Dead Or Alive 6 Officially Revealed…But Will it Miss the Point?

One of the more interesting pieces of news to come out of the past weekend was the official announcement of Dead Or Alive 6, the follow-up to the popular fifth main entry in the infamous fighting game series which spanned three revisions and two generations of home consoles. Dead Or Alive is a series that just keeps on going regardless of the current popularity of the genre so a new game is never a huge shock but this time, there IS some surprising impressions to take home from what we’ve seen so far.

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Hyper-realistic expressions and damage are apparently going to be the focus rather than boob jiggle in Dead Or Alive 6.

On the surface, there’s a lot that will look familiar to anybody who played the last game: interactive environments, a cinematic feel and fast-paced fighting. The big surprise this time is that the developers are apparently going to be lowering the focus on sexualised female characters, a move that has invited considerable disappointment from some corners of the online gaming community. The trailer shows no sign of the series’ famous (or infamous) exaggerated breast physics and costumes are more conservative. Could this be Team Ninja finally growing up? The following quotes from an interview with IGN certainly point in that direction:

“We wanted to make a more cool and more mature Dead or Alive this time, and to that end we made a conscious decision to make characters less sexualized,”

“The female characters are still attractive, as are the men, but first and foremost they are fighters,”

It makes sense on one level. Dead Or Alive has always had a fantastic fighting system with its punishing reversals and counter-holds separating rookies from practiced players but the games have struggled to be taken seriously with some fighting game tournaments even banning select outfits from being used due to their highly revealing nature. It seems that Tecmo are pushing for their established series to gain some credibility at last but will this alienate a large chunk of the fanbase? Can Dead Or Alive stand up on the basis of its fighting system alone?

I would say “yes”. I’ve always rated the games because despite their button masher-friendly combos, they still feel very different to rivals. Combos and movement in general felt very fluid and organic in DOA5, contrasting with the rigid inputs of Tekken for example. The cinematic style of fights was also quite entertaining and didn’t detract too much from the established rules of how a fighting game works.

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The outfits may be more practical this time around but fans of the series’ classic ‘values’ probably need not be concerned too much; the girls will still look attractive (and busty enough) if the above screen is anything to go by.

But it should also be noted that the very traits that Tecmo seem keen to tone down this time around are what helped Dead Or Alive 5 become so successful and make them some good money in the process. The new female characters became instantly popular and the game featured a ludicrous amount of costume DLC including many fabric-starved designs that still sold well despite the high price tags. Let us also not forget that the spin-off, Dead Or Alive Xtreme 3, was also massively popular and a hot import for us Westerners who didn’t receive an official version of the game. Tecmo weren’t daft though as the Asian release of the game features full English language subtitles/menus. The point of all of this is to remember that the series didn’t suffer and lose sales because it ramped up the sexiness – quite the opposite actually. In this respect, you can say that Tecmo-Koei and Team Ninja are rolling the dice.

Personally, I really enjoy Dead Or Alive‘s silliness and have purchased quite a lot of the DLC. As I have said in other posts, I see gaming as escapism that encompasses everything that DOA does (or should I say “did”?) and while some may turn their noses up at big bouncy breasts, too many impractical bikinis or gratuitously detailed perspiration, I’m not ashamed to say that I enjoy it all. It’s just a bit of fun at the end of the day and I’m fairly positive that spending a lot of time with the games hasn’t turned me into some sort of raging pervert with no respect for real-life women. As a wise person once pointed out on some gaming forum or another many moons again, the characters are designed to look sexy and appealing on purpose – there’s nothing wrong with “falling” for the marketing.

The main concern that this shift in tone invokes in me is the same one that I felt when Capcom felt the need to censor Rainbow Mika and Cammy’s intros in Street Fighter V or when Omega Labyrinth Z was banned for us UK consumers earlier this year: the concern that our medium of entertainment is bowing to political correctness and moving away from sexy females in order to pre-emptively avoid complaints while appealing to a generation of consumers who place female empowerment and equality above simple, harmless escapism. That may seem like an extreme reaction but I won’t apologise for wanting the unrealistic and fantastical in my videogames when I sit down with a controller after a hard day’s work or when I fancy a quick break from real-life tribulations. My concerns are less about what’s happening in DOA6 and more to do with the bigger picture of what we are increasingly being told to accept is “wrong”.

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Maybe we’ve seen the end of such outfits?

But let’s also be real for a moment. The women of Dead Or Alive are still going to look attractive and booby enough. Yes, the developers want the female characters to look more realistic and warrior-like but I can tell you now that the alterations will not be that drastic. Remember that the same promises were made before DOA5 launched and the likes of Kasumi and co. ended up looking more detailed than before, not necessarily different. Most importantly, if DOA6 builds upon DOA5‘s fighting then the game will be very enjoyable to play and another nice alternative to what is already available.

And as much as I enjoyed DOA5‘s fanservice, there were several features that totally weren’t necessary and undeniably ventured into the realms of “childish” and “ridiculous”. One such inclusion was the ability to shake the controller which made the girls’ breasts bounce all over the place, usually in a totally unrealistic and unattractive way. There were also multiple settings in the options menu for altering the extremity of breast jiggle which seemed like a step too far even in my opinion. Setting this to “natural” was more than enough for me. If anything, it’s these sorts of things that I wouldn’t mind losing.

So there are several questions facing us before DOA6 launches in 2019. Will it still be a good fighting game? (I would bet money on the answer being “yes” for that one). Will Tecmo drive away more of its fans than it expects? Are they just fibbing about toning the whole thing down? Most of all, should DOA forsake its USP just to “grow up”? It’s like Netherealm Studios announcing that they will tone down the violence in the next Mortal Kombat if you think about it, which we all know would never happen. Clearly bloody, graphic death = shrug of the shoulders but boobs = the devil. Something about that ain’t right.

To conclude my thoughts on this announcement, I will say that jumping to rash conclusions and slamming Tecmo at this early stage would be foolish. The game will still be great and the girls will still be attractive so there will at least be an awesome product next year, however much they tone down the things that make the franchise (in)famous. I think the development period of DOA6 is going to be interesting and it will be fascinating to see how far Team Ninja go with this.

Crystal Dreams

This last week saw me finally polish off the e-shop download of Pokemon Silver Version for 3DS. I ended up spending around 60hrs with the game and in truth, that figure could have easily been shaved by a considerable amount had I not spent ages hunting out my favourite monsters and training them up even though I had no space for them in my final/ideal team. I felt like a bit of a boss taking a Lv60+ team of Lugia, Typhlosion, Tyranitar, Dragonite, Raikou and Gyarados into the final showdown with Red (I would have also taken Ho-Oh but I needed Gyarados as my ‘HM slave’ to navigate Silver Cave) and I managed to beat the toughest trainer in the game on my first attempt. That Snorlax that bothered me so much back in the day? No problem! Typhlosion ended that sucker with a few Dynamic Punches. Yeah!

It was a very nostalgic experience overall and I thoroughly enjoyed revisiting the classic sound effects, sprites and simpler Pokemon mechanics that I’d been missing with the newer games. Despite the amount of hours I invested into Silver, I’m still keenly waiting for January 26th and the next classic re-release that I’d been hoping for…

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Pokemon Crystal Version was the edition that everybody had really been clamouring for when the Gold/Silver re-releases were initially announced and I can only presume that Nintendo held it back on account of it being so similar to G/S that nobody would buy either of those versions. This way, gamers like me will double-dip and I can’t deny that I have fallen for their nefarious marketing tactics! Yellow Version was re-released alongside Red/Blue but that was likely a different scenario given how Yellow had quite a lot of differences compared to the games it was updating and was changed-up to follow the TV show more closely.

Crystal is more of a subtle update over its direct predecessors but is – in my opinion anyway –  the definitive edition of the second generation of games. When this game was originally released, the introduction of animated sprites was incredibly special for example. The first iteration of the Battle Tower debuted in Crystal too (and boy was it brutal!) and a slightly tweaked storyline put Suicune into a position of prominence, allowing the player to eventually battle the legendary Pokemon without worrying about it fleeing as it, Raikou and Entei would immediately do in Gold/Silver.

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Gotta love those old sprites!

Crystal is – like most of the early Pokemon games – quite nostalgic for me as I clearly remember receiving it for Christmas on the year of release along with a brand spanking new Gameboy Advance. How ironic that the first game I played on a new system was one via the backwards compatibility! The more advanced (see what I did there?) aesthetics of those shiny new GBA titles didn’t deter me from embarking on a second tour of Johto however and in 2018, history is set to repeat itself. I really cannot wait and I’m fortunate enough to have received a £15 e-shop voucher from my sister at Christmas so I’m saving that for the 26th!

It’s also worth mentioning that Nintendo have slightly tweaked this version of Crystal in a rather special way. Aside from Pokemon Bank compatibility, they have also included a way to battle and capture Celebi without the need for any sort of special ‘event’! Wow! Celebi has long been one of those Pokemon that has been impossible to capture without being fortunate enough to attend a special event and outside of said event for Gold/Silver/Crystal (or the Japanese bonus disc for Pokemon Colosseum), I don’t believe Celebi has been made available since.

Roll on the 26th!

“It has risen again!” (Medievil remake coming for PS4)

There have been some very interesting announcments in the world of videogames over the past few days but there was one in particular that got me feeling all excited as well as depressingly sceptical. That announcement? A remake of Medievil is heading for the PS4 next year (source here).

First of all, let’s begin with some positivity and explain why I’m excited about this. Medievil is one of my all-time favourite games and along with such other Playstation classics as Spyro the Dragon, Crash Bandicoot, Driver and Tekken, it is one of the reasons why I fell in love with gaming in the first place and am still here today (for better or for worse). Thanks to my Dad, we got the original grey Sony slab beneath the TV in our house in 1998/1999 and one of the best things that came in the box was the most recent version of the famous “Demo 1” disc. This disc contained demo versions of all the big releases that had just hit the shelves as well as some previews of upcoming titles. Medievil was one such game on the disc and my Dad and I must have played that demo a thousand times before he bought the full game.

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The dreaded boulder section of Mausoleum Hill. Not so difficult as an adult but slightly more fiendish as a wee nipper still new to games!

I can only decribe the game as having a “magical” atmosphere. The design is a clever mix of horror and comedy with a perfect balance between the two being struck. Aesthethically, it reminds me of a Tim Burton movie with all the darkness and evil elements being kept in check by funny bits and the almost cartoon-like character/scenery design. The twisted shape of the gravestones has always stuck in my mind for example as have the sinister airborne demons from later in the game. Don’t forget the imps or killer pumpkins either. In short, the game has a lot of memorable visuals and made the sort of impact on me that other games (despite their quality) have failed to do in the 19 years or so since I first experienced Medievil.

The music too was incredible and carried a haunting, gothic tone that thoroughly bewitched my ears and added to the magic. To this day, it is a perfect example of an impressive, fitting videogame soundtrack composition and I often stick some earphones in and revisit my favourite tracks via Youtube.

I re-played both games last year as I so often do and found the original to have lost none of its charm. Yes, the game felt a little bit clunky and unforgiving (especially when it comes to falling from edges) at times but overall it still held its own. That graphical style in particular has really helped Medievil age well and does a super job at compensating for the general ageing that all early 3D videogames have suffered with many being cited as “unplayable” due to how poor they look today or how offensive those once cutting-edge textures are on the eyes.

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If I were a female groupie then this kind of graphical style would have me dropping my undergarments in an instant.

Medievil 2 (to discuss it quickly) was a little different in that I also recalled it fondly but upon re-playing the sequel (I usually just revisit the original) I found it to be a lot more fiddly and frustrating than I remember with numerous irritating elements such as the Dankenstein boxing match, trying to save all of the civilians on the Kew Gardens level and the monstrous difficulty of the final few levels. I’m ashamed to admit that I had to resort to an old-school print-out of cheat codes from back in the day that had been folded up and stuffed inside the game case. As far as personal gripes went, I missed some of the classic weapons such as the magic bow and dragon armour. Obviously with the game being set in more modern time, these fantasy items made no sense but even so, I still mourned their absence. The game is still decent and worth playing but I much prefer the fantasy setting of the original which didn’t come with so many annoying, gimmicky additions to the core gameplay. At the time of writing this reaction to the remake announcement, it isn’t clear whether Medievil 2 will join the original and mirror the recent Crash Bandicoot remasters (which included all three main PS1 games) but I can honestly say that I’m not fussed either way.

Unfortunately I now come to the part of this article where I must do a bit of doom-mongering and air my reservations. First of all, I’m usually extremely sceptical about ANY remake (whether it’s a videogame, movie or music) because more often than not, it isn’t really needed and in the case of older games, developers feel the need to expand on things or add new bits to the original formula in order to give a game the necessary meat that it needs in order to exist as a full-fledged release in the modern age where consumers have come to expect more for their money. In my eyes, Medievil is a perfect game and doesn’t need anything adding to it so there’s that.

Secondly, it is utterly vital that they preserve a) the tone of the original b) that superb soundtrack (whether it gets remastered or not) and c) the balance between gothic horror and comedy. Before anybody accuses me of baseless assumptions, let’s not forget that Medievil was already re-imagined for the PSP as one of the machine’s launch titles and that version changed several things as well as tipping the scales firmly towards comedy. It has not been well-remembered by fans of the original and the comedy look to the ghost at the end of the remake teaser trailer does give me cause for concern.

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The tomes on these stands provided hints and added to the game’s lore/atmosphere.

In general I am trying to remain on the fence until we have some more information or at least some footage to make a judgment on what kind of direction the developers behind this remake are taking. Using the PSP game for a base would be an instant turn-off for me and many others (judging by the comments section on the official Playstation Blog page for this news story) but remaking the game and losing that special balance in general would also leave me no other choice other than to say “no thanks”.

If it does turn out badly then it’s important to remember that we will always have the original to comfort ourselves with whether we dig out that old Playstation copy or fall back on the PSN re-release. When we still have this choice, I try not to moan or rant too much about what I consider to be “botched rehashes” because nobody can take away our memories or ability to play a game as it was originally released and nobody forces us to play a remake. Even rare games are available to play via emulation these days so we will always be pretty much sorted for the OG products when the marketing men take a steaming dump on our memories.

Here’s hoping that I will be looking forward to revisiting Gallowmere in 2018.