I guess not lolObviously my sarcasm didn't get translated well into text.
Obviously my sarcasm didn't get translated well into text.
If the game's only in pre-alpha now, how do they expect to make a quality release for next year? I'm almost hoping this gets delayed...
While the DOA4-like animations are a little disappointing, I find some of these new environmental interactions interesting.
I'm also curious about the end of the video, where Hayabusa grabbed the ledge; is this merely for show, or are there going to be defensive maneuvers to prevent stage breaks? My instinct tells me that this was only flash for the trailer, but still, what if...
Although I'm still skeptical at this point, I'm trying to remain hopeful as well.
It's actually a very early build, the process goes like something along these lines: * Pre-Alpha > Alpha > Beta > Release. The trailer is by no means a valid representation of the final build, and they seem to emphasize that point in the intro.
Just curious, what do you mean by DOA4-like animations? Do you mean re-using animations?
Looks pretty cool so far! The one thing that kind of worries me is the addition of supers (or whatever that was that Hayate did). My main fear is that this functions as a comeback mechanic as opposed to a traditional super and that you get the ability to use it after getting wailed on. I probably shouldn't worry about it too much until we're sure how it works though.
Regardless, I'm incredibly pumped for this game! I wonder how many characters they'll be bringing back? Fingers crossed for Helena!
I don't believe thats what this is at all. There was a pretty obvious chargeup period right before hand, and for all we know that cinematic looking sequence afterwards could very well demand strictly timed hits. If the hits are actually unholdable (as hayate was attacking from multiple angles it would at least be difficult), so much the better, it means the game has guaranteed damage setups.
LThe one thing that kind of worries me is the addition of supers (or whatever that was that Hayate did). My main fear is that this functions as a comeback mechanic
After watching it again, you're right. I suppose I jumped the gun a tad since everybody seems to add comeback mechanics these days, and I was afraid that TN had succumb to peer pressure haha.
After watching it again, you're right. I suppose I jumped the gun a tad since everybody seems to add comeback mechanics these days, and I was afraid that TN had succumb to peer pressure haha.
That would still act as a comeback mechanic, timed inputs or not. The premise of an opponent in permanent disadvantage with no recourse is what was showcased - though like Rikuto said, I use the term recourse lightly, as it wasn't showcased that move(s) can be held or dropped. Though for the sake of discussion, at this point my initial thoughts are that it is a super that can be easily activated with a simple charge, not a cinematic guranteed combo string.
Reasons being:
* Having a strict timed string would only cater to the small demographic of hardcore, something of which goes against the casuality of the series (unless they're looking to 'evolve' DOA5).
* I watched the video a while ago, but if I'm remembering right- I counted 4 hits in 1.5 seconds at one point of Hayate's move(s). Unless Team Ninja plans to implement a netcode on par with GGPO, that is a major annoyance online. Even Street Fighter 3- largely one of the most technical fighters out there- doesn't have anything of that substance.
* As proven with the recent SF4 fighting boom, casuals like the fact that with a comeback mechanic, they actually have a chance against someone knowledgeable. For them, that makes the game more enjoyable, which in turn = more sales. Soulcalibur is following suit, not to mention a very casual MVC3 and the apparent Tekken X Street Fighter.
Comeback mechanics suggest that an attack can only be used after getting the crap pummeled out of you to an extent. Busa was clearly taking the majority of the beating in this video (for once), ergo I don't believe it to be such a mechanic.
Casuals already have an easy time playing this game due to counters, they ARE the comeback mechanic for the series. They don't need another one, and hopefully TN realizes this.
Also, I don't imagine the input for that attack would be anymore difficult then kokoro's multipart command throw.
Regarding the comeback mechanic, whats to say Hayabusa could NOT have countered the first hit of Hayate's move? He was counter hit during his stance.
And about the motions.
Lisa's Lucha throw has another ender if you don't follow through on the inputs.
*Edit*
The sound effects when the screen fades out, sounds like Hayate's string with the distinct K.O. afterwards, so I am wondering if the part with Ryu hanging was edited in and/or part of story cut scene OR a new mechanic.
Cuz it also reminds me of DOAD's K.O. effect.
Comeback mechanics suggest that an attack can only be used after getting the crap pummeled out of you to an extent. Busa was clearly taking the majority of the beating in this video (for once), ergo I don't believe it to be such a mechanic.
Casuals already have an easy time playing this game due to counters, they ARE the comeback mechanic for the series. They don't need another one, and hopefully TN realizes this.
Also, I don't imagine the input for that attack would be anymore difficult then kokoro's multipart command throw.
The charged move at the end just looks like a charged up offense hold to me (similar to charged attacks in doa4). I doubt its some kind of super or any other ridiculous ideas some of you are coming up with.
If we're basing it off of SF4's mechanic, that's not to say Hayate also took a beating; I counted at least 8 hits which included at least a hold and a Izuna Drop, more than enough to get his life down in todays standard. In retrospect, It could very well be like MVC3 or Garou mark of the Wolves comeback mechanic (i.e. X-factor, no prerequisite as you decide when you want to use it, beginning or end).
Haha, yeah, I'm with you on the casual thing, but by todays standards, let's face it: DOA looks dated. I can understand Team Ninja's decision if it were solely implemented for cosmetics. "Fighting Entertainment" would generally be another point to back up this flashy claim.
Good point, but I'm not actually referring to the difficulty of said move, but rather the timing it takes to execute. If the timing is done by strike, it'd be: P <pause> PPPP <pause 3> P, give or take. Judging by the netcode on DOADimensions and moreso on recent 3D fighters on current gen consoles: I can honestly say at this point, the network can't handle it. It would definitely add more to the combo string claim if DOA5 were local tested in arcades before console release, but Team Ninja stopped doing that for a while. That said, I believe they're taking network limitations into account, as the majority of players will be using online. Pissing off angry reviewers who rant about how "hard it is to execute online" is something Team Ninja probably wants to avoid.