Screens are from console version, even the ones on the Vita screen.
-I am not worried at all about the screen shots. I am concerned about the gameplay updates that have the potential to drastically effect gameplay!!!! It is currently extremely imperitive for Shimbori-San and the Team Ninja staff to take the concerns of the Western player base at a higher priority. I know they want to be fair and be inclusive of every one. However, with that line of thinking, they will never reach the full potential of Doa5. Virtua Fighter, a great series that I personally adore, never reached mass success in the west, while both Tekken and Soul Calibur achieved impressive accolades. Doa3 out of all the series sold the most without having mulitiple revisions( a la Doa2), and was praised by the West(Americas) for its deep and sophisticated vs. 1 on 1 play, and (Europe...most notably France) for its deep and intricate tag play system.
-I can not lie, the reason I have not been playing the game, and been some what vacant for the past couple of months is due to how the game plays overall. I am not satisfied with it at all, and in my opinion it plays like a glorified Doa4. We players stressed Doa3(3.1), so much due to you having the option to not play the stun game at all. Even with there being a visable improvement, the stun game is still far too prevelant. In all seriousness, the fundamentals of the series need to go back to Doa3.1(or even Doa2). 5-10% of the strikes on normal hit(heavy hitting strikes)should allow critical stun(light stuns), and every other hit should result in the standard hit stun that range in +3 to +/-0. This allow players to feel rewarded for suscessfully landing a strike, and being able to apply pressure that forces their opponent to think about what defensive technique to apply instead of automatically going to a defensive(critical) hold. On Counter Strike, the same should apply with the frame advantage range increasing to +4 to +8, and with a 11-20% critical stun(medium stuns) increase on strikes. With High counter strikes having a 21-30% critical stun(heavy stuns). With the majority of strikes doing +9 to +13(with the advantage increasing depending on the chracter). With this in place, players will get far more out of the system as they can now.
- With strikes having individualized purpose depending on hit status, competitive players can apply a myraid of offesnsive pressure and set-ups.
- With holding not being a primary defense, competitive player can opt for more advance defensive techniques.
- The game no longer is one dimentional and can provide competitve players with a robust of options. Which will lead to a significant amount of play styles and overall depth of the game.
-With Doa4 it seems like the team abandoned the above rules of play(which made absolute sense!)
-To be quite blunt, at the end of the day, it is the western players that have put the most interest in competitive Doa play, the most money and drive that kept many of the games in the series afloat. Dead or Alive did not get a serious competitive look over till the western players decided to take it serious. This is far more than enough to take what we have to say more serious than anyother region. Truth be told, there would be no care(recognition) for competitve Doa if I personally did not see the potential in the series. No one gave a damn. I a westerner started the doa revolution. I worked my ass off(more than anyone else to establish this community) and never recieved the recognition of the masters, the perfect legends or the black mambas. With out me, many of these well known players will not be here. I am not saying this because I want to be recognised, but because I want the game to reach the potential it was destined to be. It is only fair that Shimbori-San and his Team Ninja staff take what we say at far greater value than anyone else. Otherwise I did all all of this for nothing.