Game: Dead or Alive: Dimensions
Platform: 3DS
Publisher: Tecmo Koei
Developer: Team Ninja
ESRB: T
Genre: Fighting
Players: 1-2
What's Hot: Rock-solid counterattack-based mechanics paired with simple combo systems; approachable and addictive; numerous play modes including a highly stable online offering; touches almost all of the 3DS core features
What's Not: Story is a bunch of horrendous nonsense; AI is too easy; characters lack personality or sharp distinctions in fighting styles; trademark jiggle just seems sleazy and juvenile; 3D kills the frame rate
Review by: Michael Barnes
It’s the 15th anniversary of Tecmo’s long-running Dead or Alive series and they’re celebrating with a solid portable edition of the capable but decidedly second-string fighting franchise. Although it’s hardly the portable masterpiece that Capcom’s Super Street Fighter IV 3D is, it more than acquits itself with a quality fighting experience on the new handheld with multiple modes, collectibles, and reliable online play.
Much like the recent Mortal Kombat, the game is something of an omnibus edition, retelling the entire story (such as it is) of past DOA games with virtually every character from the series to date making the roster. Most importantly, the game looks, feels, and plays just like the big console titles that precede it.
The core DOA system translates extremely well to 3DS controls. Fisticuffs are relegated to two buttons- just a single punch and one kick button. Combos are simple, more focused on simple sets of button presses than anything like the long-winded sequences in Tekken games or the more complex interactions between frame counts, spacing, and other variables in a Capcom fighter. Where things get more interesting are in DOA’s sophisticated countering and throwing systems, keyed primarily to carefully timed direction presses and a push of the block or throw button. I remember playing the first game in the series when it released for the original Playstation and at the time there was nothing as fluid or comprehensive in any other fighting game in this regard. A decade and a half later, it remains a great system with exciting compound throws, counterattacks, and thrilling reversals. The Chronicle mode also serves as a tutorial so even a person coming fresh into this franchise will get schooled in all of this business and how it works in a fight before taking on the online competition.
However great the countering system is, DOA: Dimensions is extremely easy when played against any of the game’s modes versus the AI. I’ve had no trouble beating the Chronicle mode, the arcade ladder, tag challenges, or getting far enough into the Survival game that I just got bored and quit before being defeated. Unfortunately, it seems that mashy-button tactics somewhat trump the rock-paper-scissors triage of move types and the counter system more often than not. Against human competitors via the Streetpass or full online multiplayer offering, it’s a different story. Careful timing, anticipation, and judicious use of cancelling and delaying moves lend quite a bit of strategy. It can be almost as rewardingly challenging as SSFIV3D- or as ruthlessly frustrating when you’re paired up against serious competitors.
As with most fighters, top billing on the show card goes to the fighting mechanics with the story taking second billing. But of course, there’s got to be a lame story mode and this game has one of the lamest. The Chronicle mode recounts the events of all of the past DOA games with intermittent, prescribed fights. Unfortunately, this story is absolute balderdash and I defy anyone over the age of 14 and not hopelessly addicted to anime to try following the non-stop barrage of important-sounding stuff like Mugen Tenshi and Doatec. It’s sad that the bottom screen shows Popup Video-like footnotes to the silly ninja-talking going on up top and it still sounds like something a hyperactive kid wrote.
Unlike the new Mortal Kombat’s “greatest hits” storyline which revels in a certain self-aware, grotesque pageantry, the DOA tale feels like an unfunny parody of itself. The dialogue is mind bogglingly terrible, and the many cut scenes in the centerpiece Chronicle mode are only partially animated lending an air of cheapness to the proceedings. Voice acting is reminiscent of that we heard in Japanese games in the late 1990s. Unfortunately, you’ve got to play through it to unlock characters for the other modes.