lopedo
Well-Known Member
First of all, I'm going to say that I understand the game is in a later, much improved build. I'm going to play it at GVN in a few weeks... and I can't fucking wait.
At first glance, the DOA 5 demo is pretty much DOA 4 with three point holds. Shortly after you decide it sucks, your CPU opponent does a move you've never seen before. Your curiosity is piqued, and you try to figure out what the fuck just happened to you. As you begin to scroll through the idiotically designed command list, (you can only scroll mid match, there is no move list), you begin to experiment with different stun options. Somewhere along the line, the tutorial, enabled by default, asks you to power blow somebody. Your first couple of times you miss the cliffhanger zone, which you are fine with, because people are bouncing off of exploding walls, enabling you to do a precision input to continue your combo.
You finally figure out the move you were initially searching for. An hour later, you're STILL trying to find the best situation for said move, all while learning the new mechanics of the game. Walking is more solid, crushes more apparent, and you can even *almost* side step a little bit. By the time you realize that spamming random holds does nothing, your attention is in demand by real life.
Smiling, you shut your Xbox off, excited for DOA's future.
At first glance, the DOA 5 demo is pretty much DOA 4 with three point holds. Shortly after you decide it sucks, your CPU opponent does a move you've never seen before. Your curiosity is piqued, and you try to figure out what the fuck just happened to you. As you begin to scroll through the idiotically designed command list, (you can only scroll mid match, there is no move list), you begin to experiment with different stun options. Somewhere along the line, the tutorial, enabled by default, asks you to power blow somebody. Your first couple of times you miss the cliffhanger zone, which you are fine with, because people are bouncing off of exploding walls, enabling you to do a precision input to continue your combo.
You finally figure out the move you were initially searching for. An hour later, you're STILL trying to find the best situation for said move, all while learning the new mechanics of the game. Walking is more solid, crushes more apparent, and you can even *almost* side step a little bit. By the time you realize that spamming random holds does nothing, your attention is in demand by real life.
Smiling, you shut your Xbox off, excited for DOA's future.