Sure, the graphics have had a revamp, but otherwise it’s the same bland, cheese-metal soundtrack, the same roster – with barely-changed movesets and costumes – the same mechanics, stages, even unlockables. This leads to Dead or Alive 6‘s biggest and most notable problem, one that permeates the entire experience: There’s no convincing evidence that any real progression has been made from Dead or Alive 5: Last Round, a now four-year-old expansion of a game that originally launched in 2012. As the ultimate punch-line, there’s even a museum arena specifically designed to be a compendium of previous stages. These have all been designed from scratch, but are essentially remakes from DoA 5. There’s a downtown gym, a stream in a forest, a cobble-stoned temple, a “cyber” room with an electric floor, a wrestling arena with an electrified ring. When it comes to stages, it doesn’t take too long for brows to furrow in familiarity. A bunch of the unlockable costumes available here also featured in DoA 5. Our heroes are all rocking mostly unchanged outfits, movesets, and taunts. Save for two new stars – nerd-girl NiCO and hot-head Diego – the roster is the same (now missing Rachel and the Virtua Fighter stars). In terms of content, DoA 6 is overwhelmingly by-the-numbers. It goes without saying that framerate drops in a fighting game are at the top of the no-no list. It’s very noticeable on certain stages, and particularly during Survival mode. While it’s fair to say that DoA has improved its visual appearance, this also comes at the behest of performance, with the PS4 edition featuring occasional slowdown whenever the camera swings around to showcase throws or supers. The new graphics engine steps up the flesh tones, hair, and facial details, as well as the sweat, dust, and dirt effects, of which Team Ninja are rightfully proud. These new mechanics will be useful for newer players but, like Tekken 7 and Soulcalibur VI‘s similar “simplified” specials, can lead to a paranoid online playstyle, occasionally breaking fight flow. Accompanying this is also a “catch-all” version of Holds, where players can spend meter to perform a counter that will reverse all forms of incoming strike. As is the case for many modern fighters, DoA 6 introduces a new One-Button-Super mechanic where, once the Break meter is filled, mashing a designated button performs an auto-combo, leading to a pretty underwhelming final blow. Brawls are quick, exciting affairs, rewarding players for their character knowledge and smart adaptation. It’s a great system, making for satisfying psychological combat.ĭoA 6‘s “Fierce Fighting Entertainment” remains solid. This forces good players to constantly switch up their combos, mixing high, low, and mid-attacks – along with throws – to prevent being read. The latter comes in the form of DoA‘s “Triangle System” which uses “Holds” (essentially counters) to reverse enemy attacks, turning the fight in your favour. Still one of the fastest punch-ups on the market, DoA rewards split-second timing and the ability to capitalise on reading your opponent. As Yogi Berra once said: “It’s deja vu all over again.”ĭead or Alive 6 (PC, PS4, Xbox One)įor those not-versed in Dead or Alive, it’s a 3D fighting game which places emphasis on speed and prediction. This would be a new Dead or Alive – for a new world of core values – marketed proudly with the slogan “Fierce Fighting Entertainment.” Enough of the cheesecake bouncing boobs, panty shots, and doe-eyed lolis. It’s time for Dead or Alive to be taken seriously as a fighter, they said. Perhaps realising the need for change, Team Ninja announced last year they’d be taking a new tack with their own franchise. Whether it’s Mortal Kombat‘s cinematic storytelling, Street Fighter‘s obsession with the eSports scene, King of Fighters‘ venture into 2.5D, Arc System Works’ anime crossover chaos or, bafflingly, Tekken bringing in guest stars from The Walking Dead. We’re currently in an experimental era for fighting games, with everyone trying new ideas and concepts. I first became aware of Dead or Alive thanks to the ill-fated Sega Saturn Magazine, which once sported a cover image of pro-wrestler Tina, while huge text declared “FOXY BATTLING BABEFEST!” From day one, DoA had found its hook, something to set it apart from competition like Sega’s Virtua Fighter and Namco’s Tekken, the latter of which still rules the 3D fighting genre today.ĭecades have passed since then.
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