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@oirandrive • 13,139 subscribers
digital venus
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Team Ninja originally asked Bungie for permission to use Master Chief, which proved impossible due to story restrictions. As a result, Bungie developed the concept of a Spartan not connected to the Halo storyline who could fit into DOA4. This concept evolved into Nicole.
⧉803,731 views • 5 months ago

can we talk about how graphically impressive doax2 still is today. THIS CAME OUT IN 2006.
⧉818,070 views • 6 months ago

seems like we‘re getting new costumes for august as well starting with honoka….
⧉29,160 views • 28 days ago

「Shimbori on adding tag mode to DOA6」 Sadly, this can't be brought back due to system limitations. We’re running on a PS4 Pro and it‘s using so much memory on the system that it just wouldn't be feasible to add it. I actually love tag mode myself, and really wanted to add it in, but couldn't make it work. Would you like to know something though? There wasn't supposed to be tag modes of any kind in Dimensions or 5: Last Round, but I found a way to work them in as I wanted the mechanic to be there.
⧉42,080 views • 1 month ago

「Itagaki on DOA‘s stage transitions」 “We wanted to create dramatic gameplay moments, which made things really hard for the stage designers (laughs). They kept asking, “How many are we supposed to make?” and I’d push them by saying, “Don’t be so stingy!” That’s how we got the stages done back then. But dropping a character from a height like that is not, in itself, a particularly new idea. Games like Mortal Kombat did it a long time ago, didn’t they? You fall out of the stage, get impaled and die instantly. So it remained a visual effect. Our approach was different. Players had complained that ring outs were boring, and the simple solution would have been to surround everything with walls but that would make the visuals feel way too cramped. So we went all the way with the walls. We made them as detailed as possible, but we didn’t want it to be only walls either. So we made it so that you fall….but the game continues. It takes a lot of damage though. What we liked the most was the surprise of the scene transitions. You fall, and then a whole new world opens up below you.”
⧉107,767 views • 8 months ago

i‘m not crazy for thinking this right? it‘s not like tecmo has never collaborated with shift up.
⧉14,506 views • 24 days ago
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dead or alive on the main stage at evo….years ago i‘d have laughed in ur face after this ordeal 😭
⧉34,795 views • 4 months ago

「Kasumi's ending explained」 Itagaki: DOA4 was my last installment. Kasumi is my beloved daughter, so I didn‘t want a miserable ending for her. Her situation was worse than in DOA3. If I had directly shown her epilogue, I would have eternally lost the chance to save Kasumi from her fate. In addition, please don’t forget who put her in such a severe situation. It was me. It was none other than me. I gave Kasumi that role in the very first DOA. So, I chose abstract expression for the DOA4 ending movie. I knew there was a possibility it might mislead fans. Yes, misunderstandings did arise, but I believe that at least no one felt unhappy. That was my thinking at the time. My love for Kasumi has not changed at all. She did everything for our DOA universe. That’s why, no matter what anyone says, Kasumi is the eternal heroine of the DOA universe.
⧉55,652 views • 9 months ago

some comments from itagaki abt chronos 🥲 “Wouldn’t you like to know more about Kasumi and Ayane’s childhood?” (Famitsu, Mar. 2003) “it’s an endlessly expanding universe. I came up with something no one has ever done before and I’m turning it into reality.” (Famitsu, Nov. 2002)
⧉19,782 views • 5 months ago
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