Calibers

The Break Gauge is the only notable gameplay extension. Designed with newcomers in mind, this meter allows for a simple combo or all-encompassing counter that players can perform by pressing the right trigger button. While slightly useful during the opening hour or two, the Fatal Rush combo seems pretty useless as the Dead or Alive 6 roster mostly shares similar combo strings. That’s not to say the 24 main characters look identical, but bouncing from one to the other isn’t particularly jarring.

Conversely, Break Hold and Break Blow are useful additions. Once the bar has been charged enough, players can use Break Hold to counter any blow regardless of direction. Taking a full meter, Break Blow counteracts any type of attack and can lead to a fatal run.


Once players have achieved some degree of familiarity, matches begin to resemble dance choreography as the fighters seamlessly exchange combos and counters. It is a sight to behold.

Dead or Alive 6 Review |  Gammick

History

Dead or Alive 6 comes with multiple single player modes and pretty meager multiplayer. Focusing on the former, Team Ninja’s story mode attempts to humanize the characters through dozens and dozens of short episodes. Along with the central storyline, players can gradually unlock character-specific chapters.

The main story goes like this. Newcomer NiCO attempts to capture Honoka in hopes of learning how to clone Kasumi. Meanwhile, Zack and Helena announce the sixth official Dead or Alive tournament. Aside from a couple of funny moments, the cutscenes rarely last more than a minute and often seem mundane. Due to a confusing presentation, optional chapters that don’t follow a specific order, erratic voice acting, and poor lip sync, the three-hour story comes across as a jumbled mess that fails to gain momentum.

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Philip Owell

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