At this year's Tokyo Game Show, Team Ninja finally revealed that their fabled fighting franchise -- known for its fatal females and potent physics -- was returning, with Dead or Alive 5 (DOA5). Almost six years have passed since the previous game and, with that, former lead designer, ex-head of Team Ninja, Tomonobu Itagaki has long since left the prestigious game developer.
A lot of time has passed, bringing forth a lot of change, but it's within these obstacles that the series for the first time feels as if it is seeing a proper evolution in design, rather than just an aesthetics upgrade. The focus for DOA5 is creating "fighting entertainment" and after going hands-on with the game's first playable demo (a roughly 15 percent build) it's fairly easy to see that Team Ninja is achieving that goal.

Dead or Alive 5 (PlayStation 3, Xbox 360)
Developer: Team Ninja
Publisher: Tecmo Koei
Release: TBD 2012
During the teaser trailer at TGS, DOA staples Ryu Hayabusa and Hayate battled it out, in a highly cinematic duel, on the rooftop of a bustling city highrise amongst the night sky. The action was fast, filled with electrifying effects, and culminated with Hayate unleashing a furious attack that sent Hayabusa tumbling to the ledge of the crumbling rooftop. It was an amazing spectacle and one that showcased the imagination behind Team Ninja's new direction. But as amazing as it was to watch, creating this sort of bat-sh@t insanity is even more satisfying.
In showcasing DOA5, Team Ninja unveiled its next two fighters: femme fatale Hitomi -- who made her debut in DOA3 -- and legendary kunoichi, Ayane. Along with Hayabusa and Hayate, I was able to take each fighter for a stroll in the stage that starred in the TGS trailer. Though it's been quite some time since I've dabbled with the DOA series, each character felt very similar to their DOA4 incarnates. The same attack, guard/counter, throw system is in place and outside of a new attack called the "Power Blow" not much has been altered within the basics of DOA's fighting system.

To me, this is not a bad thing. I have always enjoyed the way the game forces players to use diverse tactics to succeed in combat. Those who tend to mash the same combinations over and over, are generally easily picked apart from seasoned veterans who understand the fine balance of countering high, middle, and low attacks. And while DOA5 feels the same at its core, it's in the game's new Power Blow technique that DOA is able to open up into a much more grandiose, over-the-top, roller coaster ride.
With a simple tap of either the RB or R1 button (Xbox 360 or PS3) this new attack is unleashed. The crazy attack that Hayate unfurls at the end of the TGS trailer is actually, this devastating attack landing. What makes this attack so special is -- besides dealing greater damage in highly cinematic style -- is it actually gives the user the ability to direct the trajectory of the impact. DOA has always had impressive, expansive stages -- complete with different levels and destructible environments -- but navigating to see all the sights has always, proven difficult to accomplish in the heat of battle.

This is where the Power Blow comes in. Once connected, the player has a brief moment to decide exactly where on the battleground they want to launch their opponent. In the rooftop stage players could guide their opponent into generators, off the side of the building to the streets below, and eventually head-on into an oncoming car. By far the most dynamic environmental hazard was when a player was knocked off the side of the building. When this event is triggered the, players are thrust into a sort of impromptu QTE event. The falling player has a quick chance to grab the ledge( with a quick button press), then quickly try to predict the oncoming strike from their opponent. Success leads in a block, or perhaps an evasion, but failure leads to an even more devastating attack.
With the ability to control the flow of the fight, the Power Blow -- more so than ever -- makes each environmental hazards a strategical component in battle. For those wondering, while the Power Blow is simple to execute, it is also as easy to counter when used as a singular strike. The key to its success will be in incorporating the deadly drive into combinations -- which at the moment is fairly challenging due to the moves slow start-up animation.

Finally, I wanted to touch on the sense of presence, within each character, that Team Ninja i s looking to build in DOA5. The series has always exemplified beauty -- from its stunning backdrops to its more buxom babes --but it's the finer touches that make each fighter seem more involved this time around. Sweat and dirt glisten and cover each fighter during the coarse of a fight. And while not groundbreaking technology, it adds certain "charisma" -- something Team Ninja hopes to accomplish in creating DOA's "fighting entertainment." -- to each character, as the feel more invested in each battle.
Dead or Alive 5 is slated to come out sometime next year. There is a lot of competition for Team Ninja's return to the fighting world, but after getting a chance to give the game a brief run, my thumbs are feverishly twitching for more insane action. What remains to be seen though, is whether the rest of the gaming community is ready to give this series another ride. Regardless, one thing is certain, Dead or Alive is back!
I'm wondering about the countering system. It was needlessly complicated in 4. Did they back off of that, or is it still too complex?
TROLOLOLOLOLOLO
if you didn't notice Sigma 2's Ayane has the biggest boobs ever, not to mention adding in Momiji and Rachael to the mix along with Irene Law :P
plus Six axis jiggle mechanic
Superior Version all the way!!!
/ends troll mode
though kinda sad they "NERF" the boosoms part :(
come on Tecmo you just released Dead or Alive Paradise on PSP. why are you nerfing the things that made this game known to fans :P
hopefully they'll add an option to make the boobies medium-large, customizations(ala Tekken, Soul Calibur) Ranking System and tons of o ther features like the Six Axis mechanic in Sigma 2 :P
DOA Dimensions showed a lot of steps in the right direction, particularly in how it was willing to teach the player its gameplay mechanics in story mode better than any fighter that's tried. Capcom still doesn't even bother to tutor you and Soul Calibur still favors text over physical application for teaching.
In that regard DOA finally did something better than its competitors and it lead to a very enjoyable game.
Story was still horrible, but that's a fighting game for you.
@Jajuka thats Tekken that normally has the colored flashes when you land a hit.
The game looks like fun.
@PrinceHeir
thank you.
Just don't expect mercy online.
I'm really looking forward to this. The 'power blow' attacks and environment QTEs sound gimmicky and I, for one, preferred DOA4's counter system to the slightly more condensed system in the other games, but I've always enjoyed each DOA game - the fighting games, at least - regardless of their different takes on countering and stage interaction. I've always maintained that DOA would be a much bigger player in the fighting game scene and would have a vastly larger serious competitive base if only they hadn't put so much of the marketing focus on tits (a feature which started off as a dumb joke stolen from King Of Fighters, and one that should have stayed that way as far as I care). As it is people just go "hurr tits" and rarely bother to actually play the game, it seems. Which is a shame as it's one of the most balanced fighting games around, it's the fastest 3D fighting game and it puts a much stronger emphasis on psychology rather than simply working out which character has the most frame advantages and memorising a few safe combo strings, which I really appreciate.
Anyway, nice to hear it's roughly shaping up well, as far as such a preview build can tell.
Also, I genuinely don't take any pleasure in complaining about the quality of writing on sites I enjoy, but Dtoid, this preview reads as if it didn't go through copy editing at all.
I swear, it's like Pokemon. Having 16+ costumes to unlock for each character seriously compels me to collect them all and ultimately keeps me playing longer (and using more characters) than I would otherwise.
Team Ninja better not skimp.
I was always of the opinion that six different button combinations for countering was too complex for normal/casual players, and the 360's DPad didn't help matters, either.
I love DOA4, but I could never find people to play with who would put up with that system, so we'd play Soul Calibur or Smash Bros. instead. Hopefully this game won't fall into that "hardcore fans only" category.
Anyhoo, finding players who will put up with DOA at all has always been something of a challenge. Nobody gave Tekken the time of day either until TTT. DOA4 was a little bit of a break-through for the series but it is still mostly shunned based on reputation alone. My hope is that DOA5 will be like this series' TTT, the one where people finally say okay, let's sit down and give this one a proper go. I love every 3D fighter but I'm not blind to the fact that 2D ones still have a much bigger fanbase. Complicated counter system or otherwise.
WWE All stars is more of fighting game than DOA.
Hope the breasteses are nice and big!
From what I saw, I think Soul Calibur V may be the champ in that department...but it's still early.
you forgot Tekken Tag 2 and Bloody Ro--
forget it "-______-
emotional variety.
The DOA combat system has more emotional impact than many other fighters because there are more emotional possibilities. While Street Fighter is typically a game of super-precision skill matched with a need for aggressive and/or deceptive tactics, DOA's system allows for a lot more subtlety in the way you can manipulate your opponent without the old fashioned guessing games. DOA3 was a very good fighting game with some extremely varied gameplay that allowed you many, many unique ways to humiliate, confuse, bewilder, and psychologically torment your opponent. It's not BETTER than other fighting games, I just feel it's strength lies in the variety and fun that can be gained from the mechanics.
Translation: A casual fest for never-been-laid tweens.
Hopefully Christie is still playable, or else I'll be sorely disappointed.
Itagaki was holding the games back, his emphasis on tits was to the detriment of the game's aestheitc and gameplay. Ironically, while the girls had alot up front their asses were almost non-existent, while their ankles were cankles. Hitomi's rump deserves better. I like the new look the characters have.
DOA2's innovation, with its multi-tiered stages and characters whose eyes followed each other, was followed by two fairly conservative sequels. DOA3 boasted some of the best fighting game stages ever (Lorelei, The beach at sunset, the Japanese castle, the mountain top), but DOA4 felt uninspired. By DOA4 the character models had aged horribly, especially compared to Virtua Fighter 5's detailed avatars. The move away from crass titilation is welcome, and the much more sexy yet more subtle sweating mechanic is also very welcome.
An example of Itagaki's odd sense of priorities; DOA Xtreme started off as a secret mode in DOA3 where you could walk around the beach island, yet ironically in Xtreme you can't wander the island, which would have made for a more interesting game. The game's bias towards Hayate and Hayabusa is ridiculous and makes DOA4 unbalanced. I struggle to beat Kasumi Alpha with most characters yet with those two ninjas its a breeze.
When Itagaki left Tecmo I was glad, to be honest, because DOA needed a change of direction, a fresh approach. DOA4 barely changed the game's structure, and looks and feels like an XBox game ported to the 360, probably because that is what it is. Some people said if the characters looked more realistic, they would lose their character, but as we see from these screenshots Ayane and Hitomi look better than ever.