On first glance, it's
hard to take the Dead or Alive (DOA) franchise seriously. On the surface
it appears to be a regular fighting game, but its otaku-friendly vibe
shows through upon closer inspection. The skimpy
clothes, jiggling breasts and general over sexualisation of female
characters sometimes overshadowed its fighting roots. This is especially
true for the various beach and bikini spinoffs that eschewed the
fighting aspect for an untrammelled appreciation of painstakingly
crafted boob physics.
Underneath all these...erm...distractions, lies a genuinely good
fighting series replete with fast action, excellent animation, and a
brand of gameplay that's easy for n00bs to pick up and deep enough to
keep the veterans engaged. I found DOA4 to be easy to pick up and enjoy
right off the bat, and it kept me interested even after I had mastered
the complex fighting mechanics. It had one or two issues that purists
would scoff at, but other than that it was a very good fighting game.
Dead or Alive 5, however, doesn't aim to be just a good fighting game.
This time Team Ninja pulls all stops to make DOA5 a complete experience.
The best evidence of this pursuit of excellence is apparent in its
comprehensive dojo mode. The training mode makes all sorts of
information on moves, frame data and player stats available to the
player—information that's invaluable to advanced players to monitor,
analyse and improve their skills. The online component of the dojo even
lets gamers watch matches together and have discussions over the same.
It's clear that the developer seeks to give competitive players all that
they need to up their game and look at the series as a viable
alternative to the Tekkens and Street Fighters of the world.
The training mode looks splendid, but in case you wonder if the actual
gameplay can keep up with it, allow me to point to what Team Ninja dubs
as the Triangle System. It's the roshambo equivalent of a fighting
ruleset where strikes beat throws, throws beat holds and holds beat
strikes. This gameplay twist transforms what would otherwise be a button
mashing exercise into a game of rock-paper-scissors, where anticipating
and countering your opponent's moves takes precedence over mere twitch.
It doesn't take long for two beginners to figure out the basics and
then engage each other in a violent mental game of roshambo.
This system has existed in the previous game as well, but the insanely
powerful counters tilted the balance in the favour of defensive players.
This is no longer the case, as both holds and throws have had their
reach, strength and active time toned down. This strikes a good balance
between defensive and offense play styles, thereby letting players
choose their play style of choice without having to worry about
handicaps. DOA5 is also the first game in the series to include a true
side-step system. This has been a long time coming since this has
existed in the competition for a long time now. Side stepping now gives
you another avenue to dodge non-tracking attacks.
The developer goes further to maintain balance with the introduction of
Critical system. Overly defensive players who rely on blocking can be
thwarted with Critical Stun. Launching specific moves puts your foes in a
stun that prevents them from blocking your attacks. Critical Combo
allows you to pummel stunned foes for an extended period, but they can
still perform strike-countering holds on you. This is where Critical
Burst comes in. Using certain attacks lets you initiate Critical Burst,
which leaves an opponent completely defenceless and open to all kinds of
advanced juggling and special attacks.
While the levels in the last games focused on sheer beauty of the
next-gen engine, DOA5 has very busy stages that go beyond eye candy.
While you could break through the arena boundaries in DOA4, the latest
instalment incorporates tonnes of destructible environmental elements
and explosive set pieces that can be triggered with Power Blows.
Initiating a Power Blow on a stunned enemy, for example, allows you to
control the camera and choose which Danger Zone you want to send them crashing into.
These zones involve something as mundane as sending your enemies
crashing through walls and floors, to more insane Michael Bay-esque
sequences involving exploding cars, trains and, well, more elaborate
explosions. It's either that or the pushing your foe off the arena edge
to send them in the Cliffhanger mode, where an ensuing mini-game lets
you deal even more damage at the risk of letting them recover without a
scratch.
The game looks quite gorgeous, which is no mean feat considering how
good DOA4 was visually. The character models are more detailed, and this
time they show realistic beads of sweat rolling down their skins, in
addition to the accumulation of dirt and grime over the course of
combat. Meanwhile, the otaku service continues with the inclusion of
Watch Mode that lets players see AI battles and pause, zoom and snap
photos that can be archived in albums.
The animations are fluid and the moves segue seamlessly from one attack
to another. The move animations for each player are distinctly
different, which makes its relatively smaller 20-player roster
forgivable. The good thing here is that no matter what character you
choose, it's your mastery over roshambo-inspired tactical combat system
that makes a difference over the attributes of any particular fighter.
The usual offline modes such as Versus, Arcade, Time Attack and Survival
have the same stuff that you expect, but the online modes are easier to
get into. Moreover, the revamped and balanced gameplay mechanics makes
competitive online play a compelling experience if you're willing to put
an extra effort to hone your skills to the next level. The Story mode
is not as apeshit crazy as the one in the previous game; it involves a
somewhat confusing plotline that zips through different characters and
timelines to present a spectacle-packed narrative.
Dead or Alive 5 is a vastly improved instalment. It is so complete in
every aspect that it can easily be termed as the best the franchise has
ever seen. It has the technical competence comparable to the games such
as Tekken Tag Tournament 2, which is the current darling of technical
competitive players. The fine balance between defensive and offensive
play, the thoughtful telemetry provided in the training modes, and the
general speed and combination of moves as well as special attacks makes
this a game of choice for technical players.
Having said that, it's still incredibly easy for those who want to pick
up and have a blast without trifling with the deeper gameplay mechanics.
DOA5, then, is an inclusive fighting game that packs in beauty and
brains in one competent package.
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