Why Dead or Alive 5 was great

It seems like a long time ago now that Dead or Alive 6 was first announced but guess what? It’s finally here. At the time of writing this however, I still haven’t picked the game up nor had the time to watch any footage of it in action so I’m still sceptical about Tecmo’s promise to tone down the titillation and how this will affect the series. That and Sony’s recent shift towards tighter censorship for games appearing on Playstation platforms. Don’t misunderstand me though: I have no doubt that DOA6 is a superb fighting game (and one that I WILL eventually buy) but for me, the silly sexualisation and appealing female characters are a traditional part of the series.

And I enjoy it so shoot me if you disagree.

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Obviously there are pros AND cons to adjusting Dead or Alive‘s DNA. Tecmo clearly want DOA to be taken as seriously as the likes of Tekken and Street Fighter at a competitive, e-sport/tournament level, an ambition that can only go so far when many of the characters’ outfits in the outgoing DOA5 are banned from being selected. Also, as much as I personally approve of skimpy alternate outfits and being able to play around with breast physics in the options menu, these aspects no doubt restrict DOA‘s audience to the faithful core of loyalists, doing nothing to change the outside opinion that DOA is “just a game for pervs” (a real-life quote from somebody I know).

With all of this in mind, I thought it would be timely to take a quick look back at Dead or Alive 5 and why it was so good. After all, if 6 does decide to be a bit too serious then it’s comforting to know that we can always break out our copies of DOA5: Last Round.

The Guest Characters

These days, guest fighters from rival games (or even completely unrelated genres) are a standard feature in fighting games but this doesn’t necessarily mean that they always fit right in and compliment the roster (Noctis and Negan in Tekken 7 for example). DOA5 quietly got it so right though. The four Virtua Fighter guests feel right at home and retain their familiar moves whilst also seamlessly slotting into DOA‘s fighting system. It has proven to be one of my favourite fighting game crossovers of all-time, even if CPU Jacky and Sarah sometimes seem suspiciously difficult to beat.

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Even better was the signing of SNK’s Mai Shiranui. After all, who fits a Dead or Alive game better than a loosely-garbed female ninja with huge boobs? The best thing about this specific guest appearance however was that it seemed like the kind of thing that fans of fighting games would have been asking for in their dream scenarios. Mai looks fantastic in DOA5 and comes with her signature special moves from KOF while learning some new combos to help her ‘work’ in her new, 3D environment (KOF Maximum Impact doesn’t count as prior experience…). Happily, she was recently confirmed as part of DOA6‘s roster.

The New Characters

New characters in long-running fighting game franchises are always a tricky one. The developers must:

  1. Come up with a distinctive and unique fighting style that hasn’t been done before in the series.
  2. Design a visually-appealing character that isn’t too similar to existing characters

Get it wrong and you end up with clones or characters that are simply uninteresting to play as. With DOA5 I feel that they mostly succeeded with the new characters as far as the overall fanbase and reception was concerned. I wasn’t personally a fan of all of the new challengers but I’ll get to that in a second.

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I really liked Mila for being a more rough ‘n ready fighter with an MMA-inspired style of fighting and slightly more realistic look that wasn’t all about the supermodel looks and massive boobs (although Tecmo ensured that she put up an ample fight with the latter). Then there was Rig who looked really bad-ass and brought Taekwondo to the series. The last of the new characters that I liked was Nyotengu who I just think has a really cool design and interesting fighting style.

The other new characters have all been successful for Team Ninja but aren’t personal favourites of mine. Phase 4 was a Kasumi clone that I couldn’t really get that excited about and Honoka was a typical archetypal schoolgirl with mountainous breasts and a fighting style that I didn’t really think that much of. Finally, there was Marie Rose who – despite being classed as 18 years-old – always struck me as uncomfortably young in appearance given the game’s inclusion of swimsuits and sexy attire. More importantly, I don’t care for her fighting style either.

On a commercial level however, all of these characters were a big success for Tecmo and Team Ninja. Honoka and Marie Rose for instance became immediate fan favourites and the cover stars of Dead or Alive Xtreme 3 as a result.

The Cinematic Look

Before I played the OG version of DOA5, I have to admit that I was pretty apprehensive about the game’s big action movie approach with cinematic set pieces and dynamic, multi-layered stages. After all, being able to deal extra damage by booting an opponent over the edge of a rooftop or launching them into a piece of interactive stage scenery seemed to break the rules of fighting games to me. True, we have seen this sort of thing before but it looked like it was going to be more heavily-promoted this time and moved front-and-centre.

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Truth be told though, I actually ended up really enjoying it all. It gave DOA something unique and a little more interesting and definitely contributed to the excitement of the fights. A particular favourite of mine was one of the city stages where you can kick an opponent off a collapsing rooftop just as a fuel tanker crashes and triggers a massive explosion. Thankfully, you can turn this stuff off if you prefer to be a bit more traditional but on the whole, I don’t think it interferes too much at all anyway and it’s worth remembering that while you can suffer “cheap” damage, you can also win rounds yourself by taking advantage of a stage’s hazards.

Also, the additional battle damage detail such as the dirt, realistic perspiration and the water-related wet effect were nice touches that made a battle seem just a touch more realistic after it was over and your character struck their win pose.

The DLC

Now this one is a double-edged sword. DOA5‘s DLC was certainly too expensive and far too vast, prompting many of us to reach the not-unreasonable conclusion that Tecmo were simply abusing the fans and the marketing force that is “sex sells” by releasing an endless stream of outfits that grew progressively more outrageous as time went on. The online store was (and still is) an utter mess with outfits difficult to find, certain packs not working unless you downloaded compatibility “catalogues” and DLC from previous versions of the game not working with the updated releases. Other outfits simply state that they are not available to purchase for no apparent reason and making people pay for DLC characters that were later included on the disc in Last Round felt a bit shitty.

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On the flipside, the constant stream of DLC did at least mean that there was always something to keep the playerbase playing. Very little of it was conceived prior to release so it was a good example of a developer constantly providing for owners of the game as the years passed. Obviously, the cynical motives behind the overall DLC strategy will be impossible for many to ignore and there’s no denying that the pricing and organisation are unforgiveable BUT if you can look past all of this, then DOA5 is a game that endured. You also need to remember that just because a DLC strategy rubs you up the wrong way, doesn’t mean that you are being forced to purchase any of it. I personally enjoyed the DLC and was only really aggrieved by my downloads from the base version’s collector’s edition not working with Last Round, causing me to piss about for ages downloading compatibility packs etc. Ultimately, I’m still playing the game today and a small part of that is because there are still a great many bits and bobs that I can still buy from the store.

Parting Thoughts

All of these reasons aside, Dead or Alive 5 was simply a great game. Many like to poke fun at the series and call it a “game for pervs” and there’s no denying that there is some truth in that viewpoint – let’s not embarass ouselves by spouting airs and graces. However, DOA has always been a fantastic fighting game in its own right. Fast and fluid with organic combos that are easy to learn for button-mashers and difficult to master for pros, DOA is a unique game. The hold system separates the amateurs from the learned and there are endless ways to link moves together.

Additionally, DOA5 (in any incarnation) looks utterly fantastic. The graphics and character models are impressive and the detail with regards to things like sweat and dirt only help to enhance this.

By the time DOA5 reached it’s Last Round incarnation, it was truly one of the great fighting games of the last generation. The roster was filled out and very comprehensive as far as the series’ legacy goes, the available DLC was enormous and there were some very nice special features available such as being able to customise the soundtrack with tunes from previous DOA entries. Add to that the collaborations with other videogames/anime for interesting DLC and the guest characters that I talked about earlier and it’s not difficult to see how DOA5 lasted for so long. Yes it has its flaws and the titillation will not be for everybody but it was a great game and always will be.

Is there an SJW agenda in videogames?

For this discussion topic (more like a random brain-fart born of the sludge in my mind), I’m going to have to rewind a bit to last year (2018) since this was an idea I had back then but – for one reason or another – didn’t get around to writing about.  First of all, I have to admit that the title for this post might be a bit too sweeping and broad because I’m only really going to be talking about sexual imagery. I just didn’t how else to head it up.

Anyway, Streets of Rage 4 was announced last year much to the uncontained joy of old-school gamers and Sega fans the world over. Opinion was split on the visual style and whether or not the game looked like a worthy successor but I noticed that there was one specific aspect of the reveal trailer that received comments of a consistent theme…

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[gif: benfiquet.com]
That’s right. People seemed more satisfied with the fact that Blaze Fielding had retained her infamous, sexy look. Forget the game itself – fuck that triviality. All that matters is that Blaze is still rocking a highly impractical short skirt + boob tube combo. Let’s not forget those glorious “thicc” thighs and bouncy, poorly-harnessed breasts either. Twenty-four years may have passed since Streets of Rage 3 but Ms. Fielding is still a fox. The comments section on the Youtube video for the trailer was particularly interesting with many praising the retention and enhancing of Blaze’s original design rather than toning her sexuality down to appease the SJW brigade and their perceived attack on videogame design.

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The above is just a tiny snapshot. There were twenty-seven replies alone in just this one stack for example. Disregarding the presumptuous and angry language used in many of the comments, there was a clear indication that there is a division of gamers that feel their hobby is under attack by SJW types and those with political-correctness on their mind(s). These are just the reactions to one game however. Across the internet, I have been reading exasperated comments from fans of all kinds of games who are subscribing to the idea that social do-gooders are working to remove the sexuality from female characters and leave a political imprint on escapist entertainment.

A few other examples that have fanned the flames of dissent in recent years:

  • Nintendo censoring cleavage and blurring out upskirt shots in Tokyo Mirage Sessions #FE (Wii-U)
  • Nintendo (again…) removing unlockable lingerie outfits from Project Zero: Maiden of Black Water (Wii-U)
  • Capcom fiddling camera angles in Street Fighter V to conceal Rainbow Mika’s taunting butt-smack intro
  • Nintendo (not picking on them – honest) de-sexualising Zero Suit Samus for Smash Bros. Ultimate (Switch)
  • Sony’s recent decision to start applying stricter censorship to Playstation games in the future.

There are doubtless many more but you get the idea. Personally, I have a mixed opinion on these. Some I certainly don’t agree with, some I’m not bothered about (because there is little impact on the game itself) and others I’d be okay with if the developers didn’t apply ‘censors’ in such a crappy, bodge-job fashion. On the whole however, I am one hundred percent against such petty censorship that goes against the original designs and artwork. Thing is, if you complain about toned-down boobs or being unable to get a clear upskirt shot then you will likely be considered a pervert or sad, basement-dwelling nerd. It’s not about demanding gratuitous, seedy imagery however; it’s about being treated like a child and having somebody hold your hand, deciding what you should or shouldn’t be able to see. It’s about being told that sexuality is evil and immoral. It’s about having the artwork of others meddled with – a crime in itself.

But I’m not here to go too in-depth with my own views on the subject. I’m here to try and look at this rationally and ask the question: is there an SJW agenda in videogames?

I think that the answer isn’t entirely clear. It’s a “yes” and “no” kind of thing. I don’t believe that there is a conscious agenda aimed at sanitising everything but I DO think that wider, more encompassing feminist and moral causes have had a knock-on effect for the videogame industry. Nobody is specifically looking at Rainbow Mika and writing to Capcom in a offended frenzy, demanding that she put her mega bottom away for example. In this particular instance, Capcom USA decided to that it was necessary to tone down Mika’s bawdy behaviour in order to achieve the desired age rating for Street Fighter V and tap into as bigger a consumer base as possible. This is a knock-on effect of increasingly sensitive ratings boards who in turn want to ensure that they align themselves with society’s expectations of what is and isn’t “acceptable”.

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We could dig even further back and investigate the social and political shifts over the past few decades that have encouraged our definitions of acceptability to evolve. We could ask the (perfectly legitimate) question of whether or not social media and biased news outlets have warped the minds of millions during that time and directed people towards certain viewpoints. We could even wonder why harmless titillation must be heavily scrutinised in the USA but the right to own destructive military-grade firepower is deemed to be okay.

The point is, it’s a more complex issue than simply pointing the finger at “them” and raging about not being allowed to see boobies anymore. Yes, the SJW agendas have affected the videogame industry but in an indirect way. The fact is, most of what we feel we have “lost” would probably still be included if it weren’t for the trepidation of the publishers and the amount of money they have invested in a project…money that they may not see a return on should the likes of the ESRB, BBFC and PEGI decide to award a higher certificate and therefore restrict sales. Large companies are very keen to prevent problems from ever becoming problems. Commercially, this makes sense. Unfortunately, it’s not such a great time to be of an artistic mind as a result.

I wouldn’t say that we are being “oppressed” but we are certainly experiencing the fallout of high-profile sexual assault scandals here in the West and these massive stories have dramatically altered the landscape of our society and given more voices to feminists, SJW’s and those who are hunting out misogynistic behaviour. It’s no surprise that the entertainment industry suffers as a result, especially when the likes of Facebook and Twitter offer a platform for people to begin shouting and attracting negative attention for movies and videogames “guilty” of sexualising the female form for the benefit of men. Publishers don’t want their products demonised and their reputations tarnished and so less liberty tends to be allowed on game design.

I am certainly not an apologist but the videogame industry has gotten away with using the “sex sells” theory from the start so there is perhaps an argument to say that we had this coming. Nowhere was it more blatant than the mid-2000’s or PS2/Xbox/Gamecube era as it might be better known. This was a time when so many games and advertising campaigns were sexed-up to the max for the sake of it. These days, the PS4 and Xbox One are owned by a wide range of people but the PS2 was more synomonous with the stereotypical teenage boy and so it seemed that the way to increase sales was to include as many tits as possible, even when there was no logical reason to do so.

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Prince of Persia: Warrior Within went all dark, emo and gratuitous, much to the confusion of those who loved Sands of Time [image: gamesradar.com]
I am a man therefore I like boobs and bums. No point in sugar-coating it for the snowflakes out there. I do still retain my brain lobes however and I can recall so many instances of advertisements or actual game content that depicted idealistic, incredibly well-endowed women that didn’t really add anything to the games themselves. Some games were childish to the extreme (Big Mutha Truckers and BMX XXX for example) while others such as Tecmo’s Dead Or Alive Xtreme ditched subtlety altogether and turned their cast of female warriors into little more than sex dolls.

It’s amazing to consider that all of this was a mere decade ago and now here we are with small details being edited out or painted over. On one hand, it’s impossible to defend objectifying women, even if they are digital and fictional.

On the other, it’s important to remember that videogames are entertainment, fantasy and escapism from an increasingly professional, sterilised (and monstrously hypocritical) world and we should be careful how far we take this quest for “justice”. The road to hell is paved with good intentions as they say and I happen to believe that a world without the freedom of expression and artistic liberty is Hell. I am after all a massive believer in letting people get on with what they enjoy and simply opting out if it isn’t to their tastes. I rarely play games that lean towards the glorification of cold-blooded violence for example but I’d be the last one demanding that the industry “wake up” and start censoring everything I disagree with. Slap an appropriate age rating on the box and let us decide for ourselves what we wish to consume. We must take responsibility for our own actions and what we choose to view after all and on that note, responsible parenting also falls to us – not the companies putting out content that WE allow our offspring access to.

In conclusion, I cannot agree that the SJW hardcore are working to keep us down and pick apart our media with laser-precision targeting. What we are experiencing is the simple knock-on effect of what is going on in our society right now. However, I also urge restraint and implore people to have common-sense rather than pushing, pushing, pushing all the time. The snowball effect is a very real risk and genuine, worthy causes may very well end up neutering expression, art and harmless titillation. The next decade is going to be very interesting.