Rise to bouncy fame

Review

Played on: PlayStation 2 & Xbox Series X
Released: 2000 & 2004
Originally released: 1999 (Arcade)

By the time the sixth generation of consoles arrived, the fighter genre had really matured. Refining, and in some ways, perfecting the controls for 3D fighters born out of the generation that preceded it. Being visually ahead other genres in character models and 60fps being almost a given standard, they stood out as big release, system sellers.

It also marked the turning point where home consoles reached parity with the arcade counterparts visually. It’s the generation that had the best of the best of fighters, but would ultimately be the beginning of the end of their popularity in for the mass market appeal and importance.

Sega kicked off early in this generation and lead the way with arcade ports to their Dreamcast console. Beginning with the Model 3 port of Virtua Fighter 3, Tecmo followed shortly after with their Naomi port of Dead or Alive 2, then Namco with their System 12 port of Soul Calibur. Dreamcast really showcased it's power and versatility by handling these three different and powerful arcade hardware ports nicely.

Later, the PlayStation 2 and Xbox would progress further with timeless classics like Virtua Fighter 4, Soul Calibur 2, Dead or Alive 3 and Tekken 5 being the height of greatness for the genre.

But let’s stop the clock here and go back to focus on one of them, namely Dead or Alive 2, a continuation of my look at the first DoA here. It ended up on the backwards compatible list on modern Xbox consoles together with DoA 1, 3 and 4. Making it an excellent opportunity to have fun replaying it, while at the same time looking back at how a fantastic retro classic like this has aged.

I sadly don't have access to a Dreamcast, but I imagine DoA2 was very impressive being released so early for the system. I do, however, have the PS2 version and the Xbox version from the Dead or Alive Ultimate collection.

So, let'ss give them both a walk down memory lane.



My go-to game for the year 2001 with my brand new PlayStation 2 console was Tekken Tag Tournament, but I also played a fair bit of DoA2 with friends. Both released on the arcade in 1999, then ported over to home consoles in 2000. What they had in common, were massive visual upgrades from the fifth generation of fighters.

Although, we mustn't forget that Virtua Fighter 3 spearheaded this trend and even the tag fighting mechanic prior to both of them. Though, that is a story for another time and one of many examples of how far ahead Sega were in the 3D race in the 90's.

As a side note about the tag mechanic, you don't have to play the games with it and indeed DoA2 has far less focus on it than TTT. But for those unaware, "tag" mode is an interesting concept that let you choose two fighters for each round, that alternate on being in the ring. Allowing the battles to last longer and allowing for two-character special moves, and even coop play against the A.I.

Focusing on the two games I had the most experience with, TTT's tag mode required you to keep both fighters alive, while DoA2 simply let you fight to the bitter end by having either one of the characters survive. A slightly different approach that separates them from being too alike.

Both TTT and DoA2 are incredibly fun to play, even years later, although DoA2 still benefits from the simpler, more logical button layout and easier approach to learning the mechanics of play. A trait inherited from its Virtua Fighter rooted predecessor. DoA2 looks flashier with fast movement and sporting large, sometimes multi levelled, arenas.

These large levels allow for crazy moments like falling off a rooftop or smashing through a wall and continuing the fight somewhere else entirely. DoA2 took the limited fighting ring from DoA1 and substituted it for something entirely new and far more unique that would become a trademark of the franchise.

TTT is more limited as such, sporting beautiful visuals but with a flat surface and a rotating, un-interactive backdrop. Basically a Tekken 3 with tag fighting added and a massive visual upgrade from the arcade version for the PS2 launch line up. Much like how Namco overhauled Soul Calibur 1 from arcade to the Dreamcast, TTT did so in an even more spectacular fashion on the PS2. Once again reminding us about the fact that home consoles had reached close to parity with arcade hardware.

TTT is the kind of game the relied on your familiarity of the series, newcomers felt perhaps a bit out of their depth. Yet it allowed for a slower pace to learn the ropes as a newcomer. 



DoA1 was never as widespread for home consoles like Tekken and thus the second game was perhaps the starting point for most DoA players, so it’s easy to pick-up-and-play mechanics were very welcome. A kind of restart for the series, whereas as TTT came from a progression of three games prior to it.

What I liked about both games back in the day, were their ability to kind of represent this CGI-like style to their visuals with the powerful new hardware on the Dreamcast and PlayStation 2. DoA2 went leaned towards an anime style to its characters, while TTT had more character detail finesse to compensate the static backgrounds. I remember being really impressed with TTT at first glance but realising after some play that DoA2 was indeed pushing the technical envelope with its large arenas in a new and more original way.

So, fast forward to 2021 and the original Xbox Ultimate version of DoA2 arrived on the Xbox backwards compatibly line-up. I decided to look at both this version and the PS2 version, which I’m the most familiar with. To be fair, the Xbox version, titled Dead or Alive 2 Ultimate from 2004, is a remaster of DoA2. Lending it's visuals from its predecessor Dead or Alive 3. 

It has the same gameplay, fighting arenas and cutscenes as the PS2 version, but with a visual upgrade that distinguishes the Xbox version from the PS2 one. They're both all running on the same generation of consoles.

Both are alike to play, while my nostalgia recalls PS2 visuals, the Xbox Ultimate version looks absolutely stunning. Especially in 4K on my Xbox Series X, but even so on a CRT running original resolution from my Xbox 360. Beautifully detailed environments, added foliage on grass and trees, plus snow with depth to it. It’s a very neat visual upgrade if you want to go back to play DoA2 in the best possible way.

Especially Dreamcast and PS2 players will notice a substantial visual change with all the great gameplay kept intact. It's neat to be able to play this classic on a modern 4K TV in super sharp resolution!



Going back, I’m extremely impressed with how fighters from this golden era hold up. DoA2 is fast, smoothly animated and feels just as great to play as any modern 3D fighter. The genre really established it's fundamentals on how to be perfectly tuned compared to the earlier and experimental 3D fighters. Both visually and in their playability. Sometimes simpler and purer, yet a big step up from the early days of 3D, is a good one. It really is the peak of the genre.

If you want an awesome fighter, with less baggage of complexity the later iterations have, DoA2 is a fine way to go. Even more so now that its easily available on modern Xbox hardware. DoA2 was Tecmo’s success story, spiralling the series from popular to massive success, is clearly so well deserved. Still being a fantastic fighter and a blueprint for the franchise continuing on.

The pick up and play mechanics, the responsiveness and purity to the fighting holds up so well all these years later, complete with all the familiar modes you like to play. Be it against the A.I., a friend or just trying to beat your score in survival and time attack, DoA2 is one of the best fighters from a generation that peaked the genre.