I agree entirely on what you had to say about the graphics, but please don't refer to the graphics in this thread. We all know they're new and pretty, and we all know they could have also been better / brighter / more colorful.
+ Most indepth DOA fighter yet, so much character diversity and mechanics to use.
I wouldn't consider it more in-depth than DOA4. Character Diversity has actually decreased from DOA4 as well, since all characters now have Command Sidesteps, when only a few characters had actual Sidestep Attacks or Sidestep Maneuvers in the past. Hayabusa has an air throw for seemingly no reason. Many characters have been given more options for ending combos or using a command that opens up new throws/attacks, but honestly - that was expected. Every DOA sequel has included new methods of attacking over the game that came before it. Even Dead or Alive: Dimensions, as minutely incomplete as that game was, had new attacks and techniques over Dead or Alive 4.
I just think it's important to add up all the negatives and all the positives of DOA5 and understand where it balances out in regards to being worthy of anyone's time.
+ Most gameplay interactive stages, lots to learn and apply. From launch heights to guaranteed stuns.
Not "Most", but rather "New" would be a better word. There is a noticeable missing type of stage mechanic from DOA5 that was in most DOA4 stages (Also missing / severely reduced is a stage mechanic that has been in every DOA since DOA2). A couple stages in DOA5 are "dynamically" new in the sense that a flat stage can dynamically turn into a sloped stage - however, there are also no stages with actual slopes outside of those transformable stages. There are many simply wide-open "Arena" stages in DOA5 as well, with less actual diversity than stage selections from previous games.
+Largest costume count since DOA2
GenFu only has 2 unique costumes, and the one from DOA4 doesn't even look as nice as it did in that game. nofuzz. Costume-count =/= unique and enjoyable costumes, as many are simply palette swaps as a costume slot, or just a nearly identical costume with a new accessory, or without a shirt.
+ Comprehensive tutorial
Comprehensive Tutorial with a really bad Story mode attached to it, like some weird parasitic growth.
+/- Critical burst, power blows, natural combos, guaranteed damage, and unholdable stuns mainly for the characters that got them.
Guaranteed Damage per the rules and history of DOA has always been things like Air Juggles, Air Throws, Ground Attacks, and Ground Throws. Everything else up until those shouldn't be guaranteed, as it detracts from what makes DOA so uniquely great. The Triangle System.
+/-Virtua Fighter characters
Technically, all the characters in DOA5 play like they're in a Virtua Fighter game. I would consider this a negative for that reason.
- Only 2 "new" characters
Yes, and lame.
- Horrible online netcode, glitches that ruin the online experience completely. Huge step down from DOA4/U. Deal breaker for me in any fighting game.
Yes, and lame.
-Completely rushed to market. Missing characters and half assed story mode.
Yes, and lame.
-No CGIs, major part of DOA since DOA3.
Yes, and lame.
-Busted AI, not fun unlocking content.
This will always be a problem in fighting games.
-Locked characters, 300 titles for a character?That's about 8-15 hours of title unlocking.
Certainly not "tournament ready."
-Missing modes, no online.offline team battle, no online survival, no survival tag
Yes, and lame. There are also no new additional modes, as in ones we'd never seen before.
-Infinites + general gltiches
Yes. There are more general glitches and issues with DOA5 than every other DOA game combined.
Yeah compared to DOA4 it's a pretty shitty game, as a fighter it's better, but shares some of the same issues DOA4 had
In essence, they butchered their attempt to correct the flaws of Dead or Alive 4.
.