![]() Other fighting games should mimic what KOEI Tecmo has done with this aspect of the title. DOA 6 knows that it's ultimate value will come from online multiplayer, and this mode is just one in the group that offers clear information and assistance in getting better at the game. This is a well-done, task-based tutorial/achievement mode. On the bright side of the single-player experience is the DOA Quest. It's so bad that it's tough to play through. The designers attempt to tell multiple stories simultaneously but fail to construct even one that makes much sense. The biggest issues with DOA 6 are its lack of depth in the multiplayer space and the limited and misguided career mode. So while the controls feel responsive and the execution is there, it's as if something is missing for me when it comes to entertainment value. The characters just feel too interchangeable. To compound this similarity, there isn't a great deal of variation in the fighter's heights. Each kick and punch comes from the same or similar angle, and the combos have nearly identical timing. It's as if all of them practice the same martial arts discipline. If there is an issue with DOA 6, and the entire series, it's that the fighters don't feel different. Missed and landed strikes have visual evidence if you watch the replays, and at its base, there is the requisite cat-and-mouse game needed for a competitive online fighting title. Mechanically, the gameplay is responsive, and it's classic DOA at its finest.
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