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Certain characters, such as Bass Armstrong and his daughter, Tina, can combine for special tag attacks that are nothing short of devastating.
Finding a good balance between tag partners adds a lot of replay value as you try out different teams of slow and fast characters and brawlers and grapplers and even pairs as simple as girls and boys.
As you become more comfortable with your team, you'll begin to discover the wide range of combo possibilities.
For example, let's say you pick Ayane and Jann Lee, two fast and hard-hitting characters. If you were to start a combo with Ayane, you could switch mid-hit to Jann Lee, who could rocket in and finish the combo with three more punches and a kick.
Before your opponent even hits the ground, you could switch back again to Ayane to add a slap and a sweep or two. It all depends on how well you know your characters and their moves.
In case it seems as if fights are over a little too quickly, you can always adjust the damage levels for longer, more satisfying battles.
The real fun starts when you have four people playing at once. For perhaps the first time, aside from Sega's sports lineup and maybe Chu Chu Rocket, you have a real reason to plug four controllers into the front of your Dreamcast.
If you have a balanced team that knows how to use the free button effectively, you could stall as your teammate regains his health on the sideline, switching back and forth as necessary.
Matches often seem like a tug of war because only the players at the top of their game will survive. Unlike other 3D games on the Dreamcast, button mashers don't last long in DOA2, requiring you to really learn the nuances of the game.
There is also a throw button that, if landed, will unleash some highly damaging moves. It doesn't take notice of location as much as Soul Calibur does throwing from the side or back usually results in the same throw.
Beyond the fighting principles of the game, the replay value and presentation have also been well thought out. Acting as the resident arcade mode is the story mode.
This so-called story mode functions as little more than an excuse to toss in some awkwardly translated one-liners reminiscent of an SNK game.
While certain characters preface their fights with a little in-game cinema using the game engine, the story mode is really nothing more than a single-character one-player game.
There are also a time-attack mode, a survival mode, the aforementioned tag battle, a team battle which, even though it can feature up to ten characters, doesn't have loading pauses , a sparring mode read: training , a two-player versus mode, and a generous options mode that lets you fine-tune options for every mode available.
The same cast of characters from the original DOA returns, with two slight changes taking place. The first is the replacement of Bayman with a character named Leon, whose move list and control mirror Bayman's to a tee.
Why this change was made is a mystery. The other change is the replacement of Raidou with a legendary Japanese mythological character called Tengu, who, like most fighting-game bosses, is fairly cheap and very powerful.
Unlike many other games, Dead or Alive 2 stands out in the polish department. It's not enough that the in-game character models look better than the prerendered intro movie models from DOA, but they also look better than anything this side of Soul Calibur.
While the bodies of the combatants aren't as finessed as Soul Calibur's roster, the facial models in DOA2 are simply outstanding.
Best viewed while watching the in-game cinemas, the facial detail is as good as the CG models Tecmo had rendered to promote the game.
Character detail aside, the unbilled stars of the game are the environments. The gameplay of Dead or Alive 2 , and all subsequent Dead or Alive games, borrows heavily from the Virtua Fighter series, but makes some key changes that drastically changes the way Dead or Alive is played in comparison to Virtua Fighter.
In ' Dead or Alive 2 , the basis of the entire fighting system is the circular relationship between three types of moves: blows, throws, and holds.
Similar to "rock-scissors-paper", the moves have different actions, and can be stopped by other moves: blows are striking attacks that can be countered by holds; holds are defensive attacks that catch blows and either deals counter damage or parries the attack; and throws are grappling attacks that deal damage to guarding and holding opponents which loses to blows, but catches throws, which don't obey the normal rules.
The other defining feature is a "stun system". In Dead or Alive 2 , many attacks, upon hitting, will inflict a "stun" on the opponent. While stunned, the opponent cannot attack, and cannot guard, but they can hold.
If the attacker lands a non-knockdown, non-launching attack while the opponent is stunned, the opponent will be re-stunned in a new way, depending on what attack was landed.
A major difference between Dead or Alive 2 and other similar games is in the safety and non-punishability of attacks, both upon hitting and upon being blocked.
Most blows in Dead or Alive 2 can be punished on hit and block by each character's faster throws, making blow-based offense very risky. In Dead or Alive 2 , sometimes battles will occur in areas with environmental hazards ; walls and falls in the middle of stages are everywhere in Dead or Alive 2.
Many stages are also multi-tiered. To get to other areas of the stage, one character must be knocked off a ledge and fall into the next area.
These falls deal usually fairly high damage, but cannot knock the opponent out. There are also some walls that are either electrified, or booby-trapped, causing more damage when a character is slammed into a wall by either a knockdown blow, a throw, or a hold.
In addition to the rules of juggling, each character also fits into a specific weight category, which affects how the character responds to being launched and being juggled.
The heavier a character is, the lower the character is launched, the less the character bounces up when juggled, the faster the character falls:.
They are playable in every gameplay mode except Story Mode. Tengu can only be unlocked after Bayman. It also included Survival Mode and Tag Battle , but these had to be unlocked with a code in the service menu.
An update titled Dead or Alive 2 Millennium was released in January See the full list. Sign In.
Keep track of everything you watch; tell your friends. Full Cast and Crew. Release Dates. Official Sites. Company Credits. Technical Specs. Plot Summary.
Plot Keywords. Parents Guide. External Sites. User Reviews. User Ratings. External Reviews. Metacritic Reviews. During their fight, Hayabusa defeats him and restores some semblance of his memory.
Eventually, Hayabusa comes face to face with the evil Tengu. He defeats Tengu, winning the tournament. The graphics and gameplay were enhanced and based on a better game engine than the one used in the first game, which allowed the characters and stages to appear less angular and more detailed.
A popular and commonly discussed feature, one credited to Tomonobu Itagaki , was the level of graphical detail Tecmo put into the animated breasts of the female characters, as Tecmo went so far as to create a physics engine dedicated entirely to the animation of the female characters' breasts.
Dead or Alive 2 used the song "Exciter" by Bomb Factory in its opening sequence. Both tracks can be found on the self-titled mini-album Bomb Factory and on the Dead or Alive 2 Soundtrack.
Tomonobu Itagaki and Team Ninja were constantly enhancing the game for both the Dreamcast and PlayStation 2 as they worked towards their vision of the "ultimate fighting game".
The Dreamcast port was first released in North America on February 29, It was identical to the arcade Millennium update release, but added the usual Versus and Sparring modes, as well as Team Battle Mode.
This version also featured a simplified hold system, which would become standard for the rest of the series. Unlike home ports of the first Dead or Alive game, there were no unlockables in this release.
Dead or Alive 2 was the only game that Tecmo published on the Dreamcast. This version added new stages Crimson, Koku An and Prairie and new unlockable costumes.
The game engine ran using Field Rendering instead of Frame Rendering, thus it appeared much more aliased than the Dreamcast ports.
This version was buggy and prone to lock up in Versus mode. Itagaki and his team were only given two months initially to produce the first PlayStation 2 port.
At the end of this, one of his managers asked to borrow a copy to play, but instead sent in to a production factory.
Itagaki was upset by not being able to finish the game on his own terms and fell into a depression during which he briefly considered quitting the industry.
The European Dreamcast version was released on May 26, Cover art featured Kasumi and Ayane, along with a standard cover art version with Kasumi, Ayane and Leifang.
The most notable addition was that Bankotsubo and Bayman were now unlockable, playable in all but Story Mode. The new stages from the PlayStation 2 version were not included, in favor of new versions of Burai Zenin and L's Castle stages from the first game.
This version was featuring new playable characters, new stages, extra costumes and introduced the "Gallery" option. Some fighting animations were elaborated upon, while others were cut.
New stages were added 8 more than the Dreamcast update. More character outfits were added. Survival Mode now only took place in the "Danger Zone" arena.
Overall gameplay speed was increased, and the entire game including cutscenes now ran at a full 60 frames-per-second in the Dreamcast version, the game ran at 60fps, while cutscenes ran at A special "Items Collection" feature and menu section was added to appeal to video game collectors.