After a long day of scheduled appointments with various developers at
last year's E3, I finally got a few free hours where I could zip around
and check out the latest console offerings. After getting lost trying to
find the bathroom (and discovering the Working Designs booth in the
process), I finally stumbled upon the Tecmo booth.
I didn't know much about Tecmo's offerings, other than that they were
working on one of those gem-dropping super-deformed anime puzzle games,
and some Model 2 fighter that I was anxious to check out.
I went to Tecmo's reception desk, grabbed some of their product
literature, and grabbed a handful of tokens I could use on the Dead or
Alive machine. Another journalist was playing, and he graciously allowed
me to take him on in two-player mode. I was hooked after one round - it
played like Virtua Fighter, but the block button was replaced with a
"hold" move that could reverse your opponents' attacks. After being
initially impressed, we were back at the character select screen.
"Wait a second," the other guy said, "I seem to remember there being
something 'special' about the girls in this game." I shrugged, and we both
picked two of the female combatants.
"Ohmigawd!" we gasped in unison as the round began. The, ah, chestal
protrusions of the female characters had been rendered in hyper-realistic
detail, and bounced all over the place like a pair of water balloons. It
was offensive and sophomoric, but that didn't stop us from playing - nor
did it stop the crowd gathering around us to gape at the geometric naughty
bits.
I graciously gave up my position and supply of tokens to another
onlooker (unlike the ten-year-old game tester who kept hogging the Lost
World arcade machine - the little punk), and moved on to the next booth,
reminding myself to start playing Dead or Alive religiously when I got to
the arcade back home.
In any case, I was seriously worried about the Saturn port of Dead or
Alive. After all, Last Bronx had appalling amounts of polygon flickering,
which knocked it down more than a few rungs in my book (it's disheartening
to see your character start disappearing in the middle of a throw move).
But after hearing how Dead or Alive got the thumbs-up from the Japanese
gaming press, I was on the phone with my local importer. And man oh man,
is this game a doozy.
One of the bigger challenges in porting a fighter to a home system is
contending with the character polygon counts. While the original Dead or
Alive was coded with a dedicated geometry chip in mind, the Saturn's
polygon engine would have to be written from scratch, and the characters
would have to be remodeled with roughly one-fourth the polygons of the
originals. Fortunately, Tecmo has optimized the models and created the
best texture work I've ever seen. While Virtua Fighter 2's poly-people
looked a smiget different than their arcade big brothers, the Dead or
Alive cast is virtually indistinguishable. The whole shebang runs at
740x480 (which is actually higher than the arcade version) at 60fps,
without any slowdown or pixelization. This is easily the best-looking
fighting game on any platform, even though the 3D backgrounds were cut in
favor of scaling parallax backdrops.
The character movement is positively luscious. The skeletal-based
system is based on real-life motion capture and traditional hand animation
- while some of the moves couldn't be performed in real life, they move
with such fluidity that it's easily forgivable. At first, I thought that
Dead or Alive was running off a continuous-mesh system (as in Tobal) due
to the utter smoothness of the characters. This isn't the case - it's the
same animation system used in VF2, but the superior texturing and modeling
hide any joints visibly poking through. Mesh animation is used to portray
the bouncing breasts, and some of the different parts of the characters'
costumes. There's even a mini-particle system - when Hayabusa pops in at
the beginning of a round, leaves fly everywhere, and when Kasumi vanishes
at the end of a match, all that's left are floating cherry blossoms. This
game looks really good.
Dead or Alive's character designs feature a lot of spunk - though they
fulfill the fighting game template (old dude, Japanese schoolgirl, ninja
guy, hulking but slow gaijin), they do it with class, and they're much
more likable than the Tekken punks. Also, anime dorks such as myself will
recognize some of the voices - Zack is played by Bin Shimada (from You're
Under Arrest, among others), and Kasumi is played by the actress Sakura
Tange (from, uh, everything else). In terms of gameplay, Dead or Alive is
the first game I've found that actually eclipses Virtua Fighter - and
that's not an easy thing to do. The 3-button control allows you to pull
off the typical VF-like moves, but the hold button is the greatest thing
since sliced bread. After you start learning the ropes of the game, you'll
be able to go back and forth with the hold reversals, slapping away each
other's attacks like in a kung fu movie. A friend and I reversed each
other's attacks for ten seconds straight, and it was one hell of a rush.
But the best addition is the Danger Zone - an explosive ring that
surrounds the fighting area. Knock a foe into the Danger Zone, and they'll
go hurtling into the air, giving you ample opportunity to jump in and
start juggling them. If you're into up-close and personal combat,
multi-part throws are available to most of the characters, and there's a
good emphasis on grappling.
Dead or Alive is jam-packed with extras. Secret costumes (from the
skimpy to the truly bizarre) unlock each time you beat the game. Jann-Lee
gets some snappy Miami Vice-style suits, the girls get naughty outfits,
and Zack is awarded with a metallic Snork costume that looks simply
amazing. There are several goodies that let you tweak aspects such as the
fight order, Danger Zone damage, and whether or not the girls' breasts
bounce. Even with Saturn support fading to black, Dead or Alive is just so
damn good, it's a pity Sega of America won't port it over to the States.
Strangely enough, Dead or Alive might make a resurgence in American
arcades, running off the ST-V board (which is the equivalent of Saturn
hardware). In any case, this is the game to import, and I regard it as the
best fighting game we'll see before Virtua Fighter 3 makes its way onto
the home market. And all of this from a third party, too. Congratulations,
Tecmo.