DOA6 Graphics Thread

Project Bokuho

Lady Helena's Pet
Premium Donor
Here's a few gameplay videos with competent players instead of those button bashers! Also Hitomi's win pose is actually really cute (I thought I'd never say that). The lip sync is on point, what a excellent job! I really like how they're paying attention to detail on this installment.


In 30 fps? Just like the SRK videos :/
 

SaihateDYNAMO

Well-Known Member
New TN post:

First time we've seen nico besides the trailer xD she looks so badass in that outfit <3
Ok, nico snapped! I have a feeling she’s going be be really defensive with combos that are short and to the point. I hope with that costume theres an option to remove the skirt so it’s just the jacket and leotard.

I wonder if we could actually be able to fall off the edge of the Danger Zone exhibit since there doesn’t seem to be any walls on one of the sides...
 

KasumiLover

SovereignKnight_
Premium Donor
Ok, nico snapped! I have a feeling she’s going be be really defensive with combos that are short and to the point. I hope with that costume theres an option to remove the skirt so it’s just the jacket and leotard.

I wonder if we could actually be able to fall off the edge of the Danger Zone exhibit since there doesn’t seem to be any walls on one of the sides...
She looks so sick, I watched the clip like 50 times since I love how her moves flow, I love that one attack she did that sent him rebounding into the ground <3 and you read my mind, I hope there's an option for her just to wear the thong leotard, that or as a break blow destruction feature, she can lose the skirt with her glasses and hair pins so it's like a battle suit like Marie Rose's xD

And I'm wondering that as well, but if you can, wouldn't that mean we wouldn't be able to access the upper exhibits? I think they'll somehow make it possible like how the DOA4 stairs stage basically loops over and over no matter how many times you crash through the glass or go down the stairs which im fine with
AKA "The Panty Shot Trailer"
You could say that xD although tbh TN can get away with it since she's wearing a leotard underneath, it reminds me of this Marie Rose outfit with the leotard under the shorts and jacket ensemble
DOA5LR_Marie_Rose_C5.jpg
 

Kodachi

Well-Known Member
Standard Donor
They really are pushing particle effects, I love the sparks from her hands
She looks so sick, I watched the clip like 50 times since I love how her moves flow, I love that one attack she did that sent him rebounding into the ground <3 and you read my mind, I hope there's an option for her just to wear the thong leotard, that or as a break blow destruction feature, she can lose the skirt with her glasses and hair pins so it's like a battle suit like Marie Rose's xD

And I'm wondering that as well, but if you can, wouldn't that mean we wouldn't be able to access the upper exhibits? I think they'll somehow make it possible like how the DOA4 stairs stage basically loops over and over no matter how many times you crash through the glass or go down the stairs which im fine with

You could say that xD although tbh TN can get away with it since she's wearing a leotard underneath, it reminds me of this Marie Rose outfit with the leotard under the shorts and jacket ensemble
View attachment 26917
Designed by @axouel2009
You are an influencer!
 

KasumiLover

SovereignKnight_
Premium Donor
They really are pushing particle effects, I love the sparks from her hands
Designed by @axouel2009
You are an influencer!
Yeah, he was nice enough to commission one of my Eliot designs(80s fitness workout), they probably did get the leotard concept from him but I also think they may have used Marie's secondary battle suit as inspiration as well too
 

deathofaninja

Well-Known Member
Premium Donor
News Team

KasumiLover

SovereignKnight_
Premium Donor
I think her moves look excellent so far.

A DOA6 Graphics thread can mean many things, but Twitter updates shouldn't be posted to make it seem like a general news thread. Created a quick topic for Twitter, FB and YT updates to help keep other threads on topic.
Thank you for making another thread for that since I did feel kinda off posting them in this thread if i was able to xD

Graphics wise from that clip I like how clean the game looks now, I just hope they'll add a bit more movement to Nico's bob since it does seem kinda stiff tbh
 

juliusxcix

Well-Known Member
Thank you for making another thread for that since I did feel kinda off posting them in this thread if i was able to xD

Graphics wise from that clip I like how clean the game looks now, I just hope they'll add a bit more movement to Nico's bob since it does seem kinda stiff tbh
all of the short hairstyles have been stiff (in doa5) so they probably just assume it doesnt need flow bc its shorter.
 

KasumiLover

SovereignKnight_
Premium Donor
all of the short hairstyles have been stiff (in doa5) so they probably just assume it doesnt need flow bc its shorter.
I don't think that's it, besides Nico, Tina's hair moves alot more in DOA6 and is more animated, Eliot, Christie, Mila(Although her layers were animated beautifully in DOA5 already), also have much more dynamic hair so it could be a work in progress as well.
 

Tyaren

Well-Known Member
Standard Donor
Sorry to post the short Twitter videos in here anyway, lol, but I want to talk about something graphics related in there:



I wonder what the logic is behind how different types of fabric move. The free hanging fabric parts of Eliot's new costume feel really light and silky here. Which is weird, because it should be much heavier going by the look of it. In the 4k render ( http://www.gamersyde.com/pop_images_dead_or_alive_6-39728-2.html) you can see they applied some fluff to it, so it isn't supposed to be a tiger stripes print but actual fur.

At the same time Helena's and Leifang's Chinese dresses, which I would expect to be lighter and silkier (like in DOA4), act as if they were made of thick, stiff sheets of rubber:


It would be cool if the final build of the game has a more logical and consistent approach to cloth physics. I'm not getting my hopes up though.
 

SaihateDYNAMO

Well-Known Member
Sorry to post the short Twitter videos in here anyway, lol, but I want to talk about something graphics related in there:



I wonder what the logic is behind how different types of fabric move. The free hanging fabric parts of Eliot's new costume feel really light and silky here. Which is weird, because it should be much heavier going by the look of it. In the 4k render ( http://www.gamersyde.com/pop_images_dead_or_alive_6-39728-2.html) you can see they applied some fluff to it, so it isn't supposed to be a tiger stripes print but actual fur.

At the same time Helena's and Leifang's Chinese dresses, which I would expect to be lighter and silkier (like in DOA4), act as if they were made of thick, stiff sheets of rubber:


It would be cool if the final build of the game has a more logical and consistent approach to cloth physics. I'm not getting my hopes up though.
I think the build used in these recent twitter videos is a different, much more advanced one than the DOAFES(?) build in that Helena video. They might have actually managed to get the physics together at this point. In regards to having different physics for different clothes, if they can’t get the game to process different intensities (don’t know a better word for that lol) for the cloth physics, i’d rather just have everything be extremely light and silky like DOA4 than the cardboard dresses in DOA5, even if the material is supposed to be thicker. Eliot’s new outfit, Lisa’s tail ribbons, and NiCO’s jacket and skirt in the Twitter videos look like a step in that direction.
 

Tyaren

Well-Known Member
Standard Donor
In regards to having different physics for different clothes, if they can’t get the game to process different intensities (don’t know a better word for that lol) for the cloth physics, i’d rather just have everything be extremely light and silky like DOA4 than the cardboard dresses in DOA5

With a modern physics engine they should be able to allocate different physics properties to different materials. Just look at the loose straps of Rig's pants and the way they behave when he moves around. They are not as light and floaty as Eliot's costume's fabric, but weighty and they flap around with some momentum. That's not the problem.
 
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juliusxcix

Well-Known Member
With a modern physics engine they should be able to allocate different physics properties to different materials. Just look at the loose straps of Rig's pants and the way they behave when he moves around. They are not as light and floaty as Eliot's costume's fabric, but weighty and they flap around with some momentum. That's not the problem.
doa makes 12cents per year. they dont have the resources for allat.
 

Tyaren

Well-Known Member
Standard Donor
A random realization:

There's one thing that subconsciously bothered me about all new DOA6 stages and now I can finally put my finger on it:
None of the stages lets you see and discover stuff beyond the stage boundaries anymore. In all DOAs, even DOA5, the player's gaze was often drawn to gorgeous background scenery, like overlooking the Rhine Valley or the Brazilian rainforst or the Himalayan mountain tops. All of that expanse and grandeur is gone, you are now completey enclosed by stage sets. :(
 

deathofaninja

Well-Known Member
Premium Donor
News Team
A random realization:

There's one thing that subconsciously bothered me about all new DOA6 stages and now I can finally put my finger on it:
None of the stages lets you see and discover stuff beyond the stage boundaries anymore. In all DOAs, even DOA5, the player's gaze was often drawn to gorgeous background scenery, like overlooking the Rhine Valley or the Brazilian rainforst or the Himalayan mountain tops. All of that expanse and grandeur is gone, you are now completey enclosed by stage sets. :(

I definitely agree with this, but some production values from Team NINJA had to be cut. There has got to be a clear difference when getting an 'OK' from Microsoft in comparison to KOEI. I try putting my thoughts on KOEI under the rug, but I think the graphics department is something that company is okay with cutting back on if it means saving money because they've never needed visually appealing games to be successful.

The background is pretty limited indeed, but we are also missing stuff like: A proper arcade boss, arcade endings and beautiful menus. IMO every DOA game has a different purpose and way of enjoyment. With DOA5 and DOA6 I am getting better looking gameplay and more competitive vibes, but DOA has never lost its identity like some other fighting games have; even with some small strikes against it.

IMO once more, Team NINJA also made the right sacrifices for the future of the series, even though we would prefer for none to be made.

Sorry to post the short Twitter videos in here anyway, lol, but I want to talk about something graphics related in there:



I wonder what the logic is behind how different types of fabric move. The free hanging fabric parts of Eliot's new costume feel really light and silky here. Which is weird, because it should be much heavier going by the look of it. In the 4k render ( http://www.gamersyde.com/pop_images_dead_or_alive_6-39728-2.html) you can see they applied some fluff to it, so it isn't supposed to be a tiger stripes print but actual fur.

Here is my guess with the fabric: They wanted to look for a way for the clipping to be less apparent. If the loose fabrics are always dangling and flying around there are less chances for it to collide through the tiger print cloth. It also shows that the tiger print is the heavier piece of clothing.
 
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