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Spielt gerade: GT7 | 60fps FTW
Entwickler: Team Ninja
Publisher: Koei Tecmo
Genre: Beat 'em Up
Anzahl der Spieler: 2
Auflösung/Framerate: 60fps
Plattformen: PS4, XB1, PC
Releasedatum: Frühjahr 2019
Nach dem DLC Monster DOA5 mit interessanter F2P Version wurde nun ein 6. Teil von Dead or Alive angekündigt.
[ame]https://www.youtube.com/watch?v=ecYRKkc6GGI[/ame]
PRESS R1 TO WIN
Politisch korrekt
Grafik:
http://www.ign.com/articles/2018/06...-on-can-team-ninja-balance-familiar-and-fresh
Publisher: Koei Tecmo
Genre: Beat 'em Up
Anzahl der Spieler: 2
Auflösung/Framerate: 60fps
Plattformen: PS4, XB1, PC
Releasedatum: Frühjahr 2019
Nach dem DLC Monster DOA5 mit interessanter F2P Version wurde nun ein 6. Teil von Dead or Alive angekündigt.
[ame]https://www.youtube.com/watch?v=ecYRKkc6GGI[/ame]
PRESS R1 TO WIN
However, when we started using the new Special button (R1 on a PS4 controller, RB on an Xbox One controller), which Shimbori calls the “rescue button for beginners”, Dead or Alive 6 started to feel like a different beast.
“In Japan, there is a game for kids where you make two sumo wrestlers out of folded paper or cardboard, place them on a platform, and two players tap the platform repeatedly with only one finger until one of the sumo figures collapses in defeat,” Shimbori explained. “Today, games developed for smartphone devices are often played with similar simplicity. That made me want to create a fighting game playable with only one finger, and this idea became the foundation of the new Special button.”
Simply mashing the Special button allows players to execute a Fatal Rush, which is a powerful combo attack. A series of up to four neatly animated punches and kicks make even a first-time player look like an expert. The Break Gauge – the first super meter ever for the series – gets charged with every attack landed or taken, and by blocking. Once it is full, players can perform either the Break Blow, which is a flashy and highly destructive special attack, or the Break Hold, a useful counter attack that deals low damage but works against high, low and mid attacks. Both are executed with the Special button; for Break Blow you simultaneously press forward, and backward if you want to perform the Break Hold. That’s really all there is to it!
Of course, if you are too far away, special attacks won’t reach your opponent, and if you repeatedly perform the Fatal Rush without thinking, your opponent might dodge and attack you from the back, so it’s not an instant-win button. Still, these new mechanics definitely make Dead or Alive 6 more accessible, as you can learn the right distance and timing for attacks without having to master difficult commands.
But aren’t these mechanics a bit too streamlined to be interesting for the more seasoned player? Luckily, Dead or Alive 6’s core gameplay remains intact, which involves punching and kicking, throwing, and of course counter holds. The new Special button should only add an additional layer of strategic fighting, especially when you bear in mind that all these new easy-to-master combos and special attacks can be countered. They may be powerful enough to become a game-changer for newcomers, but far too risky to execute without consideration.
“In Japan, there is a game for kids where you make two sumo wrestlers out of folded paper or cardboard, place them on a platform, and two players tap the platform repeatedly with only one finger until one of the sumo figures collapses in defeat,” Shimbori explained. “Today, games developed for smartphone devices are often played with similar simplicity. That made me want to create a fighting game playable with only one finger, and this idea became the foundation of the new Special button.”
Simply mashing the Special button allows players to execute a Fatal Rush, which is a powerful combo attack. A series of up to four neatly animated punches and kicks make even a first-time player look like an expert. The Break Gauge – the first super meter ever for the series – gets charged with every attack landed or taken, and by blocking. Once it is full, players can perform either the Break Blow, which is a flashy and highly destructive special attack, or the Break Hold, a useful counter attack that deals low damage but works against high, low and mid attacks. Both are executed with the Special button; for Break Blow you simultaneously press forward, and backward if you want to perform the Break Hold. That’s really all there is to it!
Of course, if you are too far away, special attacks won’t reach your opponent, and if you repeatedly perform the Fatal Rush without thinking, your opponent might dodge and attack you from the back, so it’s not an instant-win button. Still, these new mechanics definitely make Dead or Alive 6 more accessible, as you can learn the right distance and timing for attacks without having to master difficult commands.
But aren’t these mechanics a bit too streamlined to be interesting for the more seasoned player? Luckily, Dead or Alive 6’s core gameplay remains intact, which involves punching and kicking, throwing, and of course counter holds. The new Special button should only add an additional layer of strategic fighting, especially when you bear in mind that all these new easy-to-master combos and special attacks can be countered. They may be powerful enough to become a game-changer for newcomers, but far too risky to execute without consideration.
“We wanted to make a more cool and mature Dead or Alive this time, and to that end we made a conscious decision to make the characters less sexualized,” Shimbori told IGN.
...
In Dead or Alive 6, female characters’ breasts no longer jiggle and bounce in the exaggerated fashion the series became increasingly known for, and the costumes we have seen so far are less revealing. Female characters are depicted in a more natural way, which makes them feel more human and believable than before.
...
In Dead or Alive 6, female characters’ breasts no longer jiggle and bounce in the exaggerated fashion the series became increasingly known for, and the costumes we have seen so far are less revealing. Female characters are depicted in a more natural way, which makes them feel more human and believable than before.
Previous entries had used fixed lighting sources to light the characters, and then enhanced highlights and shadows were drawn onto the textures by hand to make them look more appealing. This is a rather old-fashioned technique that would not have worked with Team Ninja’s brand-new physics-based engine, and so dynamic lighting is now used to bring the characters and stages to life.
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