DOA4 boasts 100 different combos for each character. When you are playing the game, that statistic is just impossible to get your head around, particularly when you are struggling to consistently use more than 3 during matches. Even when you are training against your sparring partner, it’s difficult. With the more responsive counters, it’s nigh on impossible during bouts.
As a result, it is only a matter of time before you resort back to button mashing and winning matches just by punching, kicking and generally jumping around to avoid getting battered.
Your B and Y buttons kick and punch respectively. Holding X button will block, but not always fully. Get to know it well.
Your D-pad moves your character around, and your A button launches a series of throws.
Easily the most impressive visually of all the launch titles, DOA4’s graphics are jaw-dropping at times. Comfortably displaying in 60 frames per second, the fighter’s character models are impressive, as are the clothing. There are some slight glitches with the hair movement during victory cut-scenes, but not so much that it would drive you crazy.
High-Definition has been flashed around quite a bit when describing games for the 360, but DOA4 is well worthy of the tag. Beautifully presented from the disc load-up screen right through to the closing credits. And for fans of the series, the ladies movements are as “energetic” as always.
Back in November when attending a launch party, DOA4 was available to play but wasn’t quite finished. I was not impressed, but after playing it again now, I understand why. The best feature was missing.
The environments.
They are truly stunning and leap out of the screen at you, totally interactive and can genuinely effect the outcome of a fight. “Gambler’s Paradise” is the Vegas strip in all but name. Bright neon lights, taxi’s mowing you down, and you Live motto scrolling on an electronic sign all adds up to a fully immersive experiences. If you can perfect the timing of the traffic, you can punch your opponent on to the oncoming cars. The Experimental Playground is Jurassic Park, but without the park. Dinosaurs will not say “excuse me” when putting you or you opponent on your butt.
All 360 games boast Dolby 5.1, but in reality this game doesn’t need it. Speech is infrequent (and annoyingly still in Japanese) and other than the occasional grunting or crowd cheer, there’s not much asked of your speakers.
The soundtrack ranges from thrash metal and techno to a curious cameo from Aerosmith. It’s not terrible, but at the same time it’s nothing new and far too generic to form any lasting impression. However a fighting game relies on a soundtrack like a fish relies on bicycle so it’s not important and there’s not a lot more you can say.
Another one for your custom tracks perhaps?
Where the game lacks in plot, it certainly makes up for online via Xbox Live.
The lobbies are truly innovative. You navigate them appearing as an Avatar that wouldn’t look out of place in an Anime cartoon. Some of the lobbies are free, and you can navigate as much or as little as you want. The other lobbies will require the in-game currency you earn from winning matches. You can use your “Zack” dollars to purchase new avatars and outfits that your character will wear during your time in Live. Winning also increases your rank and grade. The lobbies can hold up to 16 fighters at a time, although you obviously don’t fight all at once. The host of the lobby decides the format, although people tend to lose patience and bail before it’s finally their time to fight again.