The Home was far more intricate that way than anything in DOA6.
So, no. With "past games" I mean those before DOA6.
Then I'll have to respectfully disagree. And Home was one of the few nice stages of the disaster that was the vanilla version of DoA5, where stage complexity and "oooh" effect were sacrificed for the sake of esports.
DoA6 stages too aren't as complex as previous (pre doa5) games', but still prettier and more interesting than DoA5 ones imo.
That's because of the colour palette (which is not intrinsically dependent on stage structure, but still matters for how they look to your eyes) and for the plethora of stage interactions.
If anything I'd complain about how some stages have *too many* stage interactions lol
So yeah, not as good as pre doa5 games for me, but still better than DoA5.
For the sake of detail, the only "good" stages of vanilla DoA5 for me were Home and Scramble.
In DoA6 I'm in complete love with Unforgettable, Forbidden Fortune, Chinese Festival (which is tecnically a DoA3 stage, present in DoA5LR too), and Lost Paradise.
Miyabi is pretty and I love it but it feels like there's something "missing", can't say what.
A.P.O. is one of those stages that looked dull at first, but now I like it a lot despite it being pretty small.
Road Rage is lotsa fun as well, but could've used being a bit larger with a second section available through a fence (kinda like Hot Zone).
Rest is kinda "meh", it's okay but looks like a tipical TAG stage, with the tiny small unnoticeable difference that THERE IS NO TAG lol
What I really complain about is the number of stages, would've needed at least and I mean
AT LEAST 2 more stages in the vanilla version of DoA6.
There were like ~16 stages in Vanilla DoA5 I think, and we have only 13 in DoA6. Nowhere near enough.
Plus I hate the new SF4-like training stage. They really need to add a dojo too. Sometimes in training you really want a borderless stage to test stuff and it's a pain you can't do that in DoA6 >.>
I forgot to say it but *obviously* everything I said is a personal opinion, not a "fact".
DoA5 stages were pretty dull in the sense that complexity was sacrificed for esports. The majority of what I consider "good" stages in DoA5 are mostly (but not only) stages from DoA3 and were added after vanilla release.
DoA6 stages are in a similar situation, as in lack of complexity/irregularities/etc, but all in all I find the compromise more satisfying than how DoA5 felt at launch. If it wheren't for the problem with the number of different stages, I wouldn't have too much to complain.
I love the DOA franchise.
Still, even if I was hyped with this new DOA6, I quickly stopped playing it. I really began to wonder what happened for me to lose interest so quickly in this game, what happened from the first announcement until now ? As I thought about it, it became necessary for me to put all this in a table. (I'm weird, yes) And I've realized how every single news (or every social media update - link to the thread!) has been a source of disappointment over the months. Let me show you this: (Hey, this is just MY personal opinion)
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Now, I just hope, sincerely, that TN can improve the future of this game.
I totally, wholeheartedly agree with many of the points you wrote.
Then again I think you missed to list a few things, and I don't really agree with some of your points.
Some in particular I could agree with I guess, but they don't feel like being DoA6-specific.
"Communication" for instance, I could've wrote the same exact things (if anything, worse) for how that aspect was handled in DoA5 with the "I am a Fighter" campaign.
The "Characters" thing too. Were "all" characters in the game at launch for DoA5? (hint: they were not)
A few (just a few!) of your points instead are just wrong instead, unless I misunderstood what you typed.
For example Break Blow can trigger most stages "danger zones", I use them quite often with that purpose.