19-08-2012 10:05 PM - τροποποιήθηκε 28-08-2012 07:39 PM
Το Dead Or Alive 5 είναι και αυτό πρό των πυλών (όλα μέσα στον Σεπτέμβριο βγαίνουν!)
Στην φετινή Gamescom κανόνισα να κάνω ένα μικρό interview με τον Yosuke Hayashi (επικεφαλής της Team Ninja) μιας και ο Community Manager της Tecmo/KOEI ονόματι Chin Soon Sun είναι καλός συνεργάτης και φίλος ![]()
Στην φωτό που ακολουθεί, η αφεντιά μου με τον Yosuke Hayashi και τον Chin Soon Sun (Community Manager της Tecmo/KOEI)
Αφού όλα είχαν κανονιστεί, σε ένα όχι και τόσο ήρεμο δωμάτιο λόγω του χαμού που γινόταν στην Gamescom, ήρθε επιτέλους η ώρα να πυροβολήσω τον Hayashi-san με ένα σωρό ερωτήσεις
Βάζω τις ερωτήσεις όπως ακριβώς τις έκανα στα Αγγλικά. Θα υπάρξει και Ελληνική version σύντομα
PadPoet: How does DOA5 differentiate from other major fighting games? For example Tekken and why should gamers choose DOA5 over the Tekken series? What are the unique characteristics that make DOA5 stand out?
Yosuke Hayashi: We wanted to make DOA5 game applicable to this generation. The Tekken series has been around for a while. They have been going and going. We on the other hand, have stopped and we had a lot more presssure in trying to out-do our competitors. We tried to focus a lot on the fighting system and we have implemented a lot of changes not found in previous DOA games. We hope that people will try the new fighting system and like it from the very start. The funny thing is that when we relased DOA2, Tekken Tag Tournament 1 came out. Now we are back with DOA5 and Tekken Tag Tournament 2 is coming out. Its our fate coming head to head with the Tekken series!
PadPoet: DOA5 is now more combo based and has implemented features found in other top fighting games.Were these gameplay features a direct copy from other fighting games or did Team Ninja try to add its own unique twist to them?
Yosuke Hayashi: In any fighting game combos allow players to perfect their skills. Combos are now a part of DOA5 more than what they were in the past, but the game is not combo based like Tekken for example. In Tekken you can do large combos and completely destroy someone. We tried not to do that in DOA5 and did not give so much emphasis on combos. A player can win in DOA5 without doing juggle combos or by not doing any combo at all!
PadPoet: If someone plays like Akira from Virtua Fighter in DOA5, what feeling does he get? A DOA or a Virtua Fighter type of gameplay?
Yosuke Hayashi: We tried to keep the gameplay originality and moveset of Virtua Fighter (maybe add a few moves here and there) If you play with the VF characters you will feel the hardcore element and the Virtua Fighter feel! But Virtua Fighter was the inspiration for the very first DOA game from the very beggining, so they share a lot of gameplay attributes and are common in many ways
PadPoet: How many moves (on average ) does a character have in DOA5?
Yosuke Hayashi: Over one hundred (100)
(Here is Marko Bursac (Product Manager for Team Ninja) doing the interpretation for Hayashi-san)
PadPoet: Do different stages require a different strategy in DOA5?
Yosuke Hayashi: There are two types of stages in DOA5. You have some stages that are pretty linear and straightforward and you dont have to think a lot regarding strategies and how to corner an opponent, and some others that allow for big strategy setups, big damage setups and those stages have more interaction going on and they do play an important role when it comes down to the match result.
PadPoet: What's a Powerblow and how can a player use it during battle?
Yosuke Hayashi: A Powerblow is a new feature to the DOA series.We wanted to give DOA a special kind of attack we didnt have up until. This was the first reason. Its something like a special move that allows for big damage setups and the ability to corner your opponent and make him "play your game" It can be part of a combo, a combo starter or it can be used on its own. We thought it was a good idead to add this special kind of attack cause the stages are now more dynamic and interact a lot more with the players during battle.
PadPoet: Whats the purpose of the story mode in DOA5? Is there a unique story mode which interconnects with all the characters? If DOA6 comes out will it continue from were the story of DOA5 left of?
Yosuke Hayashi: The story mode is also something we have not tried before. Consider it like different scenes, scatered all around that inteconnect with each other. Its like the movie Babel! One person looses and you can see where they go from there , plus you get to see where the winner goes after the match and so on. we are using the story mode like a massive tutorial. as a result you play, you practise and it branches out. It doesnt necessarily mean it will be linked to DOA6. If we make DOA6 we shall see if we shall continue on from the where story of DOA5 left of.
PadPoet: Does DOA5 call out for the casual gamer or for the more hardcore audience?
Yosuke Hayashi: Accessibility and getting quickly into the game philosophy and mechanics was always something DOA had for new gamers. This time around we wanted to balance the DOA formula and target the more hardcore players. We talked with the fighting game community and many hardcore players and we tried to make it hardcore-friendly. You can still get into it very easily though but this time the game is more deep than previous DOA instalments
PadPoet: Some people say that bikini girls are sexist. How do you respond to that?
Yosuke Hayashi: Even though this is a very small group we dont think its sexist. We dont treat female characters lightly. We tried to make the male looking characters sexy as well. People which have opinions like that should play the game. Their opinions will most propably change!
PadPoet: Have you tuned down the breast physics? Bouncing, etc
Yosuke Hayashi: The breast physics are now dependant on what the female character is wearing. So, if the outfit is a tight dress, the breasts will not bounce a lot, whereas if the outfit is a loose t-shirt they will bounce more.
PadPoet: Why all the girls in DOA are so sexy?! ![]()
Yosuke Hayashi: Japanese developers try to make the cutest chicks in video games. Its in our culture. Thats what we are trying to do with DOA5. We hope that more and more people can feel and understand this just like we do.
PadPoet: Do you think you have achieved this? Are they the cutest chicks in video games?!
Yosuke Hayashi: I think we have. A lot of our development team would fall for them!!
PadPoet: Have you considered making DOA5 for the PS Vita?
Yosuke Hayashi: The PlayStation 3 is gaming at home while the PS Vita is gaming on the move. The play style between them is completely different. We dont want to release DOA5 on the PS Vita and just say "touch functions, here you go!" We want to be completely sure before doing anything on every platform we work on. If we do it, we will think very carefully regarding on how we will approach it
PadPoet: Which are the 3 favorite characters of Team Ninja when it comes to DOA?
Yosuke Hayashi: As team ninja our favorite characters are
PadPoet: Have we seen the entire roaster of characters or are there some surprises left?
Yosuke Hayashi: We have some surprises left! ![]()
PadPoet: Final Question cause I am a big fan: Are you going to make a new Ninja Gaiden game in the future?
Yosuke Hayashi: We had a mix of positive and negative feedback regarding Ninja Gaiden 3. Hardcore players were turned down of how it turned out to be. We made Ninja Gaiden 3 for the Wii-U which is targeted towards hardcore gamers. We made the game on that platform to show we love the game and we care for our hardcore gaming fans.
And to properly close this interview, here is Yosuke Hayashi having a battle with the Dutch Community Manager, PandaPandora!
We are all fighters! Hope you've enjoyed this!
στις 20-08-2012 12:27 PM
Ωραία συνέντευξη...Περιμένουμε να δούμε και στην πράξη πόσο καλό είναι το παιχνίδι!!
Όλα ξεκινάνε όταν ανοίγεις το Ps3 και βάζεις το δισκάκι....![]()
στις 20-08-2012 12:31 PM
Λίγο έμεινε ... υπομονή! ![]()
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