Dead or Alive 6 Last Round is still a great fighter, but this re-release feels like a cash grab

Dead or Alive 6 Last Round is still a great fighter, but this re-release feels like a cash grab

Dead or Alive 6 Last Round bundles the original 2019 fighting game with five previously released DLC characters, new costumes, and a photo mode. That's the full extent of what's new. There are no returning stages from earlier games, no cross-platform play, no rollback netcode, and no Tag Battle mode despite years of fan requests. What you get is a seven-year-old game with a thin layer of additional content that should have been released as DLC instead of a full re-release.

The package does include Nyotengu, Phase 4, Momiji, Rachel, and Tamaki, along with five new outfits for existing characters. If you owned DLC costumes in the original game, you can import most of them. The catch: guest characters Mai Shiranui and Kula Diamond from The King of Fighters require another $11 purchase each, even if you already paid for them once. The Steam version lists 440 DLC items overall, none of which transfer from your original purchase. It's difficult to justify spending full price for a re-release that essentially repackages what already existed.

But here's what matters: the fighting itself remains excellent. Dead or Alive has always operated on elegant simplicity. One button for punches, one for kicks, one for throws, one for holds, and a special attack button. The real depth lives in the Triangle System, where strikes beat throws, throws beat holds, and holds beat strikes. Every attack is also an opening. Every defense is also a risk.

The holds are where the system sings. You can counter nearly any strike by pressing hold and guessing the direction, potentially shutting down an entire offensive. Get it wrong and you're vulnerable to throws. It's inherently risky, and landing one perfectly in the heat of a match is absurdly satisfying. The mind games this creates still feel fresh, and the metered Break Blow and Break Hold additions from the 2019 release have aged well, adding depth without breaking the fundamental design.

Last Round feels clean and responsive on PC. Hits carry weight. Characters move with purpose. Matches reward decision-making and positioning over button mashing. The Danger Zones, environmental hazards that range from absurd to entertaining, add positioning strategy without overshadowing core combat. Everything flows naturally from moment to moment.

New characters to test drive include Momiji, who trades power for speed and aggression, and Rachel, a brute strength character whose short strings turn into serious damage. Phase 4 feels immediately good to play, one of those characters that clicks quickly despite technical depth. The roster feels complete without needing to grind for hours to access viable options.

The single-player experience holds up. Tutorial tools are detailed and comprehensive. Command training, standard training with frame data, and combo trials for each character make learning straightforward. DOA Quest, a challenge mode that teaches mechanics through practical application, remains one of the best learning tools in fighting games. If you're new to Dead or Alive, getting started is actually easy.

The story mode embraces its own absurdity. It's disjointed and silly, packed with ninjas, cyborgs, evil corporations, and global conspiracies. But it also puts women in lead roles. Kasumi, Helena, Ayane, Honaka, Laifeng, and Hitomi drive the narrative, make choices, and solve their own problems. The individual scenes work. The character interactions are fun. It's more coherent than Street Fighter lore and more entertaining than most modern fighting game campaigns.

One significant problem persists on console: input lag. The original Dead or Alive 6 suffered from approximately eight frames of delay between button press and action, even offline. Last Round didn't fix this. The PC version, by contrast, has minimal input lag and plays beautifully. For console players, this is a deal breaker.

The visual presentation has aged reasonably well for a PS4-era game. Characters show sweat and bruising during matches, details that were dismissed in 2019 as exploitative but actually work narratively. Fighters look battered after intense matches, which fits the sport. The game doesn't look modern, but it looks competent.

The elephant in the room: character design and costume options. Dead or Alive's women are designed to attract and are dressed accordingly. Some outfits are tacky. Some are revealing. But so are costumes in Soul Calibur, Street Fighter, and Guilty Gear. Fighting games have gotten progressively more stylized and sexualized across the board. Dead or Alive's approach doesn't exist in a vacuum, and you don't have to purchase or use costumes you dislike. The core game remains mechanically sound and accessible regardless of what anyone's wearing.

Last Round's value depends entirely on your situation. If you own Dead or Alive 6 already, this re-release offers minimal incentive to repurchase. Five additional characters and some costumes don't justify full price when nothing fundamental changed and requested features didn't materialize. If you're new to the series or want to jump back in, and you can play on PC, it's worth experiencing. The fighting system is genuinely great. The teaching tools are excellent. On console, the input lag problem makes it harder to recommend. This re-release feels designed to extract more money from existing fans rather than serve them.

Author Emily Chen: "Last Round is proof that Dead or Alive 6's core mechanics are timeless, but Team Ninja squandered the opportunity to make this re-release feel essential instead of exploitative."

Comments