I’ve always considered the DOA series to be a great intro to the 3D fighting genre as the base gameplay is super simple to grasp. This is a welcome opportunity for New Players that have been remotely curious to playing the game, and I highly recommend that you at least try out the title. This gives you a starting set of characters and you can then later purchase additional fighters, or get the complete pack. The launch of DOA5LR meant that you didn’t necessarily need to purchase the game and could simply start with the core fighters pack for free. Despite a slight hiccup on PS3 due to some networking issues, the transition was smooth. Owners of Dead or Alive 5 Ultimate on 360 and PS3 simply had to purchase the additional content for the Last Round update.
The previous generation merely received a content update that updated the title much like that of Super Street Fighter IV: Arcade Edition 2012. To see the changes and effort brought to the DOA scene I’ve definitely come to respect the more competitive side of its game since the initial launch of DOA5. But the more time I’ve spent playing Killer Instinct, the more I’ve come to realize that despite a scene’s small size, there will always be a scene to play. As a fan of the Fighting Game Community, I never really took any regard to the DOA scene. But the community at large has considered this iteration to be the most polished edition of any DOA game to date. Dead or Alive 5: Last Round had what seemed to be a difficult transition from last gen to current gen. Finally a patch came through to help with the online errors and transferring of digital content that was previously purchased.
The final iteration of Team Ninja’s fighter has been out for a few weeks now.