i think virtuapai said that was bs
If you actually believe him, I suggest you click the link…
-Syn
(that is, if you haven’t already)
i was talking about confirming that doa4 wasnt done on xbox hardware and then transfered over.
DOA4 was originally announced back in 2002. Waay before Team Ninja even had access to Xbox360 hardware & before the system was even announced. The game was done on xbox1 hardware & was later converted over to the xbox360. Do you honestly believe that Team Ninja could develope original sprites out of the blue to Microsoft’s request just in time for E3? Obviously not.
To all of those arguing back & forth on DOA being competitive or not, did some of you even read Itagaki’s interview with XBN?
http://www.gradewinner.com/p/articles/mi_zdxbn/is_200402/ai_ziff119062
i kno i kno, thats not the point i was tryin to make, i kno the art direction is better, but the topic is- r they putting xbox 360 hardware fully to use? thats atleast what i was tryin to say, cuz u can have nice art on dreamcast… and the whole ninja gaiden thing, i think the ghraphics in that r better than doa, only cuz they have so much going on, and such big envirements … just wanted to clear that up
-Sprites? Doa uses 3d models. There is no way that Doa4 could have been completed on Xbox1. Work on Doa4 was announced in 2002, but the completion of the game in 2003 or 2004 is a huge stretch. In 2003 Doa beach Volly ball was completed, in 2004 Ninja Gaiden was completed, and later in that year DoaU was completed. Team Ninja is a small team, all of their man power went to those games and way less time was spent on Doa4.
http://games.kikizo.com/features/itagaki_interview_feb05_p1.asp
-In that Interview, he states that it takes approximately a year to create a fighting game(not talking about all the concepts and stuff). DoaU was completed in october…so It will take his team up to October 2005 to fully complete Doa4(less if they were working on the game simultaneously with DoaU(which they did, and Doa4 concepts of slopes, ceiliengs and their moves were intoduced to DoaU). also, These developers are getting a nearly finalized hardware way b4 5months b4 release of console. So technically, Team Ninja was Using unfinalized xbox360 hardware to create doa4.
-In this interview, The game is still being worked on, and the Photo shoot for the Cg rendered endings are taking place… January 2005. I personally dont see how Doa4 was completed in either 2002(right after the release of Doa3), 2003(right after the release of Doaxbv), 2004(right after the release of Ninja Gaiden and DoaU).
-Yes, Did you guys. Out of the horses mouth:
Itagaki: *Yes. I have no problems with Soul Calibur satisfying the existing hardcore fighting crowd, but *I want DOA to appeal to more than just hardcore ** fighting fans.
Itagaki: Well, actually, DOA Ultimate is a game for the hardcore crowd. We’ve done a lot of subtle tweaks and balances to the game system that fans of the series will instantly recognize.
that was pretty fun
It’s common for games to reuse old sprites onto updated systems. If DOA4 were to have been released on Xbox1 (as originally planned) then chances are, it would have graphically been or par with DOA3 1/2 (Special Edition Version of DOA3).
It’s typical for games to reuse the same sprites & models when having leaped to a larger platform. TTT used the exact same character sprites from T3, Project Justice used the exact same sprites from both Rival Schools 1&2, & these are 32bit sprites which made their way onto 128bit systems (Heck, even MK4 made the transition in MKGold eventhough it was practically just an MK4 remake). The sprites & graphics are just updated/revamped drastically in order to meet the current system’s standards (DOA4’s case) which is less time-consuming to do, as opposed to completely reworking the sprites from scratch. DOA2 was released in 2000 (first announced in 99) & DOA3 followed the next year, on an entirely different (& more powerful) console.
This is not to say that DOA4 won’t be any good. Regardless, DOA4 should turn up impressive (for Itagaki has presented some unique new ideas for the title), but still doesn’t change the fact the game’s a build off the original xbox’s hardware. That shouldn’t be too big of a problem though.
yup, i agree. just replace some of your ‘sprites’ with ‘models’ :karate:
stop saying sprite when you’re talking about 3D games. that’s just terrible.
i don’t think they’d reuse the character models. even if they did, they’d probably spend a lot more time redesigning costumes to utilize the xbox’s graphics.
i thought doa was deep but the more tekken i play, the less deep doa seems. i have been unable to beat players in one match that are clearly better than me in tekken, even after months of playing. in doa i could at least win a couple matches against high rated players, not just point-wise but also through reputation, after just a week. perhaps doa4 willbe deeper but as of right now, i don’t think team ninja understands fighting games enough to determine what makes it deep and for hardcore players.