Dead or Alive 6 [XO, PS4]

Netherrealms probably has a good sized budget what with the backing of WB. Their actual talent for fighting animation is seemingly lacking.

There's probably something to be said about Soul Cal, Tekken, and SFV using UE4.
 
I think it's due to the priority being on...
  • Frame perfect response to control inputs. Smoother, more realistic animations could interfere with that.
  • Frame perfect presentation of moves and cancels. Smoother, more realistic animations might look even jankier when constantly being cancelled. They might also make it more difficult to be able to immediately tell what your opponent is doing.
I can't think of many other (if any) genres that are so dependent on good players being able to have both incredibly precise input feedback but also being able to have incredibly precise visual feedback of exactly what the other player is doing.

Most of that will be completely lost on casual and many core players, but the really good players rely on almost frame perfect presentation of both their input and their opponents actions.

Realistic animations are pretty low on the list for what makes a good fighting game.

Regards,
SB
 
Netherrealms probably has a good sized budget what with the backing of WB. Their actual talent for fighting animation is seemingly lacking.

There's probably something to be said about Soul Cal, Tekken, and SFV using UE4.

All the more weird that they seem to hire their ingame animators on Craigslist for pennies, then. Almost everything in those game's that's not a cut-scene looks laughably bad.
 
https://www.twingalaxies.com/feed_d...code-is-a-focus-and-updated-builds-are-coming

What steps are you taking to improve the netcode in DOA6 compared to previous DOA games?

YS: There’s a technical specialist on the team that’s actually working on [the game specifically] for the netcode. The programmer is very confident about this, just saying, “Leave it to me!”

TL: We are definitely addressing those issues.

The sidestep was changed from the E3 build to the Evo build. The changes removed the ability to evade throws. Are there any plans to make the sidestep evade throws?

YS: The sidestep is a sidestep. My understanding is that a sidestep cannot actually evade throws, and that was actually from DOA5. I made it a side attack in the E3 build, so technically in the triangle system concept it’s literally evading the throw because it’s an attack. [Editor's Note: Attacks beat throws in the triangle system DOA uses.]

However the changes that we made, given the feedback from the E3 build which actually had the side attack that enabled it to evade throws, we actually made a change to make sidesteps [a separate action]. However, there’s still a side attack that will, as a result, evade throws, but the sidestep itself can’t evade throws.
 
An interesting comparison from ResetEra's Tyaren:

2I9VdXT.jpg


Which is DOA6 and which is DOA5?
 
Yes, 6 is left. It is surprisingly hard to tell without searching for tells outside the face. This one from Tyaren is easier, but for all characters they are clearly using the exact same base hair textures at higher resolution, for example.

9wOCP4F.jpg
 
Yes, 6 is left. It is surprisingly hard to tell without searching for tells outside the face. This one from Tyaren is easier, but for all characters they are clearly using the exact same base hair textures at higher resolution, for example.

9wOCP4F.jpg

Wait what 6 is left? So 6 is basically using DOAX3
 
Well, whatever the reason may be, I think the results are quite a bit more aesthetically pleasing than Soul Calibur 6's visuals.
Yes I think Soul Calibur art went pretty much downhill for quite some time.
The art direction is all over the place too I think.
 
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