Joystiq: We caught up with Team Ninja head Yosuke Hayashi during the Tokyo Game Show for a quick chat about Dead or Alive 5 and Yaiba: Ninja Gaiden Z, the studio's upcoming collaboration with Keiji Inafune's Comcept.
At 2:00 Hayashi flips off joystiq.
well in any game where you are trying to please everyone its just not gonna work out. Look at RE6 capcom is trying to please everyone who like old style RE games or more of RE4 gameplay which is slow when making the game target your largest audience and make the best game possible and give it a lot of content, that way even if a small percentage of your fanbase isn't happy when they will see how good the game is they will buy it to play it. And because of above average reviews many new fans will pick it up saying its a high quality title please your core fanbase and everyone else will tag along if the game is good. But if your core fanbase isn't happy than you lost a big chunk of your sales
The part two of the interview with Team Ninja head Yosuke Hayashi is here: http://www.joystiq.com/2012...
Can hayashi / team ninja stick with their root, which is making games with crazy difficulties and great gameplay? I mean look at NG 3. Thats the result for catering casual gamer and right now they fix / change the gameplay like NG 2, add ayane, and release it exclusively for wiiU. Its like they giving a middle finger to all fans who bought NG 3 for ps3/360 -_-
Ninja Gaiden Sigma 3
Thank you! I keep saying that but nobody seems to pay attention. NG3 was an experiment. Having an actual story was nice but nobody liked the gameplay alterations. Team Ninja has now seen that casuals wouldn't buy an NG game anyways so now they'll just look at their fanbase and try to keep them happy like Dynasty Warriors does. F*** new fans if your current base is keeping you alive and well! Just please that group!
anyone with a sack that is.
No making it "open to newcomers" or "casuals" is a horrible idea coming from a hardcore DOA fan. Those are noobs who ruin competition for the real tournament fighters, in any fighting game at that. When Capcome said there future fighting franchises will be open to newcomers I said to myself "Lol I'm never buying fighting games from them again." Sure you could say that not all newcomers noob and smash buttons but, it seems like the majority do and ruin competition.(Example SCV) I'm glad he was vague on the details about this subject. DOA being opened up to anyone would literally spell D.O.A (Dead On Arrival) for this franchise.
I totally agree. These new "power moves" will alter they playstyle of this game I believe. Also one of the best things I love about doa3 and 2 were the stages. It's seems they forgotten MULTI tier. I mean surely a beam swinging isn't as cool as flying through glass and exploding a neon sign. 3 had the best stages imo. I loved the forests.
As i've said below , you are reading a bit too much imo , into what's ultimately just the same Old PR speech . We hear all the time about going more open for each game , and we rarely have such ill effects on our fighting games so far . And completely disagree about SCV as an example anyway . The game is way better than sc4 or even 3 were for competition , and noob mashing is even more punishable now . Events like SCV at evo were pure funs and awesome . You wouldnt dream of seeing as many "low tiers" winning a SC tournament is the not so distant past , and as many variety in playstyle . As for DOA5 , i've gon on length below on what the Prod is saying and whats actually happening in game .
Of course Critical Bursts and Power blows will change the meta-game ... However , as it stands, the only guaranteed way to connect a Power Blow attack on your opponent without first using a Critical Burst on them involves a ceiling combination using one of a few character's throws that involve a launch. You can fire a Power Blow attack off at anytime (and only one time upon a successful hit) after your character's health meter has dropped below 50%, but the only surefire way to make sure it does hit is to use the Critical Burst before using the Power Blow . Overall, Critical Bursts and Power Blows do not change the face of DOA, but rather work with the existing Dead or Alive mechanics to bring more options for both an attacker to use, as well as a defender to watch out for.
@ Lord_Sloth Experiment? Letting them off the hook that easy I see. They should have just made the game like razors edge from the jump. You can't subtract everything that made a game awesome and expect the game to be awesome...
The way is see it people are putting too much stock into such empty PR speeches for now . DOA from what i've seen and touched of it in alpha and later builds , isnt even made simpler for casuals . That part is with the multiples training modes and chargeable power blows that you can't really abuse so far . The game itself seems to have gone even more hardcore to cate to other franchises fans like myself . Hold/counter are effective but less godly and no longer easily spammable (<ell it wasnt exactly , but now even less so) . They even listened to people's feedback and removed the classic 3 points holds from the first doas and the alpha demo , to go back to a more advanced and complex 4 points holds as seen with doa4 and ultimate . "Four-point holds work really well for game balance, but I was worried that beginners couldn't pull off mid kick holds," Shimbori tweeted. "But all of the feedback we got from players with the Alpha Demo gave me the final nudge to go with four-point." Also the main way they nerfed the hold was by adding more recovery to it. Now while you can legit react to the hold you would still have to be waiting for it in some form. Now that the recovery is nerfed it actually opens a few more options for the attacker that wasn’t present before because of how quick the recovery was. In DoA 5 because they nerfed the hold you don’t get that type of damage on AVERAGE. You get very low damage that is equal to or less than what would happen if you went for a launcher. In DoA 4 even IF you went for the launcher you could still do less damage compared to their hold damage. So because of this the attacker has a good reason to pursue a strike/throw mix up that can net him more damage than the defender. This was a main problem in DoA with the hold because the defender had so much more control in a fight because of that damage. Besides attacks now don’t stun nearly as much. In DoA 4 pretty much EVERY attack stunned in some form or way. Since there was no sidestep you would have to pretty much just “dog fight” in every exchange to try to get damage which consisted of raw guesses for counter damage, throw damage, and punish damage. You could try to go for combo damage with a launcher but in DoA 4 you had to increase the stuns 2-4 times to even equal the damage the defender could potentially get in those 2-4 guesses. So now you don’t have everything stunning so now you aren’t holding as much because you aren’t getting that type of damage (or at least doing them blindly). Finally , the other thing with attacks that do happen to stun, they can all be slow escaped. So now you have a stronger option when you get stunned since all stuns aren't so heavy that you can't slow escape them. You don't need to hold and even though you CAN it is much more risky considering the damage the attacker gets for going for a launcher or throw. There are stuns that you can still hold out of but the attacker has full control of that situation because you can't actually slow escape the stun because you don't recover standing. None of that fits a game that has gone casual and is forsaking its old fans AND the rest of the Fg community .
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