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.
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.
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.

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