XBOX 360 REVIEW: DEAD OR ALIVE 4

Team Ninja takes it up a notch in both visuals and gameplay and the series is far better for it. by StewXX

December 31, 2005 - The highly anticipated Dead or Alive 4 is finally here. After various incarnations such as Dead or Alive Xtreme Beach Volleyball, Dead or Alive Ultimate and DOA2: Hardcore, we have all been anxious to see what surprises are in store for the official fourth installment. Since its debut as an arcade game, Dead or Alive has become a videogame classic, making appearances on the Saturn, PSone, Dreamcast, PS2 and the Xbox. It's always evolving and it's only fitting that this fourth installment is released on the powerhouse known as the Xbox 360. It does take advantage of the console's might but it certainly doesn't push it to its limits.

Dead or Alive 4 is the best-looking of the series and it's the most complex, offering hardcore gamers a lot more than they bargained for, even in the single-player mode. The action is faster and there are new moves and new characters to get used to. If you want to learn all of the nuances of this combat system it's going to take a lot of practice. Dead or Alive 4 is more than just a button-masher.

With all the new features, characters, moves, improved graphics and online modes this is still a fighting game. It's not the same arcade fighting game that you may have encountered on the Dreamcast. Although it may look as though you have to dial in some of the combos this is mostly attributed to the blocking system in which you have to determine if the attack is coming from above, below or in the middle. I admit it's an awkward system for those weaned on the earlier arcade versions but it's something you actually develop a feel for over time. To me there is nothing more frustrating than having to memorize a series of button codes to execute moves and combos. But unless you want to deal with the randomness of modifiers you are going to have to expect some level of complexity in the control department if you want more combat depth. The developers have managed to strike a good balance between depth and control complexity. Beginners can still enjoy the fighting while button mashing while hardcore tournament gamers can dig deeper than ever before and spend the next couple of years perfecting their skills.

Truth be told, there are few people that will be able to rule this game. Most of what you need to learn can be assimilated in a week or two depending on how much you play. No amount of practice will totally prepare you for the different fighting styles that you will encounter online. When you're faced with a player that is more skilled than you are, you are bound to get your ass kicked. Fortunately you will learn how to adapt to new players' styles and thus limit the element of surprise. You are always going to be at a disadvantage when fighting a new player, unless he or she is weak. But the single-player mode is more predictable.

The single-player mode is not to be dismissed. It's designed to give you a workout like you've never experienced in Dead or Alive. The developers went to great lengths to fine tune this mode even enlisting the help of some of the best tournament players in the Orient to test the gameplay extensively and give feedback on it. After listening to the opinions of the pros and making the appropriate adjustments, we are presented with an AI that seems to psychically anticipate your every move. The blocking is almost perfect and the AI is quick to counter. Sometimes too quick. Unlike previous installments in the series, the AI is incredibly aggressive putting you on the defense for the majority of the match.

When a powerful kick or punch is missed or blocked you can continue to attack, whereas in the other games you would stall for a split second leaving you vulnerable to a counter move. This works both ways. So if your opponent doesn't connect that doesn't mean it's safe to go on the offense because he or she can get right back in the swing of things without missing a beat. Players are vulnerable when they are knocked in the air or knocked to the ground. The opposing player can move in a take a big bite out of that player's health meter.

There are other things to beware of that can reduce a players' health meter. The environments are interactive and are filled with various creatures and objects that can interfere with your matches. Dinosaurs such as raptor and pterodactyls will run or swoop at you in the Experimental Playground level. In Savanna Safari a cheetah will attack you if you get too close to it. When fighting on the streets of Vegas you'll have to watch out for cars because they certainly won't watch out for you. All of these encounters can adversely affect your health but no so much as to determine the match.

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System: Xbox 360
Dev: Team Ninja
Pub: Tecmo
Released: Dec 2005
Review by StewXX