Ludography
75/100
Players73 ratings
80/100
Critics1 review
DOA2: Hardcore cover

1999 · Team Ninja · 3D fighting · Arcade

DOA2: Hardcore

Dead or Alive 2 is a fighting game in the Dead or Alive series. The gameplay of DOA2, 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. The other defining feature of DOA2, aside from blows/throws/holds, is its stun system. In DOA2 many attacks upon hitting will inflict a stun on the opponent.

Released
16 October 1999
Platforms
ArcadeDreamcastPlayStation 2
Genres
3D fightingArcadeFighting
Developers
Team Ninja
Publishers
Tecmo
Series
Dead or Alive
Perspective
Third personSide view
Themes
Action
Country
Japan
Age ratings
CLASS_IND 16ESRB T
Languages
English
Directors
Tomonobu Itagaki

About

Dead or Alive 2 is a 1999 fighting game developed by Team Ninja and published by Tecmo for arcades. Initially only released in Japan, it was later released worldwide and was ported to the Dreamcast and PlayStation 2 home systems in 2000. It is the second main entry in the Dead or Alive fighting series following the original Dead or Alive (1996). Several enhanced editions of the game were released, including the updates Dead or Alive 2 Millennium for arcades and Dead or Alive 2 Hardcore or Dead or Alive 2 Hard*Core for the PS2.

The game's plot focuses on the evil tengu, Gohyakumine Bankotsubo, who escaped from the tengu world into the human world, and the Dead or Alive tournament's change in purpose and significance after the murder of DOATEC's founder and CEO, Fame Douglas. The game improved upon the gameplay system by including many new features; it improved upon and popularized the concept of multi-tiered environments and improved upon the graphics engine of its predecessor by utilizing the Sega NAOMI hardware.

›Story

Fame Douglas, founder and CEO of DOATEC was killed at the end of the 20th century. He was renowned as the sponsor of the legendary Dead or Alive World Combat Championship. After his death, the world began to become chaotic. In the middle of the chaos, it was announced that the second Dead or Alive World Combat Championship will be held.

The purpose and significance of the tournament changed after Douglas' death. The promoter of the second Dead or Alive Championship, who is fond of conflicts and jealous of the strong, is responsible for Douglas's death. The new promoter, Victor Donovan, is more than a corrupt mastermind, but a man of pure evil. His involvement in the tournament began to bring a sense of terror to the world, resulting in the infamous tengu disaster.

Keywords

  • assassin
  • martial arts
  • anime
  • ninja
  • murder
  • ps2
  • fast paced
  • hand-to-hand combat
  • karate
  • revenge
  • kung fu
  • teleportation

Media

The articlegameplay, story, development, reception

Gameplay

Dead or Alive 2 takes after its predecessor in gameplay, retaining its speed and reaction time-focused combat. The two kinds of hold, Offensive Hold and Defensive Hold, return; the latter are executed by holding back or forward on the directional pad along with the guard input to either force away or counter-damage an opponent. The "danger zones" from the original are removed in favor of more interactive areas.

One unique addition in DOA2 is that fights can occur on either water or ice; when a character is on such a surface, all non-knockdown, non-launching attacks will induce a stun on any successful hit. Walls and falls in the middle of stages are everywhere in the game. There are also some walls that are either electrified, or booby-trapped, clearly causing significantly more damage when a character is slammed into a wall by either a knockdown blow, a throw, or a hold, thereby encouraging such attacks to the wall. Many stages have multiple floors: to get to other floors of the stage, one character must be knocked off a ledge and fall into the next area. These falls deal usually high damage, but not enough to knock the opponent out.

Story

Fame Douglas, founder and CEO of DOATEC was killed at the end of the 20th century. He was renowned as the sponsor of the legendary Dead or Alive World Combat Championship. After his death, the world began to become chaotic. In the middle of the chaos, it was announced that the second Dead or Alive World Combat Championship will be held.

The purpose and significance of the tournament changed after Douglas' death. The promoter of the second Dead or Alive Championship, who is fond of conflicts and jealous of the strong, is responsible for Douglas's death. The new promoter, Victor Donovan, is more than a corrupt mastermind, but a man of pure evil. His involvement in the tournament began to bring a sense of terror to the world, resulting in the infamous tengu disaster.

Development

The gameplay and graphics were enhanced and based on a better game engine than the one used in the first game, as all resources went into the characters and the stages. Running on the Sega NAOMI arcade board, it allowed the characters and stages to appear less angular and more detailed. Wanting to emulate gorgeous scenes of martial arts movies, Tomonobu Itagaki and Team Ninja went so far to invite professional martial artists to perform motion capture, making the characters' moves smoother, and developed multi-tiered stages where opponents can be knocked off edges of landmarks down to lower levels where the fight continues.

In a June 1999 interview with German magazine MAN!AC, producer Tomonobu Itagaki revealed that the development team consisted of approximately 40 people, fewer than ten of whom were programmers, with the remainder primarily responsible for design. He explained that the Sega NAOMI arcade hardware significantly accelerated development compared with the Sega Model 2 system used for the original game. Whereas testing a prototype on Model 2 required approximately a day to prepare a flash ROM and install it in an arcade cabinet, prototypes could be tested on NAOMI within two to three hours. Itagaki also stated that some character animations were created manually, while others employed motion capture, including performances by a female model. He cited the waterfall in The Legend of Zelda: Ocarina of Time as an inspiration for the game's waterfall stage.

Reception

Dead or Alive 2 was "universally acclaimed", scoring 91% and 91/100 on GameRankings and Metacritic. In Japan, Famitsu scored the game a 34 out of 40.

Dead or Alive 2 brought more than a profit of 2 million dollars. In Japan, Game Machine listed Dead or Alive 2 on their December 15, 1999 issue as being the second most-successful arcade game of the month. The PlayStation 2 version would top the Japanese charts on release, coming in number 2 during Week 14 in 2000. The Dreamcast version also top the Japanese charts on release, coming in number 2 during Week 40 in 2000.

Legacy

Dead or Alive 2 was notable for improving and popularizing the concept of multi-tiered environments, also known as stage transitions. The game took the concept to a new level, creating a more interactive and engaging gameplay experience. Its interactive multi-tiered environments offered all kinds of interactive features that made the game feel alive. The way the intensity of the action triples when knocking opponents off of edges such as cliffs or out of windows, then leaping down after them and continue fighting down below made the experience feel very dynamic, strategic and rewarding.

GamesRadar+ included Dead or Alive 2 on their list of best Dreamcast games, stating that "Dead or Alive's first sequel used separate graphics engines for its fighting and cut-scenes, allowing for unprecedented graphical fidelity." com ranked it as the ninth top fighting game of all time, "perhaps most important for introducing Itagaki's famous breast physics engine." In 2020, TheGamer ranked DOA2: Hardcore "2nd best launch game for the PS2", calling the combat "lightning fast, and easy to pick up with counters and reversals that work better than any other fighter", also stating how the character animations are "smooth and fluid and move around the 3D space more naturally than similar titles like Soul Calibur", and stating that it visually "looked a generation ahead of games like Tekken Tag Tournament and Street Fighter EX3."

Releases by platformdates and regions as published

PlatformReleasedRegions
Arcade16 October 1999Japan
Dreamcast29 February 2000North America · Europe 14 July 2000 · Japan 28 September 2000
PlayStation 230 March 2000Japan · North America 26 October 2000 · Europe 15 December 2000

Editions and related releases

Derivative works
Dead or Alive Ultimate
Expanded editions
Dead or Alive 2 Millennium
Remade as
Dead or Alive 2 Ultimate
Basis for
Dead or Alive Ultimate
Built on it
Dead or Alive 2 MillenniumDead or Alive 2 Ultimate
Editions
Dead or Alive 2: Limited Edition

In the same series

Games like this

Collections1 collection

Platform libraries

Description adapted from its source, CC BY-SA 4.0.