Team Ninja has confirmed that Dead or Alive 5 Ultimate is coming this Fall (both retail and digital) on Xbox 360 and PS3. The new edition contains Vita's game new modes, new stages and new fighters such as Momiji.
New Modes, Dynamic New Stages and Deadly New Fighters Highlight
Definitive DEAD OR ALIVE 5 Title
BURLINGAME, Calif. – MAY 9, 2013 – Team NINJA, today confirmed that DEAD OR ALIVE 5 ULTIMATE is being developed for the PlayStation®3 computer entertainment system and Xbox 360® video game and entertainment system from Microsoft. The game will be published by Tecmo Koei America this fall as both retail packaged goods and digital download. DEAD OR ALIVE 5 ULTIMATE heightens the signature DOA fighting style with the inclusion of all of the new modes from DEAD OR ALIVE 5 PLUS, new stages and new fighters, including the first ever DOA appearance of Momiji and levels from the NINJA GAIDEN's series to deliver the best in fighting entertainment.
"DEAD OR ALIVE 5 ULTIMATE is a great addition to our franchise," said Yosuke Hayashi, Team NINJA leader. "The game has a lot to offer and we're excited that our fans will have the opportunity to enjoy an experience that delivers on our signature high energy fighting entertainment."
DEAD OR ALIVE 5 ULTIMATE is the definitive DEAD OR ALIVE 5 package, with new content aimed to bring players the best 3D fighting experience to date. The addition of modes from DEAD OR ALIVE 5 PLUS, including "Move Details Plus" and a tutorial mode, will allow novice and expert fighters to refine their fighting style with razor-fine precision.
Players will take on the roles of their favorite DEAD OR ALIVE fighters-as well as combatants new to the franchise-in an intense, action-packed brawler set in visually striking locations from around the world. The game's dynamic interactive stages include the return of classic fan favorites as well as new locations from the NINJA GAIDEN series, such as Sky City Tokyo, and features deadly new danger zones including the Great Buddha Statue that change with the flow of the fight.
Characters in DEAD OR ALIVE 5 ULTIMATE continue to push a sensual yet realistic style, rendered in incredibly lifelike detail bringing every fighter to life in the heat of combat. The largest lineup in DOA history includes the first ever appearance of NINJA GAIDEN's Momiji who utilizes the Hayabusa-style Aikijutsu taught to her by the master himself, Ryu Hayabusa. Soon to be announced additional characters will also add to the massive cast of fighters from DEAD OR ALIVE 5 which includes Ryu Hayabusa, Hayate, Ayane, Kasumi, Hitomi, Bayman, Christie, Lei Fang, Zack, Kokoro, Bass, Rig, Jann Lee, Helena, Lisa, Brad Wong, Eliot, Tina, along with Akira, Pai and Sarah Bryant from the Virtua Fighter series.
Along with a plethora of single-player modes including story mode, DEAD OR ALIVE 5 ULTIMATE will retain Online battles allowing players to compete head-to-head in a variety of playing fields and battle modes with another opportunity for fighters to improve their skills as they watch competitive matches.
Currently in development by Team NINJA, more details about DEAD OR ALIVE 5 ULTIMATE will be revealed in the coming months.
All comments (55)
Awesome in-yo-face-Buddha dangerzone. Nice japanese styled environment (NGS2 stage). Leon is back. Ein and Tengu maybe too. If it is not too expensive and all the DLC outfits are included, I think I will get DOA5U.
http://oi47.tinypic.com/e6a7h0.jpg
And that Razor's edge Ayane is 106,763 polygons.
http://oi47.tinypic.com/3599ybk.jpg
that is just crazy.
http://oi47.tinypic.com/e6a7h0.jpg
And that Razor's edge Ayane is 106,763 polygons.
http://oi47.tinypic.com/3599ybk.jpg
that is just crazy.
you're also forgetting the point that Tecmo's games run at 60 fps.
you're also forgetting the point that Tecmo's games run at 60 fps.
Also I see nothing really wrong with their models. They're not as efficient as they could be, but the games DO run at 60fps so clearly they don't need to worry about poly counts. 60-100K is a lot, but it's also about the same as the car models in any racing game in the past 5 years.
Looks pretty lame.
http://oi47.tinypic.com/e6a7h0.jpg
And that Razor's edge Ayane is 106,763 polygons.
http://oi47.tinypic.com/3599ybk.jpg
that is just crazy.
Looks pretty lame.
Edit- to the rest of your comment about polygons, if you find the original source of where the pictures came from there's an explanation behind it. texturing cuts down on the performance more than polygons. because these consoles have more computational power over system memory, it's faster to just model it anyways than to make highres maping in exchange.
Edit; actually i was wrong, turns out that type of roofing is correct in some instances. Would still be by far better looking with the tiled type roofing, that is not entirely uncommon on buildings of this fashion.
Edit- to the rest of your comment about polygons, if you find the original source of where the pictures came from there's an explanation behind it. texturing cuts down on the performance more than polygons. because these consoles have more computational power over system memory, it's faster to just model it anyways than to make highres maping in exchange.
Anyway, i think they could certainly have pulled back on the character geometry and put more of those polygons in to the levels for a much greater effect. Just seems like very poor prioritizing of resources to me.
And the models are indeed pretty impressive, but that's normal for japanese developers. Even Momijis Weapon uses a lot of polys, with all its details. And IMO I think it looks much better if you actually can see a detail, made completely out of polys and not some weird cube thing, with crazy blurry bump maps, which shall resemble a bag or so and look ugly in close up scenes. Becasue that is unfortunately a common thing in many western games when it comes to models and their details.
And the models are indeed pretty impressive, but that's normal for japanese developers. Even Momijis Weapon uses a lot of polys, with all its details. And IMO I think it looks much better if you actually can see a detail, made completely out of polys and not some weird cube thing, with crazy blurry bump maps, which shall resemble a bag or so and look ugly in close up scenes. Becasue that is unfortunately a common thing in many western games when it comes to models and their details.
I mean, honestly. Even if some of the details were made using normal maps, you wouldn't even notice the difference. Is it really necessary to model the seams on the clothes for example? It's just a tremendous waste on something that would have looked just as good if it was just drawn in to the diff map. I mean i love the technical side of graphics, how it's made and the thinking around the production of assets, so i personally find smart solutions and good use of resources by far more impressive and cool than just shoveling on tris. But that's just me.
Still, DOA5 looks good compared to other fighters. I hope the best with the new console generation.
@Korndog
Well, SCs animations are a lot like Tekkens or SF. Stiff. Maybe for the faster gameplay. But DOA is actually known for having the best animations in the fighting genre (started with DOA2). Not saying it means better gameplay, but DOAs animations/mo-cap at some parts still look very impressive.
I agree with the models. Before DOA5 came out, DOAs models weren't that awesome, mostly because of the anime style and the huge detailed multi-leveled environments. With DOA5 it's less bigger environments but better characters.
As for the animations, i think DoA is kinda weak on that front. Certainly not on par with games like Soul Calibur or Tekken. Then again, i can live with mediocre animations if the game is good. Like with VF.
http://oi47.tinypic.com/e6a7h0.jpg
And that Razor's edge Ayane is 106,763 polygons.
http://oi47.tinypic.com/3599ybk.jpg
that is just crazy.
And the models are indeed pretty impressive, but that's normal for japanese developers. Even Momijis Weapon uses a lot of polys, with all its details. And IMO I think it looks much better if you actually can see a detail, made completely out of polys and not some weird cube thing, with crazy blurry bump maps, which shall resemble a bag or so and look ugly in close up scenes. Becasue that is unfortunately a common thing in many western games when it comes to models and their details.
Still looks better than other fighting games. But I got tired of all these fighting games at least 4 years ago. They never really change, they just look slightly different. They never evolve at their core. It's the same feel, same gameplay, same animation, etc. Animation tech is way behind geometry and lighting. There are some games out there that would look almost photo real, but then you see it move. Fighting games should be at the top but they all move like crap in my opinion.