Berzerk!
Well-Known Member
A great series of articles have been translated and linked on the front page over at Virtuafighter.com including a great round table discussion in some depth the way that Team Ninja brought the VF characters over to DOA5, the use of AM2's data, and the relationship between the two games. It's a lengthy interview so here's a small section. Check out the source for more.
Source: 4Gamer.net via VirtuaFighter.com,
Reno said:4Gamer: So what did the people at Sega think about that?
Katagiri: The guys at Koei-Tecmo brought the DOA5 trailer to us at Sega. It was a really great video, with two characters fighting in what seemed to be a construction site, and the stage was crumbling around them. Then just like Hayashi said, they inquired about the possibility of having the VF characters in the game. At the time I blurted out something like "They're going to be in here?", like I woke up from a dream. My first impression was that if they could do it, it'd be great, but how would it work?
Haneda: Yeah, we were really, really surprised. (laughs)
4Gamer: So were you worried about having the characters in the game?
Katagiri: As far as R&D goes there was no worries on our end. It was more like they'd pick the characters [they] wanted, then request the appropriate data, and then we'd give it to them and they'd go off and create it. So everything went swimmingly (laughs).
...
4Gamer: Ah, I see. So when did the development on this game start?
Hayashi: It was about two years ago, I think. We completed the demo reel about a year and a half ago, and then showed it to Sega 6 months after.
...
Niibori: Well, in DOA5 when we first put in Akira, you couldn't use his Yoho to combo.
Katagiri: Ahh yeah, that was the first character they showed us. We gave them the frame data, but at the time we didn't give them part of the data.
Haneda: In VF5 when something connects or is blocked, The frame on which you can move afterwards is different according to the attack. We didn't give them that data, so all that data become uniform, and that's why they couldn't use it in a combo.
4Gamer: So you mean that guest characters from VF had all of their frame data and motion data sent to Team Ninja as they were, even though Sega has full supervision over them?
Haneda: Yeah, all of it. The character models, all the frame data for every move, even how they are performed. We also sent them all of the voices, anything we could prepare.
4Gamer: So the models are completely the same in VF5 and DOA5?
Haneda: Not really, a bit of DOA flavor was added to the models. For example, Sarah's hair in VF comes out as one part, but the DOA5 model got rid of that. We actually talked about adding or removing those kind of parts. So because of that, Team Ninja was able to add bits to make them look cuter or better looking.
Source: 4Gamer.net via VirtuaFighter.com,
