Dead or Alive 6 Review

While numerous repackages and spin-offs have been released since 2012, Dead or Alive 6 is the first proper numbered sequel in the Dead or Alive series to debut during the current generation. Notorious for its oversexualized characters, Dead or Alive is a franchise held back (or improved) by its own roster. Frequently dismissed by those unfamiliar with Team Ninja’s license as a series founded on fan-service rather than gameplay, Dead or Alive is unlikely to stand alongside the likes of Tekken or Street Fighter, at least in terms of mainstream appeal.

That being said, the franchise is one of the most consistent fighters on the market. Created by the same studio behind 2004’s Ninja Gaiden reboot, it should come as no surprise to learn Dead or Alive 6 boasts incredibly smooth combat mechanics, perhaps the best in the industry.

Adapting to the current market, 2019’s sequel opts to tone down the sexual content. The characters’ default costumes are befitting of deadly shinobi fighters seeking to participate in a widely-publicized tournament. On the other hand, the purchasable outfits are far riskier, with a few barely covering much of anything. Dead or Alive 6 caters to all kinds of players, regardless of whether they are interested in the combat or the attractive roster.

Gameplay

If there is one thing Team Ninja’s series cannot be faulted for, it is the gameplay. Despite its numerous shortcomings, the fifth entry’s combat is nothing short of fantastic. Rather than reinventing a perfectly excellent system, Dead or Alive 6 focuses on introducing elements designed to lower the entry barrier for new players. Considering seven years separate the two most recent numbered titles, veterans of the series may feel disappointed by the lack of significant improvements. Nevertheless, Dead or Alive 6 has arguably the smoothest gameplay out of any fighter currently on the market.

Adhering to tradition, Dead or Alive 6 utilizes a rock-paper-scissors system revolving around counters. Every fighter has access to strikes (punches and kicks), throws, and holds. Crucially, each category serves as a defensive measure against one of the others. Strikes can be countered using holds, which are susceptible to throws. Permitting the correct timing and directional button are entered, almost every attack is reversible.