If there was ever a fighter that didn't get as nearly as much
respect that it should have gotten, it would be Tecmo's Dead or
Alive (coin-op, PSX, Saturn). Running on Sega's then-famed Model
2 arcade board, Dead or Alive hit the arcade scene in '97, then
later appeared on the PlayStation and Sega Saturn (the Saturn
version, ironically the better of the two versions, only
appeared in Japan). Nonetheless, the PlayStation incarnation was
nothing to sneeze at, as it was almost an arcade perfect
rendition of the arcade title of the same name. It featured
excellent graphics, quick and easy controls and one of the most
refreshing engines to surface in the fighting genre. If I were
to compare it to another game, the closest one to come to mind
would have to be Sega's own Virtua Fighter 2. Though DoA had the
same basic kick + punch fighting style, what it brought to the
table was a new reversing system where the idea of countering
was much more heavily implanted than any fighter prior to DoA's
release. And while Dead or Alive was met with critical acclaim
from the media, it only managed to make a niche following in the
market and never took off like Tekkens' or Street Fighters' of
the same genre.

Nice special effects
Jump ahead three years later, and Tecmo is at it again.
Released in late 1999, the sequel to Dead or Alive (aptly named
Dead or Alive 2), debuted in arcades in fairly limited numbers.
Even though this one still didn't prompt a huge following of
fans, the game was welcomed into open arms by the press once
again. Led by the beautiful graphics and fantastic-fighting
engine, DoA2 made quite a statement for itself among the online
community of not only websites' but regular gamers too. Produced
first on the Dreamcast, Dead or Alive 2 was the second smash
fighting game to hit that system (first was Soul Calibur) but
still earned itself a lot of credit. Later in the year, we were
told by Tecmo that a port of the title would make it’s way
over to camp Sony in time for the PlayStation 2’s launch,
named Dead or Alive 2: Hardcore. And although the change over
didn’t bring a ton of new features, gamers were still treated
to the best version of the license yet in the Hardcore edition.
There is no question about it that the one part of Dead or
Alive 2 that cannot be touched is graphics. Quite simply, DoA2:
Hardcore is a visual onslaught. While it may not be as flashy
as, say, Soul Calibur, the game has probably the smoothest
animation ever found in a fighter, and the character facial
animations are outstanding. Though the bodies aren't as well
defined as SC's, they are still very, very well done. High-res,
60 FPS of pure fighting bliss at action. As one of the first
titles to disregard the PS2’s ability to make jaggies vividly
apparent, Hardcore’s models are finely created without those
hated stair-stepping corners. It doesn’t look totally
different from the Dreamcast incarnation, but Hardcore does have
some nice new lightening effects and improved textures which
illustrate the game so beautifully that its hard to stop and not
just admire the scenery and action while you’re playing.
But the thing that DoA2: Hardcore does hold over its
weapon-based brethren in the graphical department is its
backgrounds. To put it bluntly, they are masterpieces in
movement. Instead of flat, polygonal-constructed backdrops that
Soul Calibur has, Dead or Alive 2 claims home to expanding
levels to fight on. For example, one of the fighting stages is
inside a beautiful church cathedral. There are gleaming
stained-glass windows lining the walls, and if by chance you
knock someone hard enough into one, your opponent (or you) will
go crashing through the window and down a few hundred-foot drop
to the next platform to fight on. While some are not as dramatic
as others, they are all nonetheless a fantastic addition that is
long overdue. All backgrounds are varied, from the lovely
waterfall stage, where fireflies twirl around as the night
backdrop shimmers, to an opera house where you can be kicked off
balcony to lower balcony. Add to the fact that this all happens
with ZERO load time, and you have got quick and fast fighting
that won't leave you hanging every fight for a new area to load
up. Hardcore does, thankfully, contain a nice amount of new
backgrounds to fight on. Ranging from an interesting UFC-esque
octagon to the rooftops of a Chinese rooftop at dusk, some of
the newest backdrops are absolutely lush in details and seem as
if they were colored by paintbrushes themselves.
One part that bothered me most about Soul Calibur was its
newbie-friendliness. And although I still believe it's one of,
if not the, best fighting game ever made, I personally think
that the game can easily turn into a button-mashing frenzy. Even
though I can easily kick any of my buddy's ass at it 4 out of 5
times if I play it right, there are some instances in the game
where a few characters seem a bit unbalanced. A new person to
the game can beat you by means of just pounding at the
controller, and for a game that's achieved so much accolade
(from EVERYONE on the planet, mind you), is somewhat of a let
down for die hard fighting purists.