Marcel Winatschek

The Physics of Unnecessary Things

At a friend’s place, PlayStation running, Dead or Alive on screen—nobody was there for the fighting system. Tekken did that better. Nobody was there for the stage design either. The draw, the unspoken reason we crowded around that TV, was physics. Specifically, the physics engine applied to the female fighters’ breasts, which bounced in directions suggesting an entirely separate simulation department had been given a generous budget and unambiguous priorities.

This reached its logical endpoint with Dead or Alive Xtreme Beach Volleyball, which dropped the fighting entirely and asked you to buy pool accessories and gifts for women in bikinis. It was, to its credit, completely honest about what it was.

Dead or Alive 6 returns to the combat, picking up where the fifth installment left off and letting familiar characters from across the franchise—Kasumi, Ryu Hayabusa—run into a new roster of opponents. The stage design is genuinely impressive in places. Forbidden Fortune begins on the deck of a burning pirate ship and works down through the hull until you’re fighting in front of a kraken, its tentacles swiping at the combatants while the whole structure collapses into fire around them. It’s absurd and spectacular and I mean both as compliments.

Brad Wong is back, which is the piece of news I care most about. The "Drunken Fighter," master of Zui Ba Xian Quan, who moves like he’s two drinks past the point of standing straight and somehow wins anyway. He spent years training in remote parts of China, his master eventually dispatching him on a quest for some legendary brew—which is the most Brad Wong sentence that has ever existed. He sat out Dead or Alive 5. Now he’s back and as unreadable as ever.

Returning alongside him is Eliot, the Iron Fist’s student, who spent the gap between tournaments on a training journey and came back with Xinyi-Liuhe-Quan added to his repertoire. The DOA universe is genuinely committed to its fighters’ backstories—everyone has a lineage, a master, a period of wandering, a reason to have shown up at the tournament again. I find this charming even when the stories are ridiculous.

Among the newcomers, NiCO is the standout. The Lightning Technomancer: Pencak Silat specialist, able to layer plasma discharges into her attacks, EMF rings pushing her movement speed into something that looks like frames are being dropped. She’s also a scientist working for the clandestine M.I.S.T. project, which in DOA terms means she’s more dangerous than she appears. Also back: Kokoro, Helena’s half-sister, whose Ba Ji Quan refined further by Maiko training makes her striking something precise and formal—elbows and palm strikes designed to break your balance before you’ve registered you’re already falling. And La Mariposa, the Luchadora, who is actually former DOATEC researcher Lisa Hamilton in a mask. She retired after the fifth tournament. She’s back. More lethal for the break.

The breast physics are intact. Of course they are. If you came to Dead or Alive 6 expecting reinvention—a sober reckoning with the franchise’s reputation, something to recommend to people who already thought you were a bit much—you’re going to be disappointed. What it is instead is a fun, technically accomplished fighting game wrapped in aesthetics that have never once pretended to be something other than themselves. I don’t need it to apologize for that. If you want Kasumi by a pool with a cocktail rather than snapping someone’s spine, there’s always a flea market copy of the Xbox original. Both things can exist.