5. Dead or Alive 6 (PS4)
Up until last year, most of my love for the DOA series was the result of one game in the series, DOA2. I played the hell out of DOA2 on my Dreamcast and PS2 back in the early 2000s. The combination of its fast, action packed gameplay and umm...certain female character attributes heavily appealed to my teenage brain at the time. While I have dabbled in some of the later entries in the series, I'm a little bit surprised and disappointed I didn't play some of the later mainline DOA games more until 2024. Having played so much DOA relatively recently has definitely helped me decide which games I like better than others. In all honesty, they're all pretty good, some do stand out as being better than others for one reason or another. The final mainline DOA game I still needed to get my hands dirty with was the latest entry in the series, DOA6. And well, DOA6 was in many ways one of the most surprisingly good entries in the series while also being somewhat of a disappointing step backwards for the series as well.
I'll start things off on a positive note and say DOA6 might have the best gameplay in the entire series. Seriously, this game is so incredibly fun to play! Controlling nearly every character feels fluid, intuitive, and accessible than any other entry in the series. That's not to say this game is easy, but it certainly does make feeling like an absolute champion in a DOA game easier than ever as you're stringing together crazy combos and counters while the typical craziness of a DOA game plays out around you. This great gameplay is in no small part thanks to the knew Break system which acts as both a combo breaker and super system simultaneously. There is a gauge that fills up as you fight and once it reaches a certain level of fullness you can unleash a variety of supers on your opponent. The closest thing I can think of in terms of a similar system, both in implementation and how it looks (albeit WAY less violent) is the Xray special system in the newer Mortal Kombat games. I had a hard time wanting to stop playing this game, which isn't always the case when it comes to me playing fighting games.
Like most DOA games, DOA6 has many unlockables, mostly relating to costumes and accessories you can obtain for the fairly impressively sized toster of characters. Unfortunately, DOA6 has the distinction of having the most grindy unlockables system in any fighting games I've ever played. You don't just unlock costumes like you do in all previous DOA games. You literally unlock pieces of costumes by playing as the various characters, which also require you buy the costume with in game currency. Of course, being a modern video game, costumes and in game money can be purchased using real money, but I guess in a way it's nice they allowed you to unlock most of this content without needing to purchase it via DLC. Of course, there is plenty of content that is only paid DLC too, including a decent chunk of characters. But yeah, if you want to unlock anything decent in this game, be prepared to play this game for hours upon hours, sometimes for a single character costume. It's bullshit to be honest.
As mentioned, DOA6 was as much of a step forward as it was a fairly big step backwards. While DOA6 totes possibly the best gameplay in the franchise, it also tripped the series of a lot of its identity thanks to some questionable artistic decisions. Like it or not, DOA as a whole is loved just as much for its fun gameplay as it is for its overly sexualized female characters, over the top jiggle physics, and unapologetic promotion of TnA. While this part of DOA certainly appealed to me more as a guy in his teens, it's still an undeniable part of what makes a DOA game what it is and without it, the game just feels off. It's like if Mortal Kombat removed the blood and fatalities (MK vs DCU anyone?); it just doesn't work. Female characters have been undeniable defanged and the almost patented jiggle physics are almost non existent. I don't know whose decision it was to change these things or tone down the sex appeal of the female characters, but it honestly makes this game feel a bit generic and not as DOAish as nearly all other entries.
But even if DOA6 had all those staples of the DOA franchise in them, the game still doesn't look that much better than DOA5, a game originally released on 7th gen hardware. Stages are a noticeable downgrade as well. While there are a few memorable ones, many are simply generic looking Japanese villages or fighting rinks. There is far less verticality in stages too, meaning less opportunities to kick your opponent off rooftops or cliffs, and have them crash into the hard ground 50 feet below. Even the character models don't look as detailed or polished as they did in DOA5, which also includes the swear, damage, and dirt effects present in that game. This is still a fairly good looking game, but not nearly as good as a the previous entry in the series.
Finally, the soundtrack in this game is probably one of the worst in any DOA games I've ever played. DOA soundtracks jsut have this catchy, coolness to them that makes nearly all of them great. Unfortunately, DOA6 doesn't have a single track I really liked, yet at the same time none of them feel woefully out of place or offensive to the ears either. It's essentially a serviceable soundtrack, nothing more. Aside from the OST, the sound effects and voice acting is pretty good, at least if you turn on the Japanese voice audio.
I absolutely will be returning to DOA6 again at some point, albeit it will be almost exclusively for the game's stellar gameplay. It's a real shame this game didn't continue many of the staples the DOA series is known for or put more time and effort into the overall presentation of this game. This could have easily been one of the best DOA games ever made, if not the very best had they done so. But with how good this game plays, it's hard to be disappointed with DOA6 and I'd still strongly recommend people play it, even if it fell off the wagon in other ways. (1/5/26) [35/50]