Putting six into the bouncy mix

Review

Played on: Xbox Series X
Released: 2019

Time for another Dead or Alive, last one in the series so far! Although I was underwhelmed with its initial release back in 2019, I’ve poured some time into it recently. I’m not an advanced fighting player by any stretch of the imagination, but I enjoy returning to them from time to time for a few rounds of arcade or survival.

What first comes to mind as I play, is that DOA6 misses to create an impact that differentiates it from the multiple DOA5 releases. Sure, it visually looks sharper and more detailed, but it has the vibe of just being another DoA5 iteration. It lacks something special to make an impression that stand on its own two feet.

That said, for DOA fans there's a neat technical update here, some spectacular special moves and new mode that'll keep most happy. It also brings the series visually up to par with the competition.



Released at the tail end of the Xbox One and PlayStation 4 generation, DoA6 only received an update for the last-gen Xbox One X. Luckily, it had a 1080p/4K resolution toggle. So, while the Xbox One X couldn’t hold its 60fps target, the Xbox Series X can! Considerably increasing its sharpness and visual presentation, with the exception of the beach level, which somehow has performance issues, avoid it in 4K mode.

DOA6 is fair visual leap from DOA5, most evidently there’s a clear upgrade in terms of fidelity and detail. Stages, while still having somewhat simple geometry and textures in places, have a nice number of small visual effects going on, with dust particles, sparks and small burning embers from fires. Textures see a healthy boost in quality, although they still vary in quality on obvious surfaces close to the camera.

The characters are the most visually impressive though. With some beefed up 3D models and neat looking faces compared to DOA5. There's a softness to how the skin looks, combined the wet, sweaty effect and better facial expressions with more detailed faces. Clothing has a lot of cool looking material effects like shiny leather or reflective fabric, plus they can break to a very limited degree. Artistically, DOA6 still retains the CGI and more doll-like approach to character design like DoA5, but they've done a solid update on them.

Story mode sees a return, spanning across a large amount of fights with all the main characters featured. Weaved into a simplistic and cheesy story once again. I appreciate they feature small cutscenes and dialogues with your favourite fighters though.

The main change here is DOA Quest, which at first glance seems like a simple checklist of fights, with three different goals to complete in each one. However, I found it quite addictive to play. Each quest had a new character and a set of tasks to complete. Ranging from using the hold button against attacks, throwing the opponent a certain number of times or using a special move. Each objective has a handy tutorial video too, which inspired me to learn and master new moves.



There’s an outfit unlock system too, after all which DoA doesn’t focus on tons of outfits?! If you go into the characters wardrobe, you'll notice that to unlock customisation options and various outfits, you'll need to earn outfit points to unlock them. This system is far to grind based, I would’ve preferred a better way of conveying what types of modes and fights unlock which outfit.

Fighting in arcade, survival and time attack will give you the points to unlock outfits for the characters you're playing, but with no info on which outfit they'll give points to. Plus, the amount of points you receive each time is stingy, so collecting everything will take a lot of time. The Story and Quest mode should have offered whole outfit rewards on completion, rather than small segments.

New to DOA6 is a brand new and powerful attack meter, which unlocks a so called "break blow" attack, depending on how much damage you’ve dealt and received. If you’re up against a powerful opponent and you’re dealt a lot of damage this meter will fill up quicker, allowing you to turn the tide of the fight back to your favour.

When the meter is full, pressing break blow will automatically smash the hell out of an opponent. Continuing pressing it will result in a slow-motion, powerful super blow at the end of the sequence. However, ff your opponent has a full break blow meter, they can counter this move. It’s a flashy and fun addition, if a little on the simplistic and automated side.



Otherwise, there's not much new or clever here. Customisation feels as if it’s just outfit variations with colours, option for glasses and a couple of hairstyles for each character. A great choice of various clothes garments would've been a neat welcome, but 
there's an massive number of outfits locked behind incredibly expensive DLC.

At the end of the day, DOA6 is pretty looking, fast and entertaining fighter, especially against a friend. It tries to capture newcomers with it's new and fun, but simplistic, break blow button. 
However, there's little unique here, other than a visual upgrade to your favourite characters, I’m unsure there’s enough to capture a new audience.

Overall, it's the best buy if you're considering this or the last DOA5 release, Last Round. Luckily, it's available as a core fighters version, which is free to play with two characters, so you can try before purchase!