The aggressive monetization and the fact that content was stripped out, like tag team mode, played bigger roles in tanking the game. DOA5 initially went down the same “no, really, this is a serious fighting game” route but managed to succeed despite that.
The aggressive monetization and the fact that content was stripped out, like tag team mode, played bigger roles in tanking the game. DOA5 initially went down the same “no, really, this is a serious fighting game” route but managed to succeed despite that.
DOA5's excessive paid wardrobe was at least NEW. DOA6 was literally charging the same money for the same fucking costume sets.
Conversely DOA6's support of an ala carte model was actually more fan friendly than microtransaction practices of other games.
I mean, Koei Tecmo is greedy as fuck - see the hair color change DLC as prime example - but their issue is that they were ahead of their time.
Other franchises in fighting games are as equally predatory (ex: recent "coins" saga), but are able to do it with far less of a PR disaster.