Peter Skerritt Avatar Posted on 6/11/2012 by Peter Skerritt
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We go hands-on with a preview of Tecmo's latest Dead or Alive fighter, which adds a few faces from Sega's Virtua Fighter series.

Written by Peter Skerritt (editor-at-large)

The fighting game genre continues to see a resurgence in 2012, and Dead or Alive 5 is shaping up to be an enjoyable brawler that can appeal to both experienced players of the series and newcomers alike. I got to spend some time with the game privately with the game’s producer Yosuke Hayashi, and I liked what I saw when I challenged him one-on-one in a demonstration.

Dead or Alive 5 was described by Hayashi as “fighting entertainment”. The fighting part of that equation is well-represented with a variety of returning DOA characters and a few new additions, most notably Akira Yuki and Sarah Bryant from the Virtua Fighter series. This crossover idea is what intrigued me - and made me feel better about taking on Hayashi in a quick exhibition. Sarah’s move-set from Virtua Fighter kicked in right away, and it works well in the DOA universe. In addition, all of the characters on the roster have new Power Blows, which are powerful launcher attacks that bring dynamic stage elements into play if executed correctly. These attacks take time to charge, but savvy players will use another new element called Critical Bursts to stun opponents and set them up for Power Blows.

Producer Hayashi chose Bass for his character against my Sarah, and we were off. The battle was close, as we traded attacks and our health meters gradually waned. I was impressed with how responsive the controls were and how smooth the game looked. After a short time of back-and-forth, I managed to pull off a Power Blow and knocked Bass skyward into a pillar, finishing him and allowing me to savor victory.

Based on what I saw and what I played, Dead or Alive 5 has come along very nicely and its September release could surprise a few people. As a more casual fan of this series, I felt that the game was easy to get into and that some of the over-the-top moments (like the Power Blows) help to define the “entertainment” part of the vision that Hayashi and his team are looking to achieve. As of now, this game is on my radar.



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