
I’ve always liked Dead or Alive – unfortunately, that sentence usually has to be followed by a “but,” lest people think you’re some kind of weird pervert. “Not like that!” you might yell. “I think the Triangle System is rad!” It’s tiresome, and Dead or Alive 6 is a mechanically rich fighting game that deserves better than that stuff dominating the conversation around it. That said, while everything that made it special in 2019 still holds up today, Last Round specifically just doesn’t feel worth the cash if you already own the original – and there are several things missing from it that really should have been included in a re-release of a seven-year-old game.
Before we jump into the ring and throw some punches, let’s set some ground rules and establish what Last Round is (and unfortunately is not). Last Round is Dead or Alive 6 bundled with five of the seven DLC fighters previously released for the original game (Nyotengu, Phase 4, Momiji, Rachel, and Tamaki), five new costumes each for Kasumi, Ayane, Marie Rose, Honaka, and NiCO, a new Photo Mode, and some small but solid visual updates. That’s it.
What is not included are several hundred DLC costumes (this is not a joke; the Steam page currently lists 440 pieces of DLC, though some are bundles and character unlocks), although you can import most of what you already own if you’ve previously bought an outfit in the original release of DOA6. What you do not seem to be able to transfer are unlocks for the guest characters Mai Shiranui and Kula Diamond from The King of Fighters series – you’ll have to buy them for $11 each, even if you already owned them. Yikes.
And that’s Last Round. There are no new characters or returning stages from older games, as there were in Dead or Alive 5 Last Round. There is no cross-platform play, no rollback netcode, and no Tag Battle, despite fans begging for these additions for years. Team Ninja has promised additional characters and costumes down the line, but this threadbare re-release is absolutely baffling. Dead or Alive 6 is seven years old. If all the existing DLC were included for free or some impactful new feature were added then maybe you could justify it. But as it is, Last Round just feels like an excuse to sell more costumes. Those costumes are nice, sure, but there’s really no excuse for why they weren’t just new DLC.
I’m a Fighter
That’s a bummer, because Dead or Alive 6 is still a great fighter. The Dead or Alive series has always been extremely simple: one button for punches, one for kicks, one for throws, one for holds, and a “new” (as of the 2019 original) special attack button that performs a Fatal Rush autocombo and unlocks special meter moves. But more than a lot of fighters, Dead or Alive is, at its best, a chess match. Using what’s known as the Triangle System, every move invites a countermove – strikes beat throws, throws beat holds, holds beat strikes – and every attack is also an opening, if you’re good enough.
What makes this fighting system great has always been the holds. See, you can counter essentially any strike by pressing hold and the direction you expect the attack to hit (high, low, or mid, though mid punches and mid kicks require different directional inputs), potentially stopping any offensive in its tracks. Holds are inherently risky, though. They won’t stop throws and still lose to strikes if mistimed or if you don’t use the right one – but land a hold right and you can swing an entire round. It’s absurdly satisfying to pull off, even against the computer.
The mind game that creates rules, and it’s still here in Last Round, but it doesn’t change that Dead or Alive is also incredibly easy to pick up. It’s not quite as deep as, say, Virtua Fighter, but anyone can play Dead or Alive 6. Getting good at it involves really digging into moves and countermoves, knowing how both the character you’re playing and the one you’re playing against work, and using that knowledge to pick the right option at the right time. It feels great when you land a hit, and hurts to take one.
When you’re getting smacked around and watching your health bar go the way of the dodo, it stings. But it should. That means you made a mistake. Shouldn’t have mistimed that hold, ya know? But when you max out your Break Gauge in order to hit a Break Blow – think Critical Blows from Dead or Alive 5 – or get just enough Break Gauge to pull off a Break Hold and turn the tables with a nifty counter, the Triangle System sings. Adding a meter to a 3D fighter is always risky (just ask Tekken fans how they feel about Heat in Tekken 8), but I think Dead or Alive 6’s implementation has managed to stand the test of time.
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