Hilo Oficial Dead or Alive 5 [YA A LA VENTA]

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Dead or Alive 5 International Release Date Confirmed​

Team NINJA, the development team behind the upcoming Dead or Alive 5, yesterday announced a September 2012 release date for the NTSC version of the videogame. Today, Tecmo Koei Europe has confirmed that Dead or Alive 5 will also launch on both Xbox 360 and PlayStation 3 simultaneously throughout PAL territories this September.


Dead or Alive 5 is the long awaited follow-up to 2006’s Dead or Alive 4, and is set to bring Kasumi, Ayane, Hitomi et al kicking and screaming into the modern beat-‘em-up scene. Featuring stunning interactivity in it’s environments and the same critically acclaimed fighting system, Dead or Alive 5 is set to offer yet another reason as to why Team NINJA’s franchise is considered one of the leading names in the beat-‘em-up genre.

As was revealed yesterday, Dead or Alive 5 will feature Virtua Fighter’s Akira Yuki as a special guest character when it launches in September, courtesy of SEGA. Electronic Theatre will keep you updated with all the latest details on Dead or Alive 5, including a hands-on preview coming very soon.

SEGA to Publish Dead or Alive 5, Virtua Fighter’s Akira to be Playable

SEGA and Tecmo Koei Europe have announced a new partnership for Dead or Alive 5 in which the former will handle the publication and distribution of the videogame on PlayStation 3 and Xbox 360. Dead or Alive 5 is set for release later this year, and as part of the agreement will include Virtua Fighter’s Akira Yuki as an exclusive addition to it’s roster.


The Dead or Alive series is not known for it’s adoption of fighters from other franchises – that’s territory normally reserved for Soul Calibur – it was only with Dead or Alive 4 did a character make the leap: a Spartan from Microsoft Studios’ Halo franchise. In this case the principles of the agreement were very similar, as it was Microsoft who published Dead or Alive 4 back in 2006.











 
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60 frames per second confirmed for Dead or Alive 5
Team Ninja has confirmed the number of frames per second for their upcoming multiplatform title, Dead or Alive 5 (you can check out the latest screens from the game in the slideshow to the left of this article). When asked if the Playstation 3 and Xbox 360 fighter would run at either 30 or 60 frames per second, the developer responded with the following comment: “60FPS!! Of course.”

Dead or Alive 5 is currently being developed by Team Ninja, the same studio that has worked on the previous entries in the series in addition to Metroid: Other M on the Nintendo Wii and the Ninja Gaiden franchise (including the upcoming Ninja Gaiden 3).

Dead or Alive 5 will be released for the Playstation 3 and Xbox 360 in North America in September. A playable demo of the fighting game is available to download as a pre-order bonus for Ninja Gaiden 3.
 

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Si envías a un rival más allá de un precipicio y acaba agarrado al filo ante una muerte segura... ¡es tu oportunidad para ponerle fin a su sufrimiento! ¡Haz un golpe o un derribo y mándalo al infierno! Y si tú eres el que estás aferrándose a la vida... ¡aún hay esperanza! Defiéndete si crees que tu rival usará un golpe o esquiva si crees que hará un derribo. ¡Adivina el movimiento y podrás reincorporarte sin recibir daños!




Puedes hacer un paso lateral hacia un lado u otro más rápido que un movimiento normal. Si tu rival se dirige hacia ti con un ataque directo, ¡haz un paso lateral en el último momento para enlazarlo con un ataque tuyo! También puedes cancelar la carga de un golpe cargado si haces un paso lateral




¡Manda a tu rival hacia una pared para causar grandes daños y enlaza el movimiento con un combo mientras cae tras el impacto!




Intenta hacer una llave maestra contra los golpes de tu rival. Si consigues hacerla en el momento adecuado, harás más daño que con una llave normal. En DOA5, todos los personajes tienen llaves maestras contra golpes medios, aunque algunos también pueden usar llaves maestras contra golpes altos y bajos.




Si configuras el juego para que muestre la lista de movimientos, verás una lista de todos los movimientos posibles durante el combate. Aprender los movimientos de tu personaje es el primer paso hacia la victoria.

Los fans que tengan más experiencia pueden configurar este ajuste para que se muestren los detalles de los movimientos y aparezca información como el daño y número de fotogramas, lo que es perfecto para estudiar al detalle los movimientos del personaje. Puedes cambiar la información que aparece en los menús de opciones o de pausa.





Los combates de Dead or Alive se basan en un sistema triangular: los golpes ganan a los derribos, los derribos ganan a las llaves y las llaves ganan a los golpes. Cuando hagas un ataque de un tipo que gana a otro tipo, como hacer un golpe cuando un rival intenta hacer un derribo, tu ataque se convierte un contragolpe + y causa incluso más daño.




Los combates de Dead or Alive son mucho más que simplemente hacer golpes y derribos: también tienes que saber cómo usar las llaves. Justo cuando un rival ataque con un golpe, haz una llave para desviarlo y contraataca para causar un montón de daño en un solo movimiento.




¡Dos luchadores pugnan mientras las paredes a su alrededor se desmoronan, los generadores explotan y edificios enteros se derrumban a sus pies! En Dead or Alive no solo observas los cambios del escenario, sino que los provocas tú. ¡Usa los nuevos golpes cargados para enviar a tu rival a las clásicas zonas de peligro de la saga para provocar grandes daños y, en definitiva, el caos!





Mantén R1/RB para hacer un golpe cargado. Este potente movimiento te permite elegir la dirección a la que enviar por los aires a tu rival. Cuando hagas el golpe cargado, apunta la cámara hacia la izquierda o la derecha con los botones de dirección o el mando de dirección y... ¡que tu oponente se apriete bien el cinturón! Tienes que mantener el control mientras cargas el movimiento, pero lo puedes hacer las veces que quieras. ¿Prefieres enviar a tus rivales a una zona de peligro para causar cierto daño o te gusta más la idea de lanzarlos hacia un acantilado para hacer más daño todavía pese al riesgo de no conseguir nada?








Possible release date revealed for Dead or Alive 5

An online retailer may have revealed a possible release date for the upcoming multiplatform title, Dead or Alive 5. You can check out the latest screens from the Playstation 3 and Xbox 360 fighting game in the slideshow to the left of this article in addition to the rumored date below.

GameStop recently updated their pre-order page for Dead or Alive 5, providing a September 25th release date in North America, which falls on a Tuesday (the day of the week where almost every game launches).

Team Ninja is the developer behind Dead or Alive 5. They previously worked on the other Dead or Alive games in addition to Metroid: Other M on the Nintendo Wii and the Ninja Gaiden series (including the upcoming Ninja Gaiden 3 for the Playstation 3 and Xbox 360).

Tecmo Koei Games previously stated that Dead or Alive 5 would be released sometime in September of 2012.
 
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Rumor: Entire Dead Or Alive 5 Roster Leaked

It appears that hackers who purchased Ninja Gaiden III to obtain the Dead or Alive 5 demo weren’t going to wait until the final version of the fighter to be released to know who Team Ninja included in the game.
By ripping open the code on the disc it was revealed that DOA5 will have 25 characters, including two new ones and more Virtua Fighter guest stars.


Pai: Virtua Fighter
Sarah:Virtua Fighter
Akira: Virtua Fighter
Mila: New
Rig: New
Bayman: Returning
Hitomi: Returning
Christie: Returning
Brad: Returning
Lisa: Returning
Eliot: Returning
Ayane: Returning
Lei Fang: Returning
Hayate: Returning
Kokoro:Returning
Bass:Returning
Leon:Returning
Helena:Returning
Gen Fu:Returning
Kasumi:Returning
Hayabusa:Returning
Jann Lee:Returning
Tina:Returning
Zack:Returning
Alpha-152:Returning

A total of six alternate costumes for numerous fighters was also uncovered. Costume data for Alpha-152, the final boss from Dead or Alive 4,was found on the disc as well which could mean she’ll be playable in this installment of the fighter.
Dead or Alive 5 is due out for the PS3 and 360 in September.
 

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Y
ohei Shimbori, the game director behind the upcoming multiplatform title, Dead or Alive 5 recently took his time to comment on a few elements in the fighting game. He explained how the move list, move details, A.I. difficulty systems work in addition to listing the many adjustable options available in the menu. You can check out the latest screenshots from the Playstation 3 and Xbox 360 game in the slideshow to the left of this article and his lengthy comments below:

Move List and Move Details:

First off, the Move List and Move Details are back. People really seemed to like them in DOAD. You can turn them on or off through the pause menu or options menu. You can use the right stick to scroll the Move List and push it in to perform the move.

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A.I. Difficulty:

Another feature of the demo is the prototype of a new AI system. The more you win, the stronger it gets. Eventually, it will reach just the right difficulty. We want newcomers to have fun with the action, so it starts out set fairly low. But once it gets strong, it'll show off some of the awesome combos advanced users can do. So keep fighting!

Adjustable Options:

I also want to focus on game options, so everyone can have fun with DOA5 however they want. You can change hit effects and camera types in the Options menu. Definitely try tweaking settings to how you want to play. Oh, and the slowdown that happens while tutorial messages are displayed? You can turn that off in the Options menu too. If you already know how to play, I'd suggest turning that off for the best experience. You can't save in the demo, but the final game will save all your options, opponent AI, fight data, etc.

Team Ninja (who had worked on the previous Dead or Alive games, the Ninja Gaiden series and Metroid: Other M on the Nintendo Wii) is currently developing Dead or Alive 5. Tecmo Koei Games will be publishing the fighting game when it launches for the Playstation 3 and Xbox 360 in North America sometime later this year.​
y lo mismo pero según otra fuente


Dead or Alive 5 director Yohei Shimbori recently explained how the new AI system in the fighter was designed to challenge players. People who have spent time playing the demo -which was bundled with Ninja Gaiden III- may have noticed a change in the AI’s difficulty the more you fought against it.

The more fights you win the stronger the AI becomes until it reaches the “right difficulty.” Eventually the AI will even start showing of advanced combos.

And for those who have played the demo all your options, opponent AI and fight data saved in the demo will carry over to the final game.

Dead or Alive 5 is due out this September for the PS3 and 360.

By the way so he’s not confused with his fellow Team Ninjas who use the same twitter account for their projects Yohei Shimbori tweets start with [D-YS].

 
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Dead or Alive 5 alpha demo selling at high prices on eBay
The recently released Dead or Alive 5 alpha demo is currently selling at very high prices on auction sties like eBay. You can check out the latest screenshots form the Playstation 3 and Xbox 360 fighting game in the slideshow to the left of this article in addition to the details below.

The Dead or Alive 5 alpha demo can only be acquired through Ninja Gaiden 3. In North America, you can get the voucher codes as pre-order bonuses from Amazon (where you get to play as Ayane and Hayate) or GameStop (Hayabusa and Hitomi). Alternatively, you can get the premium edition, which lets you play as all four fighters, of the alpha demo from the Ninja Gaiden 3 Collector’s Edition. It is voucher code of the premium version that have seen high demand on eBay. Multi-bid auctions have reached as high as $41.00 for the Playstation 3 version and $38.00 on the Xbox 360.

Tecmo Koei Games will be releasing the final version Dead or Alive 5 in North America sometime during September.

More details revealed for Dead or Alive 5’s cliffhanger element


Yohei Shimbori, the game director behind Dead or Alive 5, has provided a few more details regarding the cliffhanger system in the upcoming multiplatform fighting title. He offered a quick explanation on how the mechanic works in the Playstation 3 and Xbox 360 game in addition to providing a few tips for achieving success. You can check out the latest screens from Dead or Alive 5 in the slideshow to the left of this article in addition to his comments below:

Cliffhangers involve a changeup in the gameplay. It's a quick, limited-time challenge. It's like jumping over obstacles in DOA4, but you don't choose between a mid P or K. Since your opponent is grabbing the ledge, you choose between a strike or throw. But...! In order to make it a psychological game, we're balancing all the values mathematically based on game theory. There's definitely still room for tweaking things, so please speak up if you have any thoughts! Cliffhangers will only appear in certain stages, so they'll be pretty rare if you choose a stage randomly.


Update: Yohei Shimbori also added a few more details regarding the cliffhanger mechanic:

Using a throw could do a lot of damage, but if your opponent evades, then you wind up taking a little damage. If you're confident in your fighting skills, then it's safer to do a strike. With a strike, you won't take any damage if you fail. You can just beat your opponent to a pulp once you're on the ground. So! If you're the one hanging, you should keep your mind on guarding and watch your opponent for a grab motion. If you see them start to grab for a throw, then do an evade. When in trouble, guard. That's like a basic principle of fighting games.

Don't mash buttons if you're attacking during a Cliffhanger. The longer you wait to push a button, the less time your opponent has to read your move. So practice holding out until the very last moment to have a better chance at a successful Cliffhanger!

Dead or Alive 5 is currently being developed by Yohei Shimbori and the rest of his team at Team Ninja. Tecmo Koei Games will be publishing the fighting game when it launches for the Playstation 3 and Xbox 360 in North America sometime during September of 2012.
 

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Dead or Alive 5 Director Speaks On How He Got Into Making Games

The official Dead or Alive facebook page has posted some information on how Dead or Alive 5 director Yohei Shimbori got into developing video games.

Here's what he said:

"I'm going to change things up and tell you all a little about myself. I'll fill you in on why I make fighting games and how I got here. I love fighting games. I won a tournament of a certain well-known fighting game. I even held tournaments of my own while I was a student. I wanted to make an online fighting game, so I studied IT and some basic programming in college and when I started working. That led to me getting into Tecmo, and I got the chance to work on an online fighter with DOA Ultimate. I was mostly just a tester, and I only got in on the project after it was underway, but I was soooo happy. It was so awesome to finally make a fighting game. Then after DOA Ultimate, development on DOA4 began."

His story will continue in a future post. Hopefully by then, he will tell us more about Dead or Alive 5 and some of the changes he has made after Tomonobu Itagaki's departure of the series.

Dead or Alive 5 is due out on the PS3 and Xbox 360 this September.
 

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Dead or Alive 5 Director Speaks More On Updated Gameplay Features

Dead or Alive 5's director Yohei Shimbori has posted some more information about the game's new gameplay features.

Here's what was posted on the game's official Facebook page:

"I'll explain the parameters on the character select screen. STRIKE, THROW, and HOLD give you an idea of each kind of attack. Characters with a high STRIKE are, well, strikers, and characters with high THROW ratings are grapplers. Then there are the other ratings. POWER rates damage/strength of moves, SPEED rates movement and how fast they strike and MOVES rates the number of special moves and followups. So if you have a high SPEED and low POWER then you'll have an advantage more often, but You could still get things turned around on you because you're more susceptible to holds. MOVES is actually kind of hard to explain, so here's a real example. In DOA5, Ayane can use little moves to confuse her opponent, so her MOVES rating is high. We're putting in those parameters so you can get an idea of what kind of play style each character has. Like I tweeted yesterday, these are tied to character individuality, so they should be pretty close to the actual abilities."

"I want to make a fighting game where character selection part of the fun. We're thinking hard about character abilities and individuality so players can choose the character that suits them best. OK, that's it for now. More tweets when I get some time. Maybe I'll delve into a little more core details..."

It sounds like the character selection screen will show gamers more information on each character and their strengths in combat. A helpful tool for beginners who may be new to the Dead or Alive franchise.

Dead or Alive 5 will be out this September for the Xbox 360 and PS3.
 

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Más imágenes de la demo.

De momento lo unico que están haciendo ahora desde TN es leer los correos y encuestas acerca de la demo para ver que es lo que pide la gente mejorar.








 

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Tecmo anuncia el modo Tag para Dead or Alive 5






You Asked, Team Ninja Answered – Dead or Alive 5 May Have “New Fighting Systems”

Way back in February, I had the opportunity to spend a short amount of time with five different Tecmo Koei games. Among the crowd was Team Ninja’s Dead or Alive 5. While I loved what I played (and communicated that), fans of the genre and the series wanted more from the preview. Thankfully, they were also willing to help fill in the gaps by providing a series of questions for the development team. We’ve just received the response from Team Ninja and are glad to be able to share them with you.

Special thanks to Dead or Alive fans Daniel Chlebowczyk, Rikuto at FreeStepDodge.com and Chris S. for their contributions.

RipTen: One of the things that sticks out to fighting game enthusiasts about the Dead or Alive series is the counter system. Are there any changes planned for how counters work in Dead or Alive 5?

Team Ninja: In the Alpha version demo (we just released with Ninja Gaiden 3) we have added new, very powerful expert holds. By having both the standard low/mid/high holds and expert holds, both pro and casual gamers can get into the action. With standard holds, the recovery period is long and the damage not so great. However, expert holds require players to be able to judge their execution timing much more precisely, but the recovery for those is much shorter. Holds are a crucial part of fights, so we are gathering as much feedback as possible and adjusting this system to make it as fun as possible.

RipTen: Will Dead or Alive 5 use netcode from previous versions, or are there plans to rebuild it from the ground up?

Team Ninja: We are definitely trying some new things, so we’ll let you know more about them in due time.

RipTen: Are power blows going to be mapped to a new button or will they be triggered through a combination (like Free+Punch+Kick)? Are they new moves or just powered up versions of returning moves? Do they take the place of charged moves from previous entries?

Team Ninja: The command for Power Blow is H+P+K. This is mapped to the R1 (PS3) or RB (X360) button as a shortcut. Each Power Blow is a brand new technique. We are taking into account each character’s concept and making the Power Blow unique to them. You should be able to see the character in the move. Power Blows are one of those big, in-your-face techniques that even fighting game beginners, who maybe can’t do juggles yet, would want to try and pull off. We are experimenting with a lot of elements in the demo so we hope that players can feel what we are trying to accomplish with Dead or Alive 5.

RipTen: Are there safeguards in place to prevent abuse of the sidestep-canceling “power blows”? For instance, is there a recovery period?

Team Ninja: Currently, the quickest start-up for a Power Blow is 40 frames. When you are trying to pull this off in a fight it’s a risky maneuver. We are adding in side-step canceling maneuvers in order to prevent the game from being just about reading the attack and executing a hold. Also, when you get hit while you are sidestepping, all the attacks will have same damage as a High Counter. So if you get hit, you are taking 1.5 times the damage of a normal hit. Moreover, the recovery period is long so if you abuse sidestepping too much you will most likely lose the fight. I think you’ll see very different fights from expert players who can read the fight conditions better and time their usage accordingly. We’re really looking forward to see experts get into it.

RipTen: Do power blow moves track the defender or can they be easily sidestepped?

Team Ninja: Power Blow is a straight attack so it can be avoided by sidestepping. However, in the second half of the sidestep, the character’s movement stops, and you can catch them with your attack. If you get this timing right you can strike your opponent while they are sidestepping. We are making each move tactical, so the fights will never fall into a single, repetitive pattern.

RipTen: It’s been stated that after a power blow hit, the aggressor can direct where the opponent will fly. How does this work?

Team Ninja: After you execute the Power Blow, for a certain amount of time the camera will change to kind of a third-person shooter angle. You will then be able to choose the direction (left or right) in which you want to blast your opponent. For the demo, we have purposely made the window for changing direction last a bit longer because there might be players who only play the demo once. For the final game, we want to accentuate the action part of this maneuver.

RipTen: Are there plans to get fan feedback during the development process (like taking current builds to competitions)? Do you have any interest in seeing Dead or Alive 5 on the competition circuit?

Team Ninja: We are looking at the feedback from the demo on a daily basis and seeing if players out there are feeling the things we are trying to do. Tournaments are places where fighting games lovers, such as all of us, gather so we would definitely want to have them get their hands on Dead or Alive.

RipTen: Will you be including a Tag mode in Dead or Alive 5?

Team Ninja: Yes we will. Tag has always been a part of DOA, and we’re not going to start selling it separately now. We are also considering new fighting systems in addition to Tag mode as well.

RipTen: Will players be able to share replays either through an in-game system or via YouTube upload?

Team Ninja: I think that different people want different things from replays in Dead or Alive. We are still thinking about what would make the best approach. We’ll let you know when we have something more concrete.

RipTen: What elements in the game are designed to introduce new players to the series?

Team Ninja: We are thinking and experimenting with different tutorial and training features that can help beginners get used to and memorize the moves in the game.



Dead or Alive 5 is slated for a September 2012 release on PlayStation 3 and Xbox 360.
 
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