In the cutthroat world of fighting games, Dead or Alive has consistently proven that it's a solid contender. From its arcade debut in 1996, the series has made a name for itself with striking visuals, fun and memorable characters, and engaging fighting action, carrying the series along through some of the genre's darkest days. Now, Dead or Alive finds itself in one of the most crowded markets the genre has ever seen. Dead or Alive 6 still has the chops to stand out after all this time--though it does slightly stumble along the way.
When you first boot up Dead or Alive 6, you're greeted by a close-up of one of the game's many characters, staring you straight in the face as you navigate through the initial set of menus. It's an early glimpse at DoA6's graphical prowess, as you get to see one of the cast members before they step into the ring and turn into a bruised and battered brawler. The way the fighters themselves sustain visual damage during a fight is quite impressive. There's dirt, torn clothing, and flying sweat--even some of the heavier hits leave a little bit of blood, transforming every match into a fierce brawl. Thankfully, if you find these effects distasteful or distracting, there's also the option to turn them off. Combined with the flashy character costumes and colorful, elaborate arenas, DoA6 is a game with a distinct visual flair.
But the game's appeal is more than surface-level. DoA6 delivers solid, satisfying combat with its own twists. New to the franchise is a Break Gauge that fills as you deal or receive damage with your blows--a mechanic that's been seen in many other fighting games. There are a few things you can do with this shiny new gauge, thanks to a newly added "special" button that puts it to use: An offensive sidestep into an attack by pressing up or down in tandem with the special button, do a "Break Hold" universal hold counterattack by pressing back and the special button. Finally, you can execute a powerful "Break Blow" by either pressing towards the opponent and the special, or automatically at the end of a four-hit special button auto-combo, assuming the Break Gauge is full. These Break Blows are incredibly flashy, packing a serious punch both in lifebar and visual damage to the opponent. It's hard not to feel a bit demoralized when you're watching your fighter get physically wrecked by a secret ninja skill or a fist to an extremely vulnerable face--but it's super rewarding to push that same humiliation onto your foe.
The Break Gauge is a great addition to the game, as it's easy to understand and doesn't require a lot of execution beyond knowing when to use each special technique. All of these techniques are useful; the sidestep attacks can screw up somebody fishing for you to mess up a hold counter, the Break Hold can take some of the guesswork out of hold counters (and counter an opponent's Break Blow), and Break Blows just look cool and satisfying as hell… well, provided you can land them.
But the Break Blows aren't the only flashy thing about DoA6's combat. The series is known for having some pretty wild combat arenas, and DoA6's lush battlefields might be some of the craziest yet. They include a dilapidated theme park overrun by dinosaurs, a moss-encrusted battleship being assaulted by an angry kraken, and a multi-car pile-up with some very volatile vehicles that might go kaboom when someone touches them. These stages are littered with specific danger zones that both play an amusing cinematic and deal extra combat damage to an enemy when you send them flying into one with a well-placed blow. In some cases, you can even pull off unique combos with the aid of danger zones; the aforementioned dinosaur stage features an angry pterodactyl mama who will hoist a fighter into the air before dropping them again, setting them up for a big juggle combo. Alas, while the really nutty stages are quite memorable, most are a lot more sedate, and the stage selection as a whole feels somewhat lacking.
DoA6 also offers plenty of minor tweaks to the moment-to-moment gameplay, and options to make the game more beginner-friendly (such as simplifying the game's hold counterattack system inputs), but the most important thing is that the fighting just feels good. The rock-paper-scissors element of the holds-throws-attacks balance works nicely into gameplay with smooth animation that feeds into a seamless flow of combat. Every character offers something unique in terms of their fighting style, but once you have the basics down, it's not too hard to learn another character if you're not feeling who you're currently playing with. And while I'm not terribly fond of the designs of the two new characters (street brawler Diego is terribly generic, and blue-haired anime teen scientist NiCO looks like she belongs in a different game entirely), they both bring something new to the table in terms of their combat abilities.
Where DoA6 falters, however, is in its single-player content. Story Mode isn't too bad; the cinematics mostly use the in-game graphics engine, further showcasing DoA6's strong visuals, and the game wisely has an optional tutorial feature that teaches you basic strings for each character you'll assume control of so you're not thrust into blind combat. However, the weird multi-timeline presentation is a mess both in terms of interface and storytelling, leading to a confusing series of events that oscillates wildly between serious drama and goofy comedy.
Then there's the other big single-player mode, DOA Quest: a series of themed battles that offer in-game rewards, like parts for new character costumes and in-game money used to purchase and view extra story content. By completing sub-objectives in these battles-- like landing a specific attack a certain number of times or beating a quest within a time limit--you earn additional rewards and unlock more quests to attempt.
DoA6 also offers plenty of minor tweaks to the moment-to-moment gameplay, and options to make the game more beginner-friendly, but the most important thing is that the fighting just feels good.
DOA Quest isn't a bad idea on its own, but the game's grindy, frustrating unlock system turns a fine little challenge mode into an absolute chore. The main thing you'll want to use DOA Quest (and other single-player modes like Arcade Mode) for is unlocking character costumes and customization options, of which there are many. However, you'll soon discover that when you earn points that go towards unlocking new outfits, you have absolutely no say in where they will go. You could earn 300 costume points in a quest featuring Zack, for example, and those points you earn would go towards unlocking a random costume for Hayabusa instead--meaning you invested time and effort to earn partial rewards for a character you potentially don't care about. This happens a lot. To add insult to injury, even when you do get enough points to open up a costume for a character, you still have to pay earned in-game money to actually buy and wear it. It's an extremely ill-thought-out grind that sucks all of the reward out of playing single-player.
As of the time of this writing, the game's online servers haven't gone live, so we are waiting to see how the game's netcode and online interface stacks up before finalizing the review. For the time being, though, we can say that DoA6 is a fun, engaging fighter with great-feeling, easy-to-pick-up combat, a strong sense of visual style, and a lot of personality. If you're looking for a new fighting game to learn the ins and outs of--or perhaps a nice entry into the 3D side of fighting games--DoA6 is a fighter of choice.
The most effective horror can seep its way into the mundanity of our everyday lives, ruminating beneath the surface before wrapping its malevolent tendrils around our sense of comfort and familiarity. Years after it was removed from sale, the bite-sized slice of P.T. we were privy to still manages to evoke those trembling feelings of unease more potently than almost any other horror game since--making each trip around that unremarkable L-shaped corridor an intimidating test of nerves. Devotion, a new psychological horror game from Taiwanese developer Red Candle Games, evokes P.T.'s terrifying spirit to paint an inventive, thought-provoking, and insidious portrait of family life within the claustrophobic confines of a small Taiwanese apartment.
Set throughout the 1980s, Devotion focuses on a strained family of three: struggling screenwriter Du Feng Yu, retired singer and movie star Li Fang, and their sickly young daughter Mei Shin, who aspires to be like her mother. The game predominantly takes place within the five rooms of their modest apartment, with a narrative that takes you on a distressing tour through the years and various configurations of this intimate space. The attention to detail in each facet of the apartment is striking, as every nook and cranny is thoughtfully assembled to replicate an authentic, lived-in home. There are old newspapers being used as makeshift tablecloths, pencils and discarded scripts messily strewn across desks, a corridor that's extravagantly decorated with the haphazard art of Meh Shin and her litany of crayons, and a calendar hung above the CRT TV that notates significant dates in the family's lives. Each detail, no matter how meaningful or insignificant, establishes and effectively reinforces Devotion's disconcerting sense of familiarity. This nuanced sense of place ensures that whenever your eyes are averted elsewhere and the apartment begins to shift and transcend its limitations--sometimes dramatically, other times subtly--it's all the more unnerving when you turn around and come face-to-face with a surreal distortion.
All of these details, from the apartment's transforming arrangement of rooms, its varying lighting, the tempestuous weather rattling away at the windows outside, and the way the building mutates around you, are all in service of Red Candle's profound storytelling. The central tale is intimately focused on the family of three, but Devotion manages to weave a tangled web that deftly examines the impact that mental illness, societal pressure and expectations, and religious fanaticism can have on a beleaguered family. For as much as Devotion is about its characters and the fantastic way their development coalesces with that of the ever-changing apartment--with the increasingly dishevelled rooms acting as a poignant metaphor for the family--it's also about a specific time and place; delving into the role of women in 1980's Taiwan, feminine beauty standards, the infancy of mental health research and the stigmas attached to it, and the sometimes dangerous faith desperate people will place in religion. Explorations of Taoism and Buddhism might not completely resonate with a Western audience, but the story is told in such a way that it's relatively easy to read through the lines and understand the awful, heartbreaking extremes people are willing to go to for those they love.
Taiwanese developer Red Candle Games, evokes P.T.'s terrifying spirit to paint an inventive, thought-provoking, and insidious portrait of family life
Impassioned voice acting brings Devotion's limited number of cutscenes to life, but most of the story is told through the myriad items you gather, read, and manipulate as you traverse through different variations of the family home during 1980, 1985, and 1986. Puzzle solving is relatively straightforward, with any items you find inevitably being used to solve a particular conundrum. All of your interactions are geared towards unravelling the mystery of exactly what happened within the unassuming walls of this family home. A note you found earlier might inform a scene later on, while coming to understand the family's relationship with one another will gradually evolve the context and meaning of certain trinkets aside from the revelations discovered in its most gut-punching moments. Devotion might be mechanically simple--knowing to put a camera on a tripod isn't going to wrack your brain, for example--but its strengths come from simply immersing you in a place with an engaging story you'll want to see through to its conclusion. There are a couple of jump scares, but they feel earned within the oppressive atmosphere achieved through ominous music, sounds, and unsettling imagery, with striking motifs tracing everything back to the family's shattered lives.
Unlike a lot of contemporary horror games, Devotion also resists the temptation to dabble in frustrating trial-and-error stealth sections or monotonous conflicts with monsters in an attempt to heighten any perceived sense of excitement. There is one regrettable chase scene late in the game, which is undeniably Devotion's lowest point, but it's also brief and easy enough that it doesn't overstay its welcome. At three hours in length it's feasible to reach the end credits in one sitting, and that might be the ideal way to experience it. The pacing is almost immaculate aside from a plodding stroll towards the game's final act, but even this is easy to push to the back of your mind once you've reached its stunning conclusion.
Devotion doesn't quite match the anxiety-inducing frights that permeate each cautious step forward in games like P.T. and Amnesia: The Dark Descent, but its domestic terror burrows deep inside your psyche long after the final credits have rolled. The sorrowful story it tells meshes malice with tenderness, metaphor with stark truths, and achieves it all with the nuanced kind of environmental storytelling other games can only strive for. There are moments when it jumps out of the genre completely, surprising you with a sudden tonal shift, and others where the oftentimes clichéd presence of a children's doll is used to signal a character's poignant detachment. Everything Devotion does is in service of this story and its character development; you learn about these people's lives, empathize with their plight, and come to understand their actions, even if you don't agree with them. Home is where the heart is, and Devotion is a shining example of what the horror genre is capable of.
Editor's note: At the time of publishing Devotion is not available to purchase on Steam. The game was pulled by Red Candle Games, which stated this was due to "technical issues that cause unexpected crashes and among other reasons." The game was also caught up in a controversy surrounding art in the game which looked to be based on a meme of Chinese President Xi Jinping. Addressing this, Red Candle Games said "our team would also review our game material once again making sure no other unintended materials was inserted." The game is expected to be made available again in the future.
No comments:
Post a Comment