When it comes to fighting games I’m more of a 2D guy. I like to stick to games like Mortal Kombat or more recently Dragon Ball FighterZ. The only experience I’ve had with 3D fighters is Virtua Fighter when I was little, Tekken 6 last gen, and a decent amount of Soulcalibur VI more recently. DOA6 was a good introduction to what is a new series for me.
Like any fighting game DOA6 is a bit like rock, paper, scissors on the surface. Of course there’s a lot more depth to it than that but you’ve got your main methods of attack and defence. Your strikes will beat throws, holds will beat strikes and throws will beat holds. There’s also the Break Gauge that fills up, which gives you access to special techniques. Knowing when to use the Break Holds and Break Blows can be a decider in each battle. Depending on the character you choose you will also have access to specific abilities outside of their normal attacks. Some even go more in depth such as Ryu Hayabusa, who has a stance he can enter to do different attacks. On the surface it’s a very simple game, basic combos are easy to execute so it’s very accessible to beginners, but being able to utilise your moveset well past a beginner can very quickly begin to get hard against better players because of the threat of holds.
There’s also opportunities to use the stages against your opponents for extra damage and combo extensions. Environmental hazards can rage from simple cars and firecrackers to more outrageous things like a kraken. While there are a handful of stages that are more crazy a fair amount of them are quite simple and don’t have a lot going on. All of the stages and characters look great since the visuals are very good it’s just that the design of some of the stages aren’t very memorable. The characters do stand out on their own but I think everyone knows that DOA characters stand out more because of the more ‘unique’ costumes you find in the series. Not that some characters don’t have pretty cool designs. It’s also cool seeing parts of the stage get destroyed as you use environmental hazards and the fighters starting to look more beat up as they take damage.
DOA6 offers what you’d expect in terms of modes. You have your online modes so you can go against other players, and a variety of other modes for single player and local matches. There’s a training mode, which is expected but the option for a grid stage is great and makes learning spacing much easier amongst the other benefits of a grid stage. In addition, there’s arcade and your other standard modes. DOA Quest is a challenge like mode which puts you into fights with objectives to complete, as you beat these challenges you can get in-game rewards, mostly the in-game currency which you’ll want to use for unlocking things like customisation or extra story content like documents. It is a bit of a grind to unlock all the customisation sadly since you have to unlock the items for purchase then get them with in-game currency.
Story isn’t just restricted to documents though, there is a story mode. It doesn’t try to take itself too seriously with a lot of the chapters being sort of goofy encounters where the characters find one reason or another to start brawling. Even though it’s really to be taken seriously I found the layout a little strange. It’s split across multiple chapters with a sort of table layout, where each character has their own column. The way new character stories unlock though is kind of all over the place, like one minute you might be doing a fight in chapter 3 but then you find yourself going to chapter 1 because you missed a fight there you need to do to unlock another fight. It’s just presented really confusing, and as more chapters unlock it just gets awkward to keep track of. I do think story mode is a good way to grasp the basics of each character though since you get an option for a small tutorial on a couple of basic combos for each character before you start a mission as them.
A copy of the game was provided for this review by the developer/publisher