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» NINTENDO 64 » HARDWARE » PS2 » PSOne » XBOX » GAMECUBE » HANDHELDS » SEGA
Lemuel (Mack) Navarro January 8th, 2000 Review Feedback

Dead or Alive 2

 Software Specials
 
 Screenshots

 

 
Stats

Genre:
Fighting

Release Date:
Available

Publisher:
Tecmo

Developer:
Tecmo

ESRB:
Everyone

System:
Dreamcast

The Dreamcast receives yet another amazing game with the addition of Dead or Alive 2 to its library. The game, which was developed by Team Ninja (what a cool name), a division of Tecmo (also the publisher), was originally released in arcades. Most arcade goers will remember the original Dead or Alive for its unusual application of physics to a particular body part. I admit, I was only compelled to play Dead or Alive in the arcades because the women were particularly bouncy, not bouncy as in always jumping, but bouncy around their chest area. It was something I had never seen before [Ed. Note: Mack needs to get out more often.]. I played it a couple of times trying to get the most bounce for my twenty-five cents, usually getting as far as the fourth computer controlled opponent. What I didn’t realize was that the fighting mechanics it had were deep. The same holds true with the second installment, although the ‘bounciness’ factor has been toned down a bit. In Dead or Alive 2 you are treated to 12 unique characters, each with their own distinct fighting style, amazing fighting grounds, and four player fun. Oh, I forgot one big thing: the breath-taking graphics.

When you boot up Dead or Alive 2 you will be treated with an introduction to a fight scene. At first glance it may look like it is pre-rendered, but when you start playing the game you quickly realize that it is done in the game engine. The game comes with all seven modes unlocked so you don’t have to play through the single player mode to unlock any of them. The first mode on the list is the single player, or story mode. Like what the name implies, this mode will take you through the story of each character, and in the end a fight to the death with the final boss. The overall story for the game picks up where the first Dead or Alive left off. After the first Dead or Alive Worldwide Combat Championship, the sponsor for the tournament, Fame Douglas, is killed. As a result the world is in chaos due to the lack of a great leader. The second Dead or Alive Worldwide Combat Championship is scheduled to take place despite this. To make things worst Tengu, the new promoter, is responsible for Douglas’s death. He is not only corrupt, but is pure evil. I was somewhat disappointed with this mode. The biggest problem I had is that it is short. By the time I was just starting to realize the character’s story I was already fighting the last boss, who happens to be the new promoter. To make the story mode more entertaining I recommend reading the different character bios in the instruction book. Other modes included are survival mode, team battle mode, and sparring mode. Survival mode gives you a chance to see how many computer controlled opponents you can defeat with only one life and no continues. To gain back some life you must accumulate a certain amount of points during a given fight. In team battle mode each side picks the number of characters they want on their team. Then each character fights until they are defeated, at which time the next character jumps in to finish off their opponent. The first person to knock out their opponent’s entire team of characters wins. Sparring mode is another fancy name for practice mode. You can set the computer to do anything you want, from crouching to certain button combinations. This helps you study the other fighter’s combinations while formulating how to defeat or defend against them. I was let down to see that a second player could not control the dummy like in Tekken. This allows players to go at it with out worrying about life-bars. You can, however, set the dummy to be controlled by the varying computer levels of difficulty.

Wait! There is one mode left! I have saved the best for last, tag battle mode. This is unlike any tag battle mode I have ever played. In my opinion, it is better than the one found in Tekken Tag Tournament or Marvel vs. Capcom. I know I will probably get blasted for this comment, but first hear me out. I found that the tag option in those games only enhances the game in that you have two characters to fight with. Sure you can call the other character for a brief moment to join you in a combo attack, but Dead or Alive 2’ s tag battle mode actually gives you the feeling that both fighters are acting as one team throughout the entire match. Here is an example of this. One fighter starts a combo and does not finish it, then the next character jumps in to continue with the combo. This can go on until the enemy is down on the ground. It may not seem that important, but when you play against someone who can do it properly, you will either get wasted every time, or will be learning how to do it. You can also initiate tag-out combos. This is when one character holds or throws the enemy while the second character steps in to either help them slam the opponent or hit the opponent in the event of a throw. This also makes the game play even faster, by allowing the teams to damage the opponent as a result of a team combo or a tag-out attack. There is only one big drawback to this mode: there is only one stage. I wish Team Ninja had made it possible to fight on the other stages, since most of them are better looking and more exciting to play. Lastly, you can have up to four players participating in this mode. You have the option of one vs. the computer, two vs. the computer, two player versus, and four player tag mode. I remember a time in the arcades, while I was playing Marvel vs. Capcom, when I was playing with my friend against two other people we met. That was such a blast! Since I was an expert with one character and my friend was an expert with another we were able to switch off during tags. Now the full potential of this feature is realized in Dead or Alive 2. Along with tag-out combos and team combos, the second team member no longer just watches while they wait their turn.

The good stuff doesn’t stop there. Along with the standard punch and kick buttons, this game introduces a new button to the series, the free button. This button allows you to enable the free step mode during matches, and it initiates reversals and throws. With the Dreamcast controller you have the option of using either the digital directional pad or the analog stick. If you choose the analog stick, free step mode will always be activated without pressing the free button. However, you loose the ability to jump. With the digital directional pad you have to press the free button to enable free step mode, but you can jump. I found that using the combination of both provides the best success in the game. The analog stick gives a sense of 3D fighting while the digital directional pad lets you have the fully array of movements while on the same line as your opponent. Put together, you have yourself a true 3D fighting game where you can move anywhere you want with ease, and have all the maneuverability necessary to fight. Older games try to fake 3D fighting by adding sidestepping, but it was too cumbersome to use and it was only good for dodging attacks. Another thing the free button does is it allows you to reverse incoming attacks. There are three different reversal stances to reverse the three fighting blows: high, mid, and low attacks. Team Ninja has implemented a special, simplified version of the reversal system for the Dreamcast. In the arcades you had to press back then either forward high, mid, or low on the arcade stick, then the free button to start a reversal. On the Dreamcast you only need to press back high, mid, or low and then the free button. Once you get used to how and when to intercept an incoming attack, I suggest switching the reversal mechanics back to the arcade setting, as on the Dreamcast setting it is too easy to reverse and takes some of the joy out of combos. Finally, it helps to start a throw along with the punch button. Using different motions on the digital pad or analog stick and depending on the character you are playing, you can get different throws. Most fighters in the game have a throw combo that is easy to pull of and most of them are equally as easy to get out of.

Dead or Alive 2 has to be one of the best looking games available on any console. If you ever wondered how it would be like to play a game with graphics as good as any CG introduction found in Playstation fighting games, this is your opportunity to find out. I believe that everything seen in this game is done in-engine. If not, then the actual game and the pre-rendered stuff are virtually indistinguishable. The actual fighting plays at 60 frames per second while the cut scenes are at 30 frames per second. I don’t know the reason for this, but I do not see why they couldn’t make the cut scenes run at 60 fps as well. The backgrounds are wonderfully textured, although they are a half a notch down from the ones found in Soul Calibur. Dead or Alive 2 also has true interactive environments. For example, while fighting in the snow you will be moving up and down in elevation according to the snow banks, and at the same time you will see the snow swirling up due to your foot movements. In some of the levels you can break through glass, fences, or just plain fall off to a lower level. In this aspect no other fighting game comes close. Each character moves very fluidly and is well modeled. There are no jagged edges found in any of the characters or fighting grounds.

Your ears will also be catered to in this game. Fighters have their own distinct fighting sounds. This may be oft overlooked, but who really fights without making a noise? For example, Jann Lee will make a Bruce Lee [Ed. Note: Are they related?] type cry after each of his power attacks. I found myself shouting out along with it because the cry the characters make gives you a sense of the power of the attack. The background music is also pretty good, but the sound effects usually drown it out. All of the dialogue in the game is spoken in Japanese, but to help those non-Japanese speakers there are English subtitles that accompany the voices.

Control does not get in the way of the exceptional gameplay. You will not need to do any fancy finger acrobatics to pull off an attack or a throw. The option to use either the analog stick or digital pad is a nice touch. Also, there are only three buttons in the game, so there is no confusion as to which punch or kick to use, since there is only one of each. The control lets you tag in and out in tag battle mode effortlessly, although it is a challenge to pull off a tag combo. It is supposed to be like that, as otherwise the game would be too easy. On the gameplay side, each of the characters has their own distinct fighting style. There are no clones found in this game. While playing the game you will realize that you will have to learn different strategies for each character. For example, Jann Lee has powerful attacks high, while Gen Fu has a lot of low attacks. My only gripe about the gameplay is that there is nothing to unlock in the game. As a result, playing by yourself will get boring after the first day.

This game is one of the premier fighting games to appear on the Dreamcast this year. If it does not beat Soul Calibur in your minds, it will come a very close second. With the easy controls, the wonderful graphics, and the many tweaks and additions, this is what future fighting games on the Dreamcast will be compared to. I have no reservations when I say I recommend this game to any Dreamcast owner.

Game Title Stats

Genre:
Fighting

Release Date:
Available

Publisher:
Tecmo

Developer:
Tecmo

ESRB:
Everyone

System Requirements :




 



 



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