Dead or Alive 6 Last Round: a Lackluster Closure for Team Ninja's Fighting Game
In recent days we tested Dead or Alive 6: Last Round, which should represent the definitive version of the latest fighting game from Team Ninja and an optimized version for next-generation consoles. We tried the game on PC, making it difficult to make a direct comparison with the PlayStation 4/Xbox One version released in 2019, but this doesn’t stop us from reflecting on an operation we found rather lazy.
For those who have never ventured into the world of Dead or Alive, the Last Round edition of this sixth chapter is undoubtedly the best starting point. In addition to the base game, we find five additional characters released as DLC, a new photo mode, and little else, but we are definitely talking about the most complete version.
The first aspect that left us a bit sour was precisely the content. As has been tradition, Team Ninja has left much of the costumes as DLC, transferable from the original version. Because yes, Last Round is detached from the original edition, which is why users will be forced to repurchase the game.
What sparked even more discussion, however, is another aspect. The “definitive version” does not include the fighters Mai Shiranui and Kula Diamond, wrestlers from The King of Fighters who, unlike other DLC, will not be transferable: these too will have to be repurchased. Counting the costs: €39.99 for the game, plus €10.99 for each character, KOEI TECMO asks for around €62 for the complete package (not counting the myriad of costumes, of course).
But let's move on and analyze the offer. I have played almost every chapter, except for Dead or Alive 6, so it was both an opportunity to discover the new features introduced and to test the “generational leap” offered by this new version which, let’s remember, is detached from the original.
Let’s start with the combat system, faithful to the previous chapters. Compared to other fighting games, Dead or Alive revolves mainly around counter moves. High, low, and medium, the counter moves are essentially projections that allow you to intercept the opponent's attacks and counterattack. Naturally, there are combos, which are more intuitive and easier to perform compared to more technical competitors like Mortal Kombat, but still guarantee a high level of challenge and require time to master, especially in the case of the more layered ones.
A true novelty of this sixth chapter is the devastating hits. Below the life bar, there are four sections dedicated to this devastation. Each section allows to land a hit that is not subject to counterattack, unless the opponent performs a devastating counterattack. With all sections filled, and by landing four devastating hits, a special move with a dedicated animation is activated.
This is a small addition that doesn’t overturn the combat system but, aside from being interesting in the management of rounds—the devastating hits, although in rare cases, could change the course of the match—offers a series of unique animations for each character that we liked.
For the rest, little changes, it’s still Dead or Alive, with its gameplay that manages to differ from other offerings in the genre, and we appreciated Team Ninja’s choice not to overturn a tested formula that still works and to which fans are particularly attached.
Regarding the single player modes, here too we find some interesting novelties. Let’s start from the story mode, a classic for Dead or Alive, but which in this new chapter we found rather disappointing.
The chapters are organized on a grid: each column is dedicated to a character, while the rows chronologically stagger the plot. The idea of organizing the story on two axes is not even bad, indeed it would be interesting to proceed row by row to experience all phases of the plot from each character's perspective. The problem is that each character has a limited number of chapters that are chronologically placed at different times compared to the others.
Furthermore, to unlock all chapters of a character, you will need to play a chapter (or more chapters) of other characters placed in different moments. Does that seem unclear? Well, that’s exactly the result of the plot of Dead or Alive 6: you are tossed back and forth between different moments in the story, making a constant back and forth in the timeline, which makes everything quite confusing. There is only one rather linear column that follows the events of some characters that is not only hasty but also lacks engagement and is full of plot holes.
Of course, the plot has never been the strong point of Dead or Alive, but at least—especially in the early chapters—it had a more linear and coherent progression. In the case of Dead or Alive 6, most of the chapters seem thrown in just to justify the use of that character.
Rather, we found the DOA Missions mode interesting. It consists essentially of single encounters with predetermined fighters that allow you to explore the combat system more deeply while unlocking cosmetics for the various characters. Let it be clear, these are basic cosmetics, because all those proposed as DLC can only be separately acquired through separate purchase.
However, each DOA mission has specific requirements for obtaining the maximum score and, therefore, unlocking all obtainable content; it’s not enough just to defeat the opponent. This allows players to familiarize themselves with the combat system up to advanced techniques. A trick that allows players to acquire the familiarity needed to tackle online matches.
And thus we come to one of the sore points of Dead or Alive 6 Last Round: the online multiplayer. The first major absentee is the “rollback netcode”, a trick dating back to the late 2000s with open-source licensing. Essentially, the rollback netcode reduces input lag through move prediction. These are small predictions in the range of milliseconds, but they allow for a smoother and more coherent online experience.
But let’s also set aside the rollback netcode: it’s impossible in 2026 to have a competitive fighting game that does not include cross-play. We tested the game in advance, so finding some players online was a rather remote possibility, especially on PC. Some console colleagues managed to get a few matches to test the online experience, whereas we unfortunately got none.
Aside from this, we believe that cross-play, especially in fighting games, is now an almost indispensable element. Probably in 2019 the implementation of this function was more complicated, but once a nearly full payment is required for a game that is now 7 years old, it would be reasonable to expect at least an update.
In this regard, it is worth reflecting also on the technical aspect. Because while some features are lacking, on the other hand one would expect at least an improved visual impact. Unfortunately, this is not the case for Dead or Alive 6 Last Round.
The game had already raised discussions compared to its predecessor: the faces are less detailed, more plastic, a design choice that the audience did not particularly appreciate. Well, seven years later, the technical side has not aged in the best way.
In fact, at least in the Steam version, OBORO has been added, a lighting system that significantly improves the visual impact of the environments, which can be activated by the user. Unfortunately, it has currently been applied to only one stage, Lost Paradise, while others are expected to receive the update after launch. The improvement is palpable, but it is the only truly noteworthy one. Everything else seems almost unchanged, offering a visual experience that feels more like a trip to the past than next-gen.
Additionally, let’s add that the framerate is locked at 60 fps. Certainly, a standard for fighting games, especially in competitive settings, designed to ensure an equivalent experience for all players. However, in the absence of cross-play, it would have been worthwhile to offer a higher or even unlocked framerate.
Conclusions
Dead or Alive 6 Last Round is the definitive edition of the latest chapter of a fighting game that marked the childhood of the author. The game remains loyal to the philosophy that has been established for 30 years as an alternative to the classics of the genre, with its contradictions, its extremely provocative female fighters, and its atypical combat system. It is the closure of the game’s life cycle awaiting the release of its successor, Dead or Alive 7.
Unfortunately, the commercial choices combined with technical issues render Dead or Alive 6 Last Round a disappointing proposal from various perspectives. Too many, perhaps, to warrant an investment of over €60 for the complete experience.
To the question “Is it worth buying?” the answer is: it depends. If, like the author, you have skipped the sixth chapter up to now, then yes. Although at a virtually full price, you will get the complete experience including DLC characters - except for two - that enhance both the single-player component and the online experience.
Conversely, if you have already purchased the game, and maybe even the additional characters - especially if they are the ones in collaboration with The King of Fighters - then probably the upgrade makes no sense. The contents are essentially the same as well as the technical component. Moreover, the Last Round community is separate from that of the base title, which is why the online experience could even worsen compared to the community built and consolidated over these 7 years.
In conclusion, we believe this is a purchase aimed at those who, until now, have not played Dead or Alive 6 and want to catch up on a chapter of the saga that, despite its flaws, remains one of the best fighting games on the market. For everyone else, the suggestion is to continue playing with their current edition while awaiting Dead or Alive 7, announced at February's State of Play.