Although numerous repackages and spin-offs have been released since 2012, Dead or Alive 6 is the first true numbered sequel to the Dead or Alive series to debut during the current generation. Known for its hypersexualized characters, Dead or Alive is a franchise withheld (or enhanced) from its roster. Often dismissed by those unfamiliar with the Team Ninja license as a series based on fan-service rather than gameplay, Dead or Alive is unlikely to stand alongside the likes of Tekken or Street Fighter, at least in terms of appeal. mainstream.

That said, the franchise is one of the more consistent fighters on the market. Created by the same studio behind Ninja Gaiden’s 2004 reboot, it should come as no surprise to know that Dead or Alive 6 boasts incredibly smooth combat mechanics – possibly the best in the business.

Adapting to the current market, the 2019 sequel chooses to tone down the sexual content. The default character costumes are suitable for deadly shinobi fighters looking to participate in a widely publicized tournament. On the other hand, purchasable clothes are much riskier, with some barely covering anything. Dead or Alive 6 will appeal to all types of players, regardless of whether they are interested in combat or the attractive roster.

Dead or Alive 6 Review |  Gammick

Game

If there’s one thing the Team Ninja series can’t be faulted for, it’s gameplay. Despite its many shortcomings, fifth voice combat is nothing short of fantastic. Rather than reinventing a perfectly excellent system, Dead or Alive 6 focuses on introducing elements designed to lower the barrier to entry for new players. Considering that seven years separate the two most recent numbered titles, veterans of the series may feel disappointed by the lack of significant improvements. However, Dead or Alive 6 has arguably the smoother gameplay of any other fighter currently on the market.

Adhering to tradition, Dead or Alive 6 uses a rock-paper-scissors system that rotates around the counters. Each fighter has access to strikes (punches and kicks), throws and holds. Basically, each category acts as a defensive measure against one of the others. Hits can be countered by using holds, which are susceptible to throwing. By allowing the correct times and directional buttons to be entered, almost all bindings are reversible.

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Philip Owell

Professional blogger, here to bring you new and interesting content every time you visit our blog.