Hayashi: "Fighting Entertainment" defined

Hayashi has given the definition to what Team NINJA means by "Fighting Entertainment" in a recent interview with Joystiq. Below is the full transcript:

Joystiq said:
Dead or Alive 5's 'fighting entertainment' means even crazier stages
by JC Fletcher on Sep 20th 2011 12:00PM

Team Ninja pulled an Apple-style "one more thing" at its pre-TGS party, announcing Dead or Alive 5 at the last minute and showing an early trailer. At that event, studio head Yosuke Hayashi called DOA 5 a "fighting entertainment" game, something distinct from other fighting games.

Later, in an interview at Tecmo's TGS booth, I asked Hayashi to clear up that terminology. The early generation of fighting games, around Street Fighter 2, he said, "had some of the most outrageous graphics, fun gameplay, and really a lot of stuff going on." He implied that, in comparison, modern fighting games emphasize online competition over wowing players with unprecedented visuals.

"It's not as over-the-top, it's not as much of the entertainment aspect that the originals had, and so they seem a little bit dull, in some aspects." The term "fighting entertainment" represents an effort to return spectacle to the genre.

But Dead or Alive has basically always been about spectacle, and not just the embarrassing kind of spectacle the female characters provide. Stages are multi-layered, complicated, and interactive, with fighters knocking each other off of waterfalls, into electrified walls, and through wooden floors. How could it get any more "entertaining?"

"So in the past [Dead or Alive] games," Hayashi said, "most of the dangers were fixed, set areas on the stage that you can knock your opponent into -- and they were just set there, the stage didn't change a whole lot. If you watch the video from our press event, you can see the entire stage changing and taking a different shape, and all sorts of chaos happening." You'll be able to trigger changes to the "geometry" of stages in addition to moving up, down, and through them.

That sounds to us like a pretty natural evolution of that particular series -- more natural than, say, volleyball and bathing suit gifting.

hayashi_01.jpg
 
Interesting.

But that being said I hope this doesn't mean the game is going the "anime fighter" route of style over substance.

Quick thought.

I'td be nice if TN developers sat down with actual players for sessions and played them in DOA1,++,DOA2,DOA3,DOA4, and DOAD and took feed back as to why some people prefer one version over the other
 
Could be awesome particularly as its controllable/triggered by the players so would be part of the strategic side of play, rather than random occurrence like the cars and animals in 4. (Cars not SO bad as you could see them coming)

It will be interesting to find out how far they intend to go with movement and the ability to navigate a stage. If done well it will create a sense of engagement and being in the gameworld much greater than what most fighters do, where you feel you're simply on a backdrop and not in an environment.
 
Berzerk is right in this case. No need to flip out over this and immediatly assume every single stage is going to be experimental playground.

In fact the only thing we've seen so far showed it was triggerable, so save your panic mode until you have reason to use it.
 
In two interviews from the head guy, he has mentioned this type of "entertainment". I guess so, glad it was announced, right. I do have hopes for it to be a good game. . . . . . .

I really do. . . . . .

Just a pre-alpha build. . . . . . . .

Nothing to worry about. . . . .

YAY DOA 5!
 
Could be awesome particularly as its controllable/triggered by the players so would be part of the strategic side of play, rather than random occurrence like the cars and animals in 4. (Cars not SO bad as you could see them coming)

It will be interesting to find out how far they intend to go with movement and the ability to navigate a stage. If done well it will create a sense of engagement and being in the gameworld much greater than what most fighters do, where you feel you're simply on a backdrop and not in an environment.

-From what was shown, this will indeed add a great amount of strategic depth (back) to the series(if done well overall), and force players to consider not only what stage, but what triggerable action is best suited to your character and play style. This in addition to the changes made to DoaD, will provide a game that is superior to that of Doa4.
 
It would be nice if you could use the FreeStep system to strategically dodge attacks AND position your opponent into a dangerzone.

@Allan, his interviews are generally at a casual audience not a hardcore tournament player so keep that in mind.
 
Berzerk is right in this case. No need to flip out over this and immediatly assume every single stage is going to be experimental playground.

In fact the only thing we've seen so far showed it was triggerable, so save your panic mode until you have reason to use it.

Rikuto and Bezerk working together to get people down from the rooftops?! Has the world gone topsy turvy?!

Just as long as it doesn't end like this:

 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top