And the intensity of the action triples when you first knock an opponent off of a cliff or out of a window, then leap down after them and begin fighting on a ledge below. They’re littered with columns, changes in elevation, all of kinds of features that made the game feel so much more alive. These weren’t enclosed cages or plateaus or even rings – you fight on a skyscraper, in the Japanese wilderness, in the bell tower of a chapel. But Dead or Alive 2 really popularized it and made it feel especially rewarding. Samurai Shodown 64 was technically the first game to implement fighting over multiple storied levels after getting knocked down from a platform in Virtua Fighter 3 still always meant a ring out. Dead or Alive decided to pursue exactly that approach further and greatly expand on it. Virtua Fighter had experimented with natural, uneven stages with its third major iteration, but quickly abandoned the idea afterwards. The big new thing about Dead or Alive 2 were the multi-tiered fighting arenas.
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