Dead or Alive: Dimensions

Dead or Alive: Dimensions Review for 3DS

On: 3DS

Even more bouncy in 3D.

Review Verdict Read Review
7Out of 10
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Dead or Alive: Dimensions screenshot
Dead or Alive: Dimensions screenshot

I'm always quick to defend Dead or Alive. While its characters might be derivative and somewhat lacking in the personality department, the intricacies of the fighting itself are excellent, built on a foundation of reversals and intelligent footwork. It's more than just tits and ninjas, I have to point out, and certainly not as shallow as many make it out to be. Sadly Tecmo has tried its best to encourage this preconception with the Volleyball and Paradise games, which makes arguing my point all the more difficult.

Still, the addition of 3D technology in Dead or Alive: Dimensions will be music to the ears of lecherous teens, who will appreciate the biological aesthetics (3D tits) just as much as the brawling. With 13 guys, 12 girls and 24 gravity-defying breasts attempting to jiggle their way out of the screen, DOA:D boasts the biggest character roster of any DOA game to date. There's a good reason for this, too: Dimensions spans a time-line connecting all four Dead or Alive titles.

Chronicle, the mode at the heart of the game, fills in the gaps between the four DOA tournaments with a multi-layered narrative from the perspective of several fighters. Across the five chapters you'll fight as Kasumi, Ayane, Hayabusa, Hayate and Helena - tracking down missing siblings, sparring with old friends and exposing the truth behind the shady DOATEC organisation. As you fight you're taught the complexities of combat via brief tutorials that interrupt play. This is welcome at first - reversals take time to get to grips with, after all - but when you're nearing the end of chapter five, having played for five or six hours, it becomes a wholly unnecessary distraction.

While the story stitching everything together is a pleasant alternative to your bog standard Arcade offering, Chronicle seems to bite off more than it can chew. The story makes little sense, hopping from character to character and location to location like a kangaroo with ADHD. Often your fighter will engage in a feisty exchange with another only, to fight somebody completely different in the ensuing fight. It's a horrendously disjointed affair, which wouldn't be so bad if the cutscenes weren't so needlessly frequent. You'll watch far more than you'll fight, for the most part.

Of course nobody's expecting Shakespeare from the story, so let's talk about the kicking and punching and all that malarkey. Dead or Alive has always placed an emphasis on counters, reversals and use of an environment, and this has translated incredibly well to the small screen of the 3DS. With what is essentially a two-button attack system - punches mapped to one button, and kicks to the other - players can focus on nailing the timing of combos and preparing for the right counter attacks. Special moves are mostly combinations of backwards and forwards on the d-pad in combination with a punch or a kick, so there are no quarter circles and complex strings of button presses required here.

Unlike Super Street Fighter IV 3D Edition, there's no need for dexterity; it's all about reading your opponent, and reacting to the situation accordingly. If your opponent is gearing up for a high kick, get ready to prepare the appropriate reversal - diagonally up and block, in this case. You can even take accessibility a step further and tap out your commands on the touch-screen, if you wish, but this is more difficult than it sounds. It's impossible to react quickly enough to select the right move in the heat of battle, rendering the bottom screen mostly useless.

Dead or Alive: Dimensions screenshot

Fighting games inevitably incite competition amongst friends, and DOA:D has the online infrastructure to support this. Two players can duke it out over WiFi, or choose to pair up and complete 'Missions', tag battles against increasingly difficult foes. Sadly there's no option for competitive tag-battling, which was incredibly enjoyable in DOA4. More distressingly, the frame rate is often dragged into a quagmire of single digits whilst playing online, shattering any sense of strategy or coordination. Turning the 3D off can help, but if you've paid all this money for a three-dimensional device - why would you want to do that? (answer: you have a headache).

In addition to Arcade, Survival and Training modes, Dimensions has a host of other bells and whistles to keep you coming back. Similar to SSFIV, there are character-trophies to collect through meeting certain requirements in game. With 1000 of these on offer, the game has serious legs for those willing to invest the time. This doesn't use Street Pass like Capcom's fighter does, however, but Tecmo has chosen to use the technology in another sense. Should you pass a fellow DOA player whilst on walkabout, you'll be sent a character of theirs to battle based on their play style. Imagine fighting a ghost based on how they play, and you're pretty much there.

Is it better than Super Street Fighter IV 3D Edition? The control set up certainly better lends itself to a handheld, as the nature of the move-set makes DOA a less awkward experience with those diddy little buttons. In terms of raw playability, I'd argue Dimensions is a better fit for the hardware. That said, there's no denying that Capcom boasts the slicker product. Graphically - both in terms of character design and use of 3D - Street Fighter is the better game. It also proves itself far more competent online, which is a huge deal for fighting aficionados. DOA fans with an itch to satisfy should pick it up regardless, if only for the rather interesting tease at the end...

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User Comments

Bloodstorm's Avatar


Bloody Roar 2 remains one of the most perfect fighters i've ever played, as with Tekken 3.
Posted 12:54 on 16 May 2011
Endless's Avatar

Endless@ Clockpunk

Bloody Roar ;) And you missed Battle Arena Toshinden and all of the good Tekken games!
Posted 10:53 on 16 May 2011


Despite what you might have heard, the VG team did not test out the multi-player by paying for a group of large breasted girls to fight them in the office.
Posted 10:49 on 16 May 2011
IndoorHeroes's Avatar


Its all about DOA4
Posted 10:40 on 16 May 2011
Clockpunk's Avatar

Clockpunk@ IndoorHeroes

It was nowhere near as noticable... so far as I recall.

Mind you, the storylines in 2, 3 and 4 were pretty damn bad, which probably put me off more.

Also, the amount of unlockable costumes was significantly reduced from the first title... there used to be so many for the lasses, and about 5 additional for the guys.

Thinking about it, the PSX had an amazing array of fighting games that were enjoyable - Rival Skools, that one with the animals, SW: Masters of Teras Kasi, Thrill Kill, Bio F.R.E.A.K.S., Ravenloft: Iron and Blood, Ehrgeiz... I wonder what went wrong...
Posted 10:34 on 16 May 2011
draytone's Avatar


Posted 10:34 on 16 May 2011
IndoorHeroes's Avatar


You could increase/decrease the jiggliness of the boobies in subsequent games. You had to go to the options menu then set your "age" to 99 to get maximum boob jiggle.
Posted 10:22 on 16 May 2011
Clockpunk's Avatar

Clockpunk@ TomPearson

I miss the days of the first Dead or Alive (on PSX) - the one you could alter the 'jiggliness' off the assets in... the sequels never seemed to capture the same amount of fun or playability...
Posted 10:18 on 16 May 2011
mydeaddog's Avatar


I think what jbc3 was trying to ask was how Jamin managed to test the game online, given that the game wasn't available in shops at the time of release.

To answer that question: he played with other journalists. It's the standard procedure for reviewing the online bit of games ahead of time. And yes, it can be a massive hassle to sort this out.
Posted 10:06 on 16 May 2011
TomPearson's Avatar


hehe. On a serious note, I have a lot of love for Dead or Alive. It's one of my favourite fighters, the countering system works brilliantly
Posted 09:20 on 16 May 2011
Bloodstorm's Avatar


Oh dear lord.....
Posted 00:46 on 16 May 2011

Neon-Soldier32@ jbc3


Well, as a games review site, developers send out review code to gaming publications, bloggers etc. Which enables them to play the game in the state that it will be released in, that way they can review it before the game's out. The code's normally sent a few weeks before release.
Posted 00:44 on 16 May 2011
jbc3's Avatar


I'm a bit curious online - how were you able to try it out without the game being out in shops?
Posted 00:36 on 16 May 2011


Ooh, nice. May pick this up when I get the chance.
Posted 12:11 on 05 May 2011

Game Stats

Dead or Alive: Dimensions
Out of 10
Dead or Alive: Dimensions
  • Street Pass feature is nice
  • Controls work well
  • Frame rate suffers online
  • Chronicle mode is a narrative mess
Agree? Disagree? Get Involved!
Release Date: 20/05/2011
Platform: 3DS
Developer: Team Ninja
Publisher: Tecmo Koei
Genre: Beat 'em Up
No. Players: 1-2
Rating: PEGI 16+
Site Rank: 3,541 5
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