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Dead or Alive 4 - HD Res trailer and News


Romier S

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I don't want to sound like I'm being negative about this one but it's much more difficult to see the "next generation" power in this game than it is in others. Granted, I didn't play DOA much but I'm familiar enough with it to recognize that this isn't a massive jump beyond the last game.

Certainly there are some impressive background details but the characters themselves look almost as if they were cut directly from DOA Ultimate. I'm not seeing much beyond the upgraded resolution.

 

So, I'm asking...can some of you hardcore DOA fans point out the details I'm obviously missing? Educate me.

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Honestly, the character models are quite similiar to those found in DOA Ultimate. There are definitely improvements. The flow of clothing and "accessories" has definitely seen slight adjustment and looks even more realistic. The major points of interest here are the backgrounds. Some are just outright massive with an enormous amount of detail. The wrestling arena happens to be my favorite for the extraordinary amount of animation happening in that scene. It just feels alive and the extra horsepower behind the X360 will allow this to happen at an insanely high resolution with anti-aliasing. It gets a big thumbs up from me.

 

The reason I think many have a hard time with the improvements in DOA is that Itagaki and his team knew how to push the Xbox. I'm not a fan of the guy in general and most of the time I think he is talking out of his ass, but Team Ninja just pushed the Xbox to extreme levels of beauty. If this trailer is indeed running off an alpha kit that is not representative of what the final X360 can do.....the mind boggles.... :thud

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Lemony Snicket, but that was incredible! The character models and especially the fluidity of thier animation were amazing enough, but as Romier pointed out it's the stuff going on in the backgrounds that really impresses. That scene with the fighters going at it surrounded by monkeys stands out to me---the fighting is slick, but to see the fur on the monkeys ruffle realistically in the background pushes the wow factor up a notch for me. Great stuff, Romier, and thanks for hosting it.

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Any chance of you hosting just a pic or two so I can see what you're all talking about? I'm mainly curious on just a tech level, though; having owned a couple of DOA games and singularly failed to get on with the fighting mechanic I'll be passing.

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... having owned a couple of DOA games and singularly failed to get on with the fighting mechanic I'll be passing.

 

Assuming the leave in the "loser stays in" online mode, there wil always be a place for you and I online.

 

I won't be able to get any shots up today, but if you're still without them tomorrow I'll put some up then. I'm not amazed the way I was when I first saw Soul Calibur and DOA on the Dreamcast, but it looks really good.

 

-j

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The one shot I've seen on the forum did look very, very shiny, yes. My problem with DOA is that, while I can see from the way others play that it isn't random, I don't seem to be able to do any better attempting to play properly than I do with a good bout of button-mashing.

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The one shot I've seen on the forum did look very, very shiny, yes. My problem with DOA is that, while I can see from the way others play that it isn't[/i'] random, I don't seem to be able to do any better attempting to play properly than I do with a good bout of button-mashing.

 

Agreed. Love the looks, hate the gameplay. There are those who swear it's not a button-masher, and that there is some true strategy and great combos in there, but I've never been able to see that light.

 

To be fair, people say the same thing about Tekken, though, and I'm one of those who will swear that there's some deep strategy to it.

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It sounds like the combat system is getting revamped to discourage button-mashing. From the article posted above:

 

Itagaki went into great detail explaining the origins of the fighting system for the previous Dead or Alive games. Originally, DOA was designed as an arcade fighter. Because there wouldn't be too many people in an arcade at one time playing one game, Itagaki felt that making the game too complex gave an unfair advantage to a great gamer. In other words, if it was difficult to master in the arcade, once someone mastered the moves, everyone else would stand no chance. For this reason, DOA has previously focused on offense. It's always been easy for anyone to play and has never challenged the complexity of Virtua Fighter.

 

However, with tens of thousands playing Dead or Alive Ultimate online, Itagaki feels that the field is so much broader and gamer skills more advanced that DOA 4 will be far more challenging than in the past. That doesn't mean you can't pick it up and enjoy it, but the complexity many have asked for is finally being added, according to Itagaki.

 

Further, DOA 4 is now focused on defense instead of offense. Gamers will need good reflexes and a sharp eye to anticipate their opponent's next move. Expect more fluid combat with players reacting to one another in kind in larger environments that are far more interactive than previous DOA titles.

 

Not sure this is a good thing for incompetents like me, but even I enjoyed Soul Calibur much more than DOA3 and I like to think it's because of the rudimentary strategy I was able to develop for SC that I never felt the need for in DOA.

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Not sure this is a good thing for incompetents like me, but even I enjoyed Soul Calibur much more than DOA3 and I like to think it's because of the rudimentary strategy I was able to develop for SC that I never felt the need for in DOA.
The counter system, is probably what makes the game feel deeper than Tekken and SC for me. Although I have very fond memories of Tekken 3. Probably the most fun I ever had with a fighting game. But I appreciate the hand-to-hand, counters, and jaw-dropping animations in DOA... it just seems more evolved, while SC and Tekken seem to be very much like the Mortal Kombats of old.

 

Then again, I admit that maybe for an obsessed fanatic who learns all the Tekken or SC movies with strategy guide in hand, might find there isn't deepness to DOA. But that isn't the kind of deepness I enjoy. Only a few people on this forum understand the deepness I yearn for.

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That's my problem, in a nutshell. I can see that the counter system provides depth that I'm not exploiting, but I just don't seem to be able to use it at all. I can block reasonably ok with Soul Calibur, and even pull off the old parry on both this and if I'm really lucky 3rd Strike, but DOA counters completely escape me.

 

But I fear I'm turning this into an "is DOA shite or not?" thread, which certainly isn't my intention. Return to your graphics whoring, everyone. :)

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Any chance of you hosting just a pic or two so I can see what you're all talking about? I'm mainly curious on just a tech level, though; having owned a couple of DOA games and singularly failed to get on with the fighting mechanic I'll be passing.
http://www.cryptosystem.org/lcvg/xbox360/doa4_1.png

http://www.cryptosystem.org/lcvg/xbox360/doa4_2.png

http://www.cryptosystem.org/lcvg/xbox360/doa4_3.png

http://www.cryptosystem.org/lcvg/xbox360/doa4_4.png

http://www.cryptosystem.org/lcvg/xbox360/doa4_5.png

http://www.cryptosystem.org/lcvg/xbox360/doa4_6.png

http://www.cryptosystem.org/lcvg/xbox360/doa4_7.png

http://www.cryptosystem.org/lcvg/xbox360/doa4_8.png

http://www.cryptosystem.org/lcvg/xbox360/doa4_9.png

http://www.cryptosystem.org/lcvg/xbox360/doa4_10.png

 

I haven't played a DOA game since DOA2:Hardcore on the PS2, but from the discussion here it doesn't look like any of the Xbox 1 iterations addressed the issues I had with it.

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