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Dead
or Alive 2 Review
Publisher: Tecmo
DREAMCAST
Reviewed by Chi Kong
Lui of GameCritics
4/6/00
Article
Discussion Forum
First Impressions:
When
Street Fighter II first debuted in the early 90s, it reintroduced
the two-player competitive fighter in a big way and made
the genre one of the most popular for years to come. The
game was also notable for having only one controllable female
character, Chun Li, amidst the cast of testosterone-filled
hulking brawlers. Nearly a decade later and dozens of other
entries into the genre, things have changed quite a bit.
In Tecmo's newest Dreamcast fighting game, Dead or Alive
2 (DoA2), the gender of playable characters has shifted
dramatically to a near equal five to seven ratio; still
in favor of males. While the difference is significant,
could it also be signaling something more like a rising
digital feminist revolution?
On
paper, one might actually think that indeed a victory in
the gender equality wars has been won, but after actually
taking in an eyeful of the ladies that populate the DoA2
universe, you'd think otherwise. Rather than looking like
self-empowered and self-assured candidates for N.O.W. (National
Organization of Women), the women look more like immature
comic book-styled sexual objects of desire. This imagery
is only furthered augmented by the Victoria's Secret-type
iconography in the form of bold cleavage, mondo bouncing
boobs, gratuitous panty flashes and a lingerie-like wardrobe
(in other words, the same kind of wet dreaming that gave
birth to Lara Croft). Still, these ethical issues won't
register with the pubescent and Maxim reading male demographic
that DoA2 is targeted for. Nor do those issues detract from
what is otherwise a well balanced and finely executed 3D
fighting game.
Graphics:
Moving
onto its presentation, almost everything about DoA2 reeks
of craftsmanship. Speaking of the several arenas where all
the hand-to-hand action takes place, I was again amazed
at level of detail in the environments which ranged from
architectural spaces; indoors and out. The texturing of
some particular stages seemed so beautiful and captured
the essence of nature so well that I nearly had moments
of sublime reflection in between all the punching and kicking.
Though I did find the stages to feel a little sparse at
times, that's more than understandable when you consider
the sheer size of certain stages. I imagine some detail
had to be sacrificed in order to facilitate the massive
multiple levels by which matches can migrate toward from
one area to another.
While
I was amazed by the stage designs, I was even more in awe
at the incredible amount of detail in the 3D characters
and how incredibly smooth they animated. The motion-capture
of all the surprisingly original martial arts moves and
their seamless transitions during counterattacks are a major
accomplishment on the part of the Tecmo's developers. Thankfully,
all the technical wonder does not go wasted on poor character
designs. The cast of DoA2 is a worthy one and I liked how
each fighter not only had a distinctive style of fighting,
but they each also had a distinctive look and style (even
if their background stories and endings were nonsensical).
I'd also be remiss if I didn't admit to not having very
conflicting thoughts about the 'enhanced' proportions of
the overly sexed-up gals.
Sound:
Aurally,
DoA2 is more than adequate with its abundance of Japanese
voice samples and diverse soundtrack; ranging from guitar
rifting tunes to orchestra like numbers. But it's really
the vibrant visuals in DoA2 that will have even the most
jaded non-gamer doing double takes.
Gameplay:
All
the sexual innuendo aside, DoA2 still manages to maintain
its focus on high intensity one-on-one martial arts matches.
Players choose a physical representative from the cast of
characters and achieve victory by knocking out the opposing
combatant. The simplicity of this goal is furthered emphasized
by an extremely responsive and easily comprehensible single
directional input (D-pad or joystick) and three-button setup
consisting of a punch, kick and a multi-functional 'free'
command. Using the D-pad in conjunction with the three buttons,
players are able to launch a devastating barrage of combo
attacks, throw an opponent off his or her feet, dodge about
the three-dimensional arena and, most importantly, counterattack
or reverse an opponent's strike. It's really the inclusion
of the counterattack feature that deserves the most attention
and separates DoA2 from its competitors the most. In most
fighting games in the past, blocking meant taking a defensive
stance for the duration of an incoming attack no matter
how long a string of punches and kicks. DoA2 is different
in the fighters can actually intercept certain blows in
midstream and counterstrike with a timely press of the 'free'
button. Such a feature along with the multi-tiered environments,
where fighters can take huge hazardous falls into new zones,
can really makes a huge difference in both intensity and
the mindset of two competitors. Both participants are kept
on edge and need to focus more strategically on offense
as well as defense.
All
the martial arts mayhem is facilitated into various play
modes that DoA2 offers. Long-time fans of the genre will
be more then accustomed to the more typical ones like one-player
'Story' mode, the two-player 'Versus' mode and 'Sparring'
mode for practice sessions. There are some other modes that
are slight variations like the 'Time Attack' mode that has
players trying to complete eight rounds in the shortest
amount of time possible or 'Team Battle' mode which increases
the amount of combatants in a King of Fighters elimination
style tournament. But the one that stands out the most is
the 'Tag Battle' mode where up to four human controlled
characters can participate. Instead of the regular one-on-one
style of match-ups, a pair of fighters can actually 'tag'
in and out of an ongoing match pro-wrestling style. There
are obvious strategic advantages like one of the two fighter
being able to take a breather while the other carries on,
but that's not the main sell. What really makes the feature
such a standout is the incorporation of 'tag combo' moves.
These 'tag combos' range from two fighters stringing together
a number of punch and kick attacks to special double team
moves reserved for specific pairs of fighters. These reserved
moves are usually vicious beat down style of attacks where
two fighters will gang up on the other and unleash some
serious hurt.
Enjoyment:
Artistically, I found DoA2 not as innovative
as Soul Calibur. Still everything from the graphics to the
lightning quick gameplay is very well executed; making it
one heck of a satisfying game. I would have liked to see
more depth in the options and gameplay, but I was not disappointed
in the least.
Multiplayer:
Regardless
of whichever mode I personally favored, I found the computer
to be a poor challenge even on the highest difficulty settings.
This meant that I would need some serious human competitors
to match-up against fast if this game was going to hold
my interest for long. Luckily, Dale proved to quite the
worthy adversary and my favorite character, Jan Lee, against
his choice fighter, Helena, were fairly evenly matched (unlike
the brutal beatings I use to administer to him in Power
Stone). It is worth noting that DoA2 is no different then
from so many other fighting games in that its play-life
is largely dependent on having some similar minded acquaintances
with whom to do battle with.
Overall Impression:
Hardcore
fight fans looking for the next big thing have found it.
Though not as complex and deep (which could be a blessing
for more casual gamers) as Soul Calibur, DoA2 is convincingly
executed, delivers on many levels and is thoroughly satisfying.
Still, there's no denying that amidst all the lusty thoughts
and sweaty palms, this is one hell of a competent fighting
game. DoA2 may not be revolutionary in its portrayal of
empowered women nor even as a fighting game, but it is by
far one of the most satisfying one in recent memory.
Marketing Efforts Towards Women:
I have
no doubt that there are real women like WWF pro-wrestler
Chyna or chop-sockie star Cynthia Rothrock who could readily
send me to the hospital; begging for mommy. But DoA2 is
a case where reality and fantasy are far from matching.
As much as I'd like to believe a 110lb, barely-legal babe
like Lei-Fang in DoA2 could throw around pro-wrestler sized
he-men, I know it simply isn't within the realm of possibility.
It's that lack of credibility, along with all the sexual
exploitation, that sets the digital women's movement (if
you can really call it that) back another 10 years to when
it first began with Street Fighter II. Female gamers should
easily be put off by all the immature sexual exploitation
and unrealistic portrayal of women in the game. Still, its
representation is no more impractical than the well-endowed
models in a Victoria's Secret catalog (or so I've heard).
Plus, chances are if Lara Croft didn't get under your skin,
neither will the 'augmented' ladies of DoA2.
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