and altered control to give offensive moves more priority.
 
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.
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.

briefcasemanx said:
that's not what he said.
regardless, it's what he thinks.
 
my 2 cents... dead or alive 3 was awesome. i had a hell-of-a-lot of fun with it, and played it a fair amount (i would never claim to be an expert on it, or an expert of any fighting game for that matter). i never played doa1 more then a game or two, and never liked the dreamcast doa2, despite the incredible graphics. i also picked up doa:ultimate on xbox, and even though it looked incredible, once again, i found 3 to be the superior game.

so yeah, doa3 feels entirely different from 2 to me. sorry, i cant explain it better then that.
 
I played DoA 2 and DoA 3 and the only noticeable difference was the graphics. What I was really hoping for was an increase in depth and I didn't get it. Still the same watered-down VF system, but with easy reversals.

Go play Tekken 2 and Tekken 3 through Tekken 5's History mode. What a huge difference--from the jumping and sidestepping to the speed and expanded move lists, and all the other technical stuff.

If Team Ninja implements those supposed changes to the fighting engine, I'll take another look. But as it stands, the DoA series is a fighter for people who like nice visuals and fast action (and boobs). Depth-wise it can't come close to Tekken or VF, which is a major turnoff for people looking to invest time in the game.

EDIT: Not saying it's a bad game, just chiming in about the comparison to Tekken :D
 
"Depth-wise it can't come close to Tekken or VF, which is a major turnoff for people looking to invest time in the game"

Depth-wise, tekken can't come close to VF. I don't think it's fair to compare DOA to VF, too.
 
I perfer the VF series, but I like the Dead or Alive series. Hopefully it plays as well as it looks
 
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.
 
Why the hell does the same shit pop up in every DOA topic?

The game isn't Tekken, Virtua Fighter or Sould Calibur etc. It wasn't when the series started, it isn't now and it never will be. If you like those titles better then stick to them! Jesus.. no one's forcing you to buy or like the game, much like no one's forcing you to read the threads.

Things like losing respect for a series cause it's creater "talked shit" about Tekken goes far beyond trolling and into the realm of needing a life and needing to get out more. I mean wtf?... Also, if you hated the series since '99, what the hell are you doing in the thread in the first place?
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.
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.
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.
 
The models seem like they've had a little upgrade since the last version. Just need self shadowing now....

DoA Ultimate Kasumi:

ilmdoaultimate005.jpg


914836_20041026_screen004.jpg


DoA4 Kasumi:

752_0001.jpg
 
So, pretty much everyone in this thread is clueless, even the xbots.

(im sure the game will suck like the others)
 
sp0rsk said:
So, pretty much everyone in this thread is clueless, even the xbots.

(im sure the game will suck like the others)

awesome post!
 
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.
 
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.
Isn't the blur only in replay mode? Or has that changed?
 
Jeff-DSA said:
I may be wrong, but I thought I heard that it was included in play now.
Nah. It's only in the replay mode, coupled with the camera mode and shutter effects because it's too distracting during gameplay.
 
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.
 
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.

Acutally object based motion blur was what was severely lacking in today's hardware, which we mostly have was a shortcut way of doing motion blur by tending to blur the whole scence of vision far too much. DOA4 seems to be something along the lines of temporal motion blur, the next generation seems to have a grasp of it to make it that much smoother, more movie like in effect.

Want to see a difference in what temperal motion blur does? Watch GT3's intro, it used ingame realtime assets but added a extra layer in video form.
 
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.


The thing is, its very easy to make DOA not fun. and not because im calculating frames and playing mind games.
 
sp0rsk said:
The thing is, its very easy to make DOA not fun. and not because im calculating frames and playing mind games.

Yeah, I've tried to like the DoA series, but it's just too hard to do. It's too much of a rock, paper, scissors fighting engine to excite me much.
 
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.
 
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.
 
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.

:lol Stop...please, just stop. :lol :lol
 
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.


bass used to be high tier in doa2 (i dunno if he is now)

c-:
VF is alot more complex. its a shitload faster too.
 
I think you're just getting too wrapped up in your DMC3 vs Ninja Gaiden comparisions there C-

sporsk: I have no idea if Bass is high tier or not, but haw but he is completely not the kind of character I usually pick.
 
C- Warrior said:
In fact, I think VF is --SIMPLER-- than DOA.

Clarification Edit:

In totality, with all things considered. VF is more complicated than DOA--only because there is more to do in VF.

But looking at how the move system works and what have you, I feel VF is better structured than DOA, and because of that structure, it's simpler. Maybe not as uber-flashy from the get-go, but the actual mechanics in VF in how the attack system works is.simpler.than.DOA.
 
sp0rsk said:
c-:
VF is alot more complex. its a shitload faster too.

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.
 
Jeff-DSA said:
:lol Stop...please, just stop. :lol :lol

Actually he's not that far from the truth. All the fighters have their execution and memorizations, with only a punch, kick, block, there is an obvious set button presses to do moves. VF does is not stand out of this either, it's all the same basic principles.

What makes it all different though the is timing and usage for any given moveset, Virtua Fighter is very technical in this aspect being the fastest won't nessarily an edge, as many moves can be very demanding to execute, like knowing the timing, range, frames, etc.

In DOA the priciple of punch, kick, and block are all there except the sheer speed and exections is thrown up to the point that it's a rapid free for all in quick fingers, all moves are easily accessible.

Something like Tekken stands around between in being accesible and complex.
 
THANK YOU.

In totality--yes, VF is more complicated than DOA because of all the extra added stuff like, "get-up counters" and what have you. I should have made that clear before hand.

But move system compared to move system (in which I was referring to) than yeah, I think (or again to me) VF is simpler than DOA.

Not in totality, the entire system of VF compared to DOA is more complicated simply because there is.more.to.do, but how the moves are performed, I do stand by my statement.

And yes, I've made this comparison between DMC3 and Ninja Gaiden before. DMC3 works like Virtua Fighter, and NG works like Dead or Alive. It's almost an exact analogy.
 
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 disagree.

Yes DOA has it's preset combos but no more than any other 3d fighter. But if you're using said combos as the main part of your game then you deserve to get beat up. Anyone who has actually spent time to learn the game knows exactly what hits your combo contains and will not hesitate to counter you all day. Mid-combo, end of combo... whenever.

In DOA you can begin said preset combo and raise/lower your next hit (if allowed) so instead of doing an expected mid attack, you'd surprise your opponent with a low/high attack giving you a damage bonus etc.

You don't even have to use height to vary your offense since you can delay the next hit in your combo by simply waiting a second before you hit the button. If your opponent tried to counter in this situation he'd whiff it completely and you'd get the opportunity to continue as you like, start a whole new combo or any multitude of options.

Also, you don't have to use the chain combos at all because there is always the "Foward+Punch, Down/Foward+Punch, Foward+Kick etc" example C-Warrior gave from VF. DOA is filled with those (however VF has far more of them), as well as air juggles, wall juggles, throws, holds and the like.

This idea of how easy it is to just counter or that it's the main offensive part of the game screams inexperience. There's a reason it causes so much damage and that's because the offensive player screwed up.

If you want an example of pre-canned combos, games like MK3 and the like with no options either offensive or defensive once someone starts a combo is what you wanted.

And FYI, no I don't think DOA is a better game than the VF series. :p
 
Jesus. DOA3 was really similar to DOA2. DOA Ultimate was, get this, really similar to DOA2.

...But don't even try to tell me that DOA1 and DOA2 are almost the same game.

I'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.
 
DOA is fun, its for us who cant get into Tekken or VF.

Give me destructable environments and OOT moves over bore-a-thon Tekken anyday. And i hope this sell a shitload to shut you elitest bastards up.

Here's hoping DOA3 type success +1 purchase for me
 
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.
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).

If anything they'll change it along those lines and probably add more signature and hit specific counters.
 
to me... the game looks good... im still drooling over the HD trailer.

if the characters were self shadowed would it really make the game look leaps and bounds better than DOA: U?

i think the highly interactive environments and new effects are enough to impress.

and im not sure about you guys but... doa is a very well animated 3D fighter.... VF & Tekken cant touch DOA on that.
 
I'm going to be honest I was worried about graphics not being on par for launch. I no longer worry, seems the games I was concerned with have leaped a bounded ahead.
 
Definetly interested in this game, despite the naysayers. And the series has it's own hardcore community that would beg to differ about its quality. There's room for more than one fighter.
 
DOA is and always had been about watching girls in skimpy clothing kick the snot out of each other. It is easy to play, not deep, and appeals to casual fans. It was made by pervs for pervs. Is that really so hard to understand?


As for it's look? Makes me think that the next iteration of DOA Volleyball will be equivalent to cheating on my wife...
 
MightyHedgehog said:
Actually, the Namco/Tekken guys talked shit about DOA first..to which Itagaki was only responding in kind.

sorry.but i dont believe this

by the way.its wellknow that vf and tekken are much better fighting games than doa.doa its the fifa o fighting games.pretty but shallow
 
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.

dial ups? Jesus christ, it's painfully obvious you don't know jack about DOA. :lol :lol :lol
 
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