About the game
- Dead or Alive 5
- X360, PS3
- Published by Tecmo
- Developed by Team Ninja
- French release: Available
- US release: Available
- Japanese release: Available
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Page 1 2 >>Oh, and Bass' CT looks sick :O
Very nice barrages of kicks, especially that slow spin fast kick in the end.
Aso the voice is War from Darksiders, the demon dude in World of Warcraft and the new character in Sengoku Basara 3.
I like his voice acting.
Nice design too.
AAAAAAAAAAARGH
Also tribal on the hood?! FUCK, let me just shove some pencils into my goddamn eyes
AAAAAAAAAAARGH
And yet more fun than VF, yes i said it.
But again, i doubt you understand even the basic menchanics of fighters in general, which is why you like this crappy series of games :)
DOA>VF...right, for me.
Maybe if you actually took the time to learn you'd enjoy them more. I had the same idea of fighters untill i actually tried to learn how to play VF with VF4:EVO and then Tekken. Now Tekken and VF are easily #2 and 3 on the top list of my most played games. Then again, nowadays i pretty much exclusively play Tekken6, VF and League of Legends :P
I'm not bashing DoA because i just don't happen to like it, i bash it becasue i think its's fundamentally broken. Obviously i can't speak for 5, but the games so far have done little to impress in that department. I do't like Street Fighter i can still admit that it's a decent fighter, not so much with DoA.
Take a move in, say VF and describe all it's important values/properties. I'll be expecting a minimum of 4 items on this list, though you'd prove your point all the more if you manage to nail all 10 that i can think of right now (caught myself a bit unsure if one of the stats actually applies to VF but screw it).
Here is the shit that i can think of for a specific move in a game like VF, Tekken or Soul Calibur. Obviously there are other specific properties for games but in general i think most of this applies to a 3D fighter. And yeah, i'm not looking for specific numbers, just the kind of terms you'd use to describe the properties of a move.
Important frame data:
Execution/initiation
Hit
Recovery
Move properties:
Launcher
Crumple/stagger (suppose this one often ties in with CH properties though, but not always)
Tracking
Wall Splat
Knockdown
Counter Hit
Interrupt (for strings)
And yes, i know how incredibly snobby this is, but i'm just trying to prove the point that in general peole aren't aware of what they are doing when playing fighting games. Now, you don't have t be a fighting game wizard, obviously, i jsut kinda want people to admit that they are just mashing out. If that's what you want then thats fine, just don't try to defend the broken games by calling them niche or something. If you don't care, feel free to have a blast.
See, i kinda don't agree. VF does pretty much everything DoA does and a LOT more to boot. Sure, it's not as gratifying for mashing, but it's still not that hard to learn a few strings in VF and pummel your friends. I mean, looking at the frame data, VF is rather forgiving when it comes to spamming. To me borked mechanics isn't a niche, it's just broken. Then again we have player like KORN who obviously likes his games broken as all shit (ie the special mode in SC with enhanced stats and stuff), so there is certainly a market for it.
I'm not bashing DoA because i just don't happen to like it, i bash it becasue i think its's fundamentally broken. Obviously i can't speak for 5, but the games so far have done little to impress in that department. I do't like Street Fighter i can still admit that it's a decent fighter, not so much with DoA.
Options that makes it virtualy unplayable. I mean you brek the balance and fairness that the developers tried so hard to get right with that shit.
I think most of this board understands your opinion of DOA by now Megido :P
As for Rig, fight style looks good, character aesthetics are kinda bland though.
Bah. It's cool that you like to get down to the gritty details, I guess, but I don't work that way. You don't have to pay that much attention to get a lot out of a fighting game. But you can still get a feel for an attacks speed and recovery time (along with what attacks stream together) without that kind of OCD. Having some personal experience with REAL fighting (not sport, miltary), I look at it a bit more chaotically. You can have the training and the ability to time attacks, a couter-attacks, and defense, but you need to be able to deal with the chaos element. I have respect for a game that allows you to "feel" where to go. Maybe that's why I like Fight Night so much. I don't personally over-analyse, but I still don't button mash either. I don't think you have to operate on a pro level to have a valid appreciation for a fighting game.
I don't think pro players have time to think about fame data while playing either, but it is a great tool for practicing and training purposes. To help you get that "feeling".
As if that is gonna make him stop bitching about it lol