They didn't really cut anyone tbh besides Gen fu and Leon who have no real reason to fight tbh, that and Momiji and Rachel who aren't native DOA characters and had nothing to do with DOA until 5U when they were added from NG. Doesn't mean they won't be DLC tho so I'm not really bothered by it
I shouldn't have to pay for them again and they could have been work into the story easily. NG and DOA are in the same universe. Also, don't forget about Ein. It's a really dumb reason to cut characters. Blazblue never used that type of logic before.
Characters are cut due to the resources available to the developer. Post-Itagaki DOA's don't exactly receive the best budgets. 24 + 2 total characters at launch is respectable for a new installment in a niche FG franchise. With the exception of someone like Momiji, generally the lesser popular characters, whom lack story relevance, didn't make the cut, which is fair.
"24 + 2 total characters at launch is respectable for a new installment"
-"New" is a bit of a stretch when 90%+ of the game is recycled assets from the previous game, which itself was re-released a billion times.
Well, yeah, most of the budget went into development of the DOA6 game engine (which is starting to be a bit telling of how low budget DOA deceptively is).
It does some things nicer than the Soft Engine such as lighting and detailing, but do prefer how the Soft Engine runs a lot more smoothly along with smoother textures and such. I would have preferred if they could've tweaked the Soft Engine's lighting and textures instead of the DW9 engine, which felt spotty in the beta at times.
At least Team Ninja isn't using Unreal Engine 4 and spewing out shit like Tekken 7 or SCVI (to a lesser extent), in terms of visuals. I appreciate that Team Ninja creates their own engines. Can you imagine DOA6 on UE4? Ewwww....
Those games actually look good. See? This is what I mean DOA fanboys love throwing shade to other 3D fighters. We can't shut the fuck up and have to feel like we need to compete with other games.