Road to E3 2018: Dead or Alive 6

<p>Six years on&comma; <em>Dead or Alive 6<&sol;em> is a tangible thing&period; Tomonobu Itagaki&&num;8217&semi;s baby&comma; which started as a sexy <em>Virtua Fighter<&sol;em> clone in 1996&comma; has come a long way&period; Beginning life as a very casual series&comma; Itagaki&&num;8217&semi;s departure allowed <em>DOA<&sol;em> to evolve&period; After Team Ninja gave him the boot&comma; <em>Dead or Alive 5<&sol;em> arrived on the scene with the &&num;8220&semi;I&&num;8217&semi;m a Fighter&&num;8221&semi; tagline&period; They finally had the authority to push <em>Dead or Alive<&sol;em> into the competitive scene&period; With <em>Dead or Alive 6<&sol;em>&&num;8216&semi;s announcement&comma; what does it need to satisfy a fan like me&quest;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;139309" aria-describedby&equals;"caption-attachment-139309" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;06&sol;08120716&sol;doa6-breakblow4-1528465436104&period;jpg"><img class&equals;"wp-image-139309 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;06&sol;08120716&sol;doa6-breakblow4-1528465436104-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><&sol;a><figcaption id&equals;"caption-attachment-139309" class&equals;"wp-caption-text">Dead or Alive 6&comma; Koei Tecmo<&sol;figcaption><&sol;figure>&NewLine;<h3>Dead or Alive 6 is Here&excl;<&sol;h3>&NewLine;<p>Having put over 700 hours into <em>Dead or Alive 5&colon; Last Round<&sol;em> with who knows how many in its 2012 vanilla release&comma; it&&num;8217&semi;s safe to say <em>DOA 6<&sol;em>&&num;8216&semi;s pre-e3 announcement was calculated exactly for people like me&period; 700&plus; hours may not sound like much from a competitive player&&num;8217&semi;s standpoint&comma; but as a person that never intended to enter tournaments&comma; that&&num;8217&semi;s a lot of playtime as a casual fighting game player&period;<&sol;p>&NewLine;<p>While I do appreciate the fighting game genre for what it does and the communities each series fosters&comma; they require too much of an investment to see tangible results&period; Unless you&&num;8217&semi;re naturally gifted or have consistently played fighting games your entire life&comma; the investment is too significant&period; By their nature&comma; fighting games are hard&period; If you want to get good&comma; you need to spend far more time than I am willing to with so many other games constantly releasing&period; Past any fighting game&&num;8217&semi;s first month&comma; the truly competitive players keep that beating heart alive&period;<&sol;p>&NewLine;<p>The same holds true even for <em>Dead or Alive<&sol;em>&period; Players like SonicFox and MC Kwiggle kept <em>Last Round<&sol;em> relevant in the tournament scene&period; That level of dedication is likely part of the reason Team Ninja even bothered with a sixth entry rather than focusing on just the <em>Xtreme<&sol;em> spin-offs or butchering <em>Ninja Gaiden<&sol;em> even further&period; Even with <em>DOA<&sol;em>&&num;8216&semi;s accessibility&comma; it&&num;8217&semi;s never managed to break sales record&period; Rather&comma; Team Ninja and Tecmo Koei have made their cash off overpriced <em>DOA 5<&sol;em> DLC&period; This does leave me apprehensive about how complete <em>DOA 6<&sol;em> will end up being launch&comma; but we&&num;8217&semi;ll have to wait and see&period;<&sol;p>&NewLine;<h4>Interactive Stages<&sol;h4>&NewLine;<p>I could go on for ages about what makes <em>DOA <&sol;em>special&comma; but interactive stages are its most integral pillar&period; <em>Dead or Alive<&sol;em>&comma; in 1996&comma; pioneered the &&num;8220&semi;danger zone&&num;8221&semi; concept for fighters&period; Whereas fighting games typically took place in a ring&comma; with an automatic loss if you were knocked out of that space&comma; Itagaki had other plans&period; Stages were still defined by arenas&sol;borders&comma; but rather than losing entirely&comma; you&&num;8217&semi;d take damage&period; This was known as the danger zone&period;<&sol;p>&NewLine;<p>As a simple addition to differentiate itself from the series it ripped-off&comma; danger zones have since become synonymous with <em>DOA<&sol;em>&period; <em>Dead or Alive 6<&sol;em> has the potential to go wild with its interactive stages&period; <em>Dead or Alive 5&colon; Last Round<&sol;em> is such an exciting&comma; dynamic game to watch and play partly because of the environment&period; Other 3D fighters have relatively boring stages&period; Maybe they&&num;8217&semi;ll have a slope that effects combos&comma; or a wall that can be broken&comma; but they&&num;8217&semi;re usually very boring&period;<&sol;p>&NewLine;<p>3D fighters very rarely utilize that extra dimension in the same way as <em>Dead or Alive<&sol;em>&period; One needs to look no further than <em>Tekken 7<&sol;em> as a point of comparison&period; Aside from one stage with multiple breakable floors and two or three stages with two levels&comma; there&&num;8217&semi;s not a lot going on&period; Compare this to some of <em>Dead or Alive 5<&sol;em>&&num;8216&semi;s stages and danger zones&colon;<&sol;p>&NewLine;<h5>Danger Zones<&sol;h5>&NewLine;<ul>&NewLine;<li>Being knocked into a train&comma; which takes the fight from the roof to ground level&period; The normally roomy ground level becomes cramped due to the destroyed train&&num;8217&semi;s wreckage&period;<&sol;li>&NewLine;<li>Knocked against a pillar&comma; which triggers an RPG&comma; allowing further juggling&period;<&sol;li>&NewLine;<li>Breaking a branch&comma; holding a raft in place&period; The fight continues as the raft careens down a river&comma; resting on the edge of a cliff&period; With a very steep slope&comma; the fight can end there&comma; or continue on the rain-forest down below&period;<&sol;li>&NewLine;<li>Collapsing a construction building&&num;8217&semi;s roof after knocking an opponent into a power generator&period; The fight continues as the roof&&num;8217&semi;s slope changes with all manner of miscellaneous items falling&comma; which can cause stun&period; You can then knock the opponent to the now-destroyed cityscape below&comma; with a crater in the arena&&num;8217&semi;s center&period;<&sol;li>&NewLine;<&sol;ul>&NewLine;<figure id&equals;"attachment&lowbar;139311" aria-describedby&equals;"caption-attachment-139311" style&equals;"width&colon; 1000px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;06&sol;08124515&sol;doa6-destructiondanger2-1528465436110&period;jpg"><img class&equals;"wp-image-139311 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;06&sol;08124515&sol;doa6-destructiondanger2-1528465436110-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><&sol;a><figcaption id&equals;"caption-attachment-139311" class&equals;"wp-caption-text">Dead or Alive 6&comma; Koei Tecmo<&sol;figcaption><&sol;figure>&NewLine;<h3>Give us More<&sol;h3>&NewLine;<p>With <em>DOA 6<&sol;em> built around current generation hardware&comma; Team Ninja has the ability to push nonsense to its extremities&period; With more complex stage interactions&comma; better animations&comma; and much higher visual fidelity&comma; <em>Dead or Alive 6 <&sol;em>can inspire casual players in ways no other fighting game can&period; As long as <em>DOA 6<&sol;em>&&num;8216&semi;s core gameplay remains unhinged&comma; it can be the series&&num;8217&semi; best&period; Pushing the visuals and danger zones will make <em>Dead or Alive 6<&sol;em> an awe-inspiring spectacle&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;

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