By Far The Best Fighting Game on Xbox 360
The first thing to note, even ahead of the game's added next gen bouncieness, is that DOA4's single player modes are considerably harder than those of the last couple of games. DOA's legendary creator and team ninja boss, tomonobu itagaki, reckons it'll take you 30 some hours to complete.
Itagaki starts to bemoan the lack of longevity in several of 360's launch titles, much to the discomfort of the attendant microsoft PR Types. And indeed, as we settle down with the story mode in a cramped, nicotine stained room, it becomes clear that doa4 is no pushover. You're going to really graft to see those shiny FMV movies and, of corse unlock a certain famous or bonus character.
If DOA veterans expect to pick-up the game and achieve success by pulling out the moves that served them well in previous incarnations then it's time for a rethink, although the punch/kick/grapple/block button configuration remains the same, each and every characters move set has been overhauled and tuned so as to be barely recognisable (take ninja gaiden's hero ryu - the silly handstand/breakdancing moves from DOA3 have largely been done away with and now his ninjitsu is simply devastating) and the counter-move system is more complext and context sensitive than before. While this doesn't exactky naje fir a kevek okyubg field, experienced scrappers will still hold a considerable advantage over newbies, it does at least offer a challenge that feels a little fresher. No one wanted to see a tired, rehashed offering of DOA3.
There are three new fighters, Mariposa the masked wrestler with the skimpy outfit, Elliot is the rather wet looking english public school boy and kokoro, the elegant lady with the long dark hair and flowery kimono.
Eliot, Apprentice to gen fu, is perhaps the hardest of the new fighters to master and we had plenty of trouble effectively using his Xing Yi Quan fighting style. kokoro, on the other hand is a joy to play with thanks to her dancing Ba Ji Quan fighting style and impossibly long legs that can fend off almost any attack once you've started timing things correctly.
Oops, Forgot the one other new face, Nicole, Aka spartan-458. Yes it has to be one of the most impressive cross-game-developer-collaborations ever seen. Itagaki-san approached bungie with the idea, they loved it and sent the necessary source material over to tokyow and the result is not only the spartan character (who is suprisingly nimble for one clad in body armour and very tough, but she doesn't wield any weapons.) but also the nassau space station level from the opening of halo 2. certain liberties have been taken with teh design of the level - there are burnt out wraiths lying around for one thing - but it's multi-levelled construction fits in perfectly with DOA's fighting arena ethos. i don't want to spoil your fun so i'll leave the rest of nicol and nassau for you to explore yourself.
The story mode works to the tried and tested formula of a series bouts against a series of characters as ever they get increasingly trickier to beat as you progress. While you can breeze through the early rounds, the opposition in the latter stages has such tought al that you'll really have to nail your chosen character's style, particularly their counter-moves, if you're to emerge with your knockers intact. As before, some characters are a little more forgiving to play with - ayane for example, specifically designed for the inexperienced. Others, especially the larger, slower characters such as bass armstrong are harder to master.
Test Drive:
This is indicative of an overall attention to the game's finely tuned balancing. Itagaki-san and his team have ensured that every component and every move and counter-move in the game has the correct balance, employing some of japan's finest DOA fighters to rigorously test the game every night after the day's coding has been completed. The result is a game that, in the versus modes at least, suits every skill level and if you venture online then a comprehensive match-making system akin to that of halo 2 will ensure that you'll be fighting games of the same competence.
While we're on the subject of live play, DOA4 has the most surreal online element you're ever likely to see. When you first hook upto live you'll need to make your own lobby. there are dozens of different devor themes to choose from, all presented in a cartoon style ranging from an aquarium to a swap and a space-station. Then you need a receptionist who'll look after the matchmaking side of things (i chose a penguin) and then you need an avatar to represent your online self (i chose a clownfish). As you earn points through your live battles you'll be able to purchase accesories for both your receptionist and avatar (i bought both a charming dandelion hat). Live play itself is top notch and there was no discernible lag when i took on some of the developers. A USB keyboard can be used for text chat if you dont want to use the headseat.
Phony norks
And then there's DOA's most celebrated asset, the menu screens. Ho! We of course mean the enormous bouncing knockers attached to the lady fighters. Yes, They're full of delightful wobbly next gen goodness and many of the outfits are designed to show off this splendid gravity-defying bustiness in all it's glory. But let me not linger on the subject of funbags lest any lady readers or certain militant female game journos start labelling me a immature pervert, because i'm not. But will you look at the **** on kasumi! Sorry.
Appendages aside, the character and level design are really rather lovely, and the 'storyline' FMV's more stunning than ever (although they're not created using the 360). Itagaki-san is convinced that his team has squeezed as much as much painting power out of the 360 as they possibly could within the time constraint placed on them, watching it running at 60frames per second with strands of hair and folds of material reacting to the fighters moves, while 3D crowed bay for bood in the stands of the wrestling arena, then you execute a perfect, spectacularly animated kick-punch combo to floor your opponent... it's hard to disagree.
We didn't count how many levels there were in total but there are more than enough to keep things interesting for months of play, a couple of standout arenas included the streets of las vegas, where not only do you have to dodge attacks, you need to watch out for cars bombing down the streets.
They ain't gonna stop and watch you scrap. Elsewhere, the amazonian rope bridge level offers some pleasing water effects when you manage to knock your opponent from the bridge into the river below. there's a new take on the lost world area from dead or alive 3 too: this time it's populated by dinosaurs, although i didn't manage to get them to eat an opponent as i would have liked. For a pure fighting experience without any injury-causing obstacles to aid or impede you, the tatami mat room is the one to go for. It's just a plain dojo with a few carpets for decoration and is sure to be favourite among the xbox live elite.
All in all, then, this is definitely one of the superior 'launch window' games and a quality addition to the DOA universe. It's easy to pick up but hard to put down and offers something for everyone, even your missus who never plays games( my missus never plays games yet conspires to thrash me at DOA3 whenever it's wheeled out of an evening). Technically it's superb and the attention to detail and effort put in by team ninja is apparent from the first momeny you raise your fists in anger. Sure it's the only fighting package for 360, but it's a beautifully complete one. Get involved.