DOA6 Graphics Thread

legibifou

Well-Known Member
A random realization:

There's one thing that subconsciously bothered me about all new DOA6 stages and now I can finally put my finger on it:
None of the stages lets you see and discover stuff beyond the stage boundaries anymore. In all DOAs, even DOA5, the player's gaze was often drawn to gorgeous background scenery, like overlooking the Rhine Valley or the Brazilian rainforst or the Himalayan mountain tops. All of that expanse and grandeur is gone, you are now completey enclosed by stage sets. :(
I agree. It was the purpose of my Uncharted stage montage. I explained in my messages tweeted to TN that we miss an open view. (And I chose every background to show some exemples) It changes everything for two things : 1) the feeling of freedom - even if the stage is small. 2) it brings an artistic touch.
 

Kodachi

Well-Known Member
Standard Donor
Let's wait for @Project Bokuho to provide us with a source of Shimbori stating that he would definitely do something about the missing navels. ;) Seriously, did anyone other than PB know about this?
He’s right a member of the community during the festival had let shimbori know about the navels.. he was shocked and didn’t even notice! He also said he would let the team know. Wish I could find the post...
 

Tyaren

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He’s right a member of the community during the festival had let shimbori know about the navels.. he was shocked and didn’t even notice! He also said he would let the team know. Wish I could find the post...
Yes, I definitely remember that being said.

Guys...lol. It was me who shared that information with you here. Dr. Dogg told me over on Resetera about his encounter with Shimbori and him pointing out the missing navels to him. However Shimbori did not state he will definitely fix it. The only thing he said was that he would talk to the designers when he gets back to Japan, still pretty vague. Project Bokuho made it sound as if Shimbori gave an official statement that they would definitely fix it, lol.
So let's see. The strongly compressed Twitter video might be playing tricks on us. There's a lot of artifacting and warping going on. I only see something resembling a navel in that one frame (yeah I went through each single frame), it could be just an error caused by the very low image quality. Didn't some think Diego had a different hair style in one almost unrecognizable Twitter video?
 

Tyaren

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I wonder if the costume still has the beautiful wetness effect it had in DOA5...

d6v52ml-471ad4c4-9b65-4459-85ce-af3621c2bd3b.jpg
 

SaihateDYNAMO

Well-Known Member
um hitomi literally disappears during the camera switch.. couldn't they just let her finish her move and play her idle animation until it's time to jump over or something lol
It was honestly better back when they didn’t have to have some epic dramatic camera angle every time you knocked someone over an obstacle. I know it’s to force the attacker to jump over the object but I think they could have done it in a way that looks more natural and prevents awkward details like that from popping up.
 

Tyaren

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This imo fits in well here:
There's way too much going on in the upper part of the costume, the boots are ugly, the color scheme is very bland (that shade of brown they used is hideous)... it's just a mess, not a good design by any means. These 2 are superior in every way:

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IMG']

Huh, I actually like Hayate's DOA5 default. It was really well modelled and so well and intricately textured...

I always liked this one. It looks badass, with the mask, chest protetction and bow. The chainmail and little metal plates on his shoulders were an amazing detail for the PS3/360 era.

d747gse-a618c823-43f7-4d86-a994-42d021b692ed.jpg


Seeing that everyone is still using my costume showcase images from DOA5, DOA5U and DOA5LR, I am excited to do that for DOA6 as well. :)
 
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