| OUR RATING:
8.4
GREAT
|
TANGIBLES:
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Why you should buy it: Not Available
Why you should rent it: Not Available |
UNIQUE RATING:
SUGGESTION:
N/A |
Written by: Patrick Mifflin | Tags: Dead or Alive 4, Xbox 360, Tecmo, Team Ninja
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Rather, Dead or Alive 4 is a huge point of improvement for the series, much like Tekken 3 and 4, SoulCalibur, and Street Fighter III: 3rd Strike were for their respective franchises. The game carries a distinctly changed feel from the previous games, without losing any of the refinement it has developed in the past. To be precise, it's possible to have played the entire series up to this point, pick up DOA4, and say to yourself, “So, this is DOA. Nice to finally know.” It's the kind of game that can grant its series a new, but all-inclusive identity.
Let's start with the core gameplay mechanics. The game still holds its three-button control layout similar to the one found in Virtua Fighter, but there are defaulted macros as well. Also, the physics have been tightened up, making punches and kicks feel every bit as heavy and brutal as they should be. Gone are the days where it feels like you're punching and kicking away at a pillow (no matter how close to the truth some would argue that to be in DOA). The only problem with the control actually has to do with a feature, as there is no option to disable rumble anywhere in the game's settings. This can easily disturb fighting gamers who get distracted by uninitiated movement, and hopefully it will be fixed in a later update.
While the series has never had to worry about defined attack properties, DOA4 has a more complex system this time around. For starters, the wall system has greatly evolved, taking power and even trajectory of the initial wall hit into account. For example, if you take someone hard into the wall, they'll bounce back just as hard, making it possible to perform wall combos from a greater distance than before. However, if you hit your opponent into the wall at an angle, they'll bounce off at that angle, potentially knocking them further away (though they will still take damage on the wall hit).
The method of attacking a downed opponent, otherwise known as “okizeme”, has also been brought into the 21st century with DOA4, as the game has adopted a more Tekken/SoulCalibur-esque system that allows you to use your regular moveset for okizeme. This is as opposed to the VF/previous DOA system where knocking an opponent down gave you access to a handful of extra moves that served as the only ones you could use to continue your attack until the opponent got up. What this means for DOA is that characters such as Ein, Ryu, and Ayane will be highly effective this way, making them even more vicious to fight than they were. Remember, tech recovery is your friend. Especially now. Players who would lie prone and look for an opening to land the time-honored recovery kick now have one hell of a bad habit to break.
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| Published by: | Tecmo |
| Developed by: | Team Ninja |
| Genre: | Fighting |
| # of Players: | 1-2 |
| ESRB Rating: | Mature |
| Release Date: | US: December 30th, 2005 |









