Dead or alive 6 ultimate5/20/2023 One decent addition to the series is the DOA Quest. The story mode is a great example of how DOA6 wasn't given the care it deserved compared to the previous title. If quotes are to be believed, the development team cut dozens of story scenes from the game due to time constraints - and it shows. Things jump from one thing to the next, and you don't really get to have a proper feel for the fighting tournament that is taking place, as certain rounds are skipped over at pace. Yet another DOA tournament is randomly announced, probably taking place a few weeks after the previous one for whatever bizarre reason (no doubt because the developers are reluctant to age the characters), whilst the serious side of the arc sees the ninjas trying to bring down more Kasumi clones and a robotic revival of DOA1 boss Raidou (an unoriginal and boring personality in itself). Massively disappointing the story mode is, too, with what seems an incredibly rushed and slapped together set of cutscenes that do very little to elaborate on so many characters and events from the overall plot. Even if it just went minimal as in Street Fighter V, with still images and text to detail short scenes before each fight, it would have sufficed, especially for less popular characters or DLC fighters that don't get much time, if at all, in the main story mode. Arcade, Versus, Time Attack and Score Attack return, although it is disappointing that Arcade is simply the same bog standard fight through opponents, with no special cutscenes, unique character stories or endings to entice going through with each fighter on the roster. It sounds crazy to compare to the likes of Street Fighter V, which released as bare bones as a fighting game could have a few years back, but the traditional modes are all here in Team Ninja's latest. It means more people have to get used to a forced setup that doesn't benefit from the new function.Īs far as the gameplay modes available in a fighting game launched in this era, what's on offer in Dead or Alive 6 is more than acceptable. Some fiddling in training is necessary to get used to this change in sidestep attacks that just doesn't feel quite right now, and it doesn't seem like removing the double-tap direction option was needed at all. The extra attack button in the form of the S move being macro'd by default to one of the shoulder buttons makes sidestep attacks tricky to adjust to, and moving S elsewhere would make it harder still. Instead of having the option from DOA5 to double tap up or down to sidestep, the direction must be pressed in tandem with the S button, and the S button tapped once again to perform a unique sidestep attack. Sidestepping is a key move that strangely has been tied down to the S button. Such small additions to gameplay do actually mix things up a lot more in terms of trying to outwit your opponent. The mind games commence in these situations, as the attacker may be expecting the defender to use this if in the final moments of a match as a last resort, and if assumed correctly, can punish with a throw instead. Holding back and S, provided there is some meter in the new special bar, allows for a guaranteed hold on an opponent's attack, as well, which is again a casual-friendly feature that grants one more chance to the person on the back foot. ![]() ![]() ![]() The S button move is designed to cater to the more casual fighting fan, much like the mashing Square button attacks found in many 2D anime fighters lately, but given its generally easy readability and slow start-up, it's not so abusable that it becomes too cheap of a move experienced players should be able to punish S attacks easy enough. That said, the addition of the Special attack at the press of a button changes the dynamics just enough that some terrific new combos can be achieved, to the point that it's not unusual to hit 15+ combos with only a little practice and good positioning, whilst using the environment accordingly. It's just that for those that have been playing the likes of DOA5 for years not just on PS3, but PS4, too, jumping into DOA6 has a tendency to become a bit stale quicker than hoped. It's not necessarily a huge negative, since the accessible fighting gameplay is still as appealing and fun as ever. The problem is that the sixth tournament just feels like so much more of the same, with little innovation in almost every regard. The previous title was milked until the cows came home and spanned two console generations with multiple editions before DOA6 eventually came along. It wouldn't be unfair to say Dead or Alive 6 isn't the long-awaited successor to DOA5 that fans were waiting so long for.
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