There's so much pre-rendered content in Dead Or Alive X2 that it's filled up an entire DVD, according to Team Ninja's Tomonobu Itagaki.
Speaking in Famitsu Xbox 360, in an article partially translated by IGN, Itagaki also said that the game was now 80 percent complete, with start and end sequences finalised.
The preview also revealed for the first time that the game will feature multiple hotels, with your choice of character sending you to a particular location based on their personality. Elena, for example, prefers the five-star Gemstone Suite, but there's also the Seabreeze Cottage hotel near the beach and Moonlight Reef, which appeared in Kasumi's Dead Or Alive 4 end sequence.
OX writes: " Ideally, the end of a game delivers a satisfying last bout of gameplay and wraps up the narrative. On occasion, though, a finale is so left field that they could be having Coachella in the right field and you wouldn't notice. Take these bizarre endings, for instance. "
It must be hard enough making just a handful of endings for your game, just look at how badly Mass Effect 3 stuffed it up. With fighting games boasting rosters of up to 40 characters, all of whom need their own little arc to string together the beatings, that's a lot of endings to write. Perhaps that's why fighting game ending sequences are so frequently completely, unashamedly mental. Here are the seven weirdest.
IM PLAYIN continues its series of fail related articles by looking at fighting games, and how badly they suck at them.
"There are no games that require nearly as much practice to master than a fighting game. There are always several characters to use that possess countless move combinations, and deep systems that will take countless hours to master. On the one hand, I get endless hours of enjoyment watching people play these games: watching people who have mastered these games throw down is awesome. But on the other hand, I absolutely suck at them. However, at the same time I can’t get enough. Here’s my story of my attempts at mastering fighting games, and also what I’ve learned from each failure."