Dead or Alive 5 Ultimate

There's some effort in the story mode, but ultimately, its as bad as Ninja Gaiden's, so I don't think it matters too much. There's a few really corny scenes here and there and the typical DoA below-the-belt Japanese humor too.

As far as the tutorial/practice modes, it's barely there. More effort than SC5's certainly; but there's not that much information on move properties, so you'll have to figure it all out yourself. There is a command training mode in the game which you can try out and, once completed, unlocks a system voice for each character.

There's quite a few costumes for each character. A lot of them are color swaps (Lei-Fang is a bigger victim of this) and a few of them are minor alterations to one of their costumes. There's a few unique ones, though (Kasumi has a tied up blue kimono), and if you complete the game on the hardest setting for the girls, you'll unlock a bikini that's not from the CE or from the Pre-order bonuses. Some of them are more... scandalous than the CE swim wear. There's also one hidden stage that can be unlocked for tag battles and one-on-ones.

Beyond that, typical DoA package. Focus on the gameplay and less on the frills. Feels like the game is a bit too samey from previous DoA games and the new mechanics (Critical Bursts, Power Blows) barely alter the landscape as much as it should have. Its a little interesting that you can still counter hold while under red stuns, (but you can't if you're just slightly off the ground).



Kokoro doesn't have much new stuff. She has a new stance (Heichu), which is basically a cancel from her normal strings into a stun/power finisher. You can delay it slightly and it each one the attacks from stance can hit either high, mid or low. All of them can be sidestepped. She doesn't have her amazing sidestep or 22_88P anymore, and her 8P6P is still one her best moves for stuns. It looks like she can keep you guessing really well as she can still cancel into throws from certain strings, or cancel into Heichu. If you think your opponent is going to sidestep, you can throw. If your opponent is freezing up from pressure (ha), push a Heichu option. Seems pretty good for options, but throws might be better.
 
I just think that if you put in the time and effort into becoming really good with a character then you should have as much of a fighting chance as anyone else. Who you pick on that select screen shouldn't decide the battle, your skill should. Half of a roster shouldn't be unviable because they weren't given the tools to compete with the other half. Why is that necessary? Hard work doesn't make a bad character less bad either, it just means you're doing good with a bad character IMO.
Because that often happens at the cost of interesting playstyles. The more different the characters are, the bigger the chances of certain characters being better than others.
 
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