tl.gif (159 bytes) tr.gif (156 bytes)
bl.gif (158 bytes) br.gif (158 bytes)
The Electronic Theatre
home guest book articles forum trix offline shop online shop links
You are here » In-depth reviews archive » Xbox360 » Dead Or Alive 4
 
Hardware Manufacturers

Nintendo

Sony

Microsoft

 

tl.gif (159 bytes)
Welcome to the Electronic Articles:  In-Depth Reviews Archive

 

tr.gif (156 bytes)

                    Electronic Theatre Image       

       Dead Or Alive 4

            Quite how One-On-One Beat-‘Em-Up’s have managed to stay in the top-field of videogame development over the last twenty years is simply astonishing. A genre borne of inadequacy; One-On-One’s simply exist due to the lacking technology of computer game systems Electronic Theatre Image throughout the releases of inspiring titles such as International Karate and Karate Challenge+. What appeared as a genre “upgrade” arrived in the late ‘80’s and early ‘90’s with the likes of SEGA’s Golden Axe and Streets Of Rage, coupled with Capcom’s huge list of releases boasting titles such as Final Fight - heralding the birth of the now all-but-dead Scrolling Beat-‘Em-Up genre, a genus which very few developers seem to be able to get-to-grips with in 3D. To cast aside all this was one simple effort by Capcom that will never be forgotten as long as the videogaming industry’s legacy remains in mind: Street Fighter II. Street Fighter II not only bought One-On-One Beat-‘Em-Ups to the forefront of the videogames industry, but also, to the all-important consumers.

           From whence a point-of-no-return into limelight and then again perched on the brink of throwing it’s own death-knell, the genre hardened it’s resolve as the move into 3D simply bought more problems and a dwindling enthusiasm. The mid-‘90’s were a troubled time as more specialised developers such as NAMCO and SNK threw everything they had to increase sales of a genre revered by the industry and once by the public - everything except fresh ideas. The Tekken series proved simply that there was plenty of room for improvement and consumers were ready to realise this, but only after garnering enough recognition and devoting insurmountable resources into a label with which there was little certainty. After countless births-and-deaths, only six series across every format under-the-sun emerge victorious, many successors by previous teams simply trying to do the same thing, but in a totally different way; Tekken, Virtua Fighter, Soul Calibur, Street Fighter, Mortal Kombat and, of course, Dead Or Alive, are really the only franchises that can openly say they’re still profitable, out of literally hundreds of character line-upsElectronic Theatre Image available in the UK alone.

            Dead Or Alive makes its claim as being the new boy. Even at its fourth numbered edition, and after nine series releases (including the intriguing Dead Or Alive: Xtreme Beach Volleyball), the title remains the newest name in the genre big-boys. Less a testament of the series staying-power, and more so to the favour-ability for sure-fire-hits that most publishers in today’s industry see as their mantra. But never-the-less, Dead Or Alive is not a series that could be criticised for its complacency. And this is where Dead Or Alive 4 capitalises once again.

            Continuing from the trend set by Dead Or Alive 2 Ultimate, Dead Or Alive 4 doesn’t attempt to remix the genre and breakthrough new boundaries in the way that last year’s unassumingly original DragonBall Z: Budokai Tenkaichi so cleverly struck: instead remoulding the original formula into creating a smooth flowing, technically astute and complete One-On-One Beat-‘Em-Up. It seems pretty clear that Team Ninja believe that they have already crafted a near-perfect rendition of the genre’s finest with the simple observation that, at first-glance, little seems to have changed throughout the last three offerings. Dead Or Alive 2 Ultimate – a rendition of the Arcade, DreamCast and PlayStation2 release having undergone a ridiculous amount of refinement specifically for the Xbox - was a seemingly marginal improvement over the Xbox’s early release, Dead Or Electronic Theatre ImageAlive 3. Dead Or Alive 4 takes this one step further, simply by being Tecmo’s first offering on a next-generation system, whilst, at first-glance, not exactly appearing as a huge overhaul of Dead Or Alive 2 Ultimate. But, as is often the case with some of the industry’s greatest, beauty isn’t just skin-deep.

            The “enhanced” Story Mode is the first lack-lustre envisioning of the series that comes to note. For a genre that in the modern industry is more-often-than-not removed from it’s Arcade roots, it seems rather cheap that One-On-One Beat-‘Em-Ups can often be excused from offering a well-structured and meticulously detailed Single-Player experience when so many of the genre’s peers are heavily criticised for simply following-suit. The enhancement that the Story Mode has undergone can really be ironed-out into simply adding a few FMV Sequences, with inter-changing episodes between all the characters – a feature which will no doubt be argued by Dead Or Alive fans as adding incredible depth, whilst it could just as easily be argued that it’s plain lazy to repeat such FMV Sequences without any modification what-so-ever between characters.

            The title packs further Single-Player offerings in the usual forms of Survival, Time Attack, Sparring and Team Battle Modes. Each Mode offers little other than what has gone before, as is to be expected.

            The online features of Dead Or Alive 4 are really the title’s selling-point. Although - when faced with either a small selection of viewers or simply one slow connection - the title will grind to an unbelievably disjointed experienceElectronic Theatre Image in which a twenty-second match manages to take longer than three minutes to draw to a close, the new Virtual-Lobby System is certainly a welcome modification which reaps it’s own reward, even if totally bereft of originality. Matches, Tournaments and Leagues can all be modified with the utmost clarity through the well-balanced Menu Screens, making the online aspect unusually easy to navigate.

            The character roster has been upped this time round, with the addition of four new characters and, of course, the now well-known appearance of Spartan.458 – a female Halo: Combat Evolved veteran. The new characters blend well and, whilst the initiative has clearly been taken from the appearance of The Legend Of Zelda’s Link in the GameCube’s version of Soul Calibur II, the title has also obviously mimicked to choice to adapt that character to suit the game, rather than the game to suit the character, and so the Spartan remains as balanced as the rest of the line-up. The returning characters range from merely tweaked to totally re-addressed. Kasumi remains as true as ever, whilst playing Ayane may take some adaptation. The ease of movement overall, however, has been limited. While at first this may sound like blasphemy, almost like the lack the ability to jump in Perfect Dark Zero’s Multi-Player, it creates tighter gameplay widening to more varied combat, especially in the substantially renovated Arenas in Dead Or Alive 4.

            The Arenas in which the combat takes place have been, as in Electronic Theatre ImageDead Or Alive 2 Ultimate, an area in which major work has been performed. Gone are the eccentric flashy lighting effects, replaced with subtler Arena-wide real-time lighting, and the distance the combatants can travel is unparalleled. Each arena generally ranges from two-to-three screen-lengths to over sixteen; and are rammed with both background and foreground detail. The Danger Zones return and have been given some restructuring, but the Arena for Survival Mode matches remains untouched.

            As far as the next-generation graphics war is concerned, Dead Or Alive 4 is certainly one of the leaders-of-the-pack. Whilst the character models feature minor graphical touches to their mannequin-esque glossy appearance and benefit from some of the best real-time lighting ever produced from a home console system, they remain very similar during-play to their Xbox predecessors. It’s once again the Arenas which sparkle. With their multi-tiered structure imposing some fantastic boundaries on both play and design, the aesthetical quality of the scenery cannot be denied. Rivers ebb and flow whilst leaves, cloth and hair blow in the wind. The distinct total lack of any bugging or Polygon Pop-Up excuses the singular Invisible Wall that comes into play, just. The title’s sound-quality is also rather astonishing, but is let down by poor lip-synching and the lack of an English language spoken translation, for even the English characters.

            While it’s certainly far from perfect, Dead Or Alive 4 is one of the best examples the One-On-One Beat-‘Em-Up genre has to offer. Along with Tekken 5, Soul Calibur II, Mortal Kombat: Deception and DragonBall Z: Budokai Tenkaichi, Dead Or Alive 4 is the pinnacle of more than twenty of building on the stunning performances achieved by such limited technology. In no way is the release comparable to the evolution seen in titles such as Saint Seiya: The Sanctuary or DragonBall Z: Budokai Tenkaichi, nor is it relative to the genre-distancing seen in Super Smash Bros. Melee, but as a future-proofing update for an already explosive series, Dead Or Alive 4 manages to hold it’s head high. Electronic Theatre ImageElectronic Theatre Image

 

Kev J.                                                                                                                                           Reviews Score Table Interpretation.

26/01/06

Check out the current debate on Dead Or Alive 4 here.

Get the latest Cheats and Tips for Dead Or Alive 4 here.

Buy Dead Or Alive 4 here

Return to the Xbox360  In-depth Reviews Archive here.

 

 

Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to enquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
Xbox
xbox.gif (6131 bytes)

 

PlayStation 2
playstation2.gif (5681 bytes)

 

GameCube
© Electronic Theatre 2003 - 2005 - email: kjoyce@electronictheatre.co.uk