If I were to rank the game series that I’ve played the most in my 40+ years as a gamer, I think Street Fighter would definitely be in the top 5, maybe even the top 3. Since the release of Street Fighter II I I played non-stop until the fourth part. From there, however, Street Fighter and I began to drift apart as part five took a direction I just couldn’t fathom.
So I was very curious about Street Fighter 6, hoping that it would mark a return to the Street Fighter I love so much, without too many spectacular effects, superfluous tricks and with a focus on its core: the fighting . Did they give me what I expected? Has my love for Street Fighter been revived? I would say that there are two answers to this question: yes, but also no.
I’ll start by describing what the game has to offer in this release: Fighting Ground, Battle Hub, and World Tour. The last two are the most attractive, while Battle Hub is an attempt to create a meeting place for the community, with a variety of activities (including retro arcade games), avatars and many options for customizing your character. World Tour, in turn, could be seen as a response to the criticism Capcom received after the release of Street Fighter V, which notably lacked a single player mode. This has prompted the studio to go one step further and create something as impressive as what NetherRealm Studios usually delivers in Mortal Kombat games. Fighting Ground, on the other hand, is what I would call classic Street Fighter: a chance to face off against other players locally or online without unnecessary complications.
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The main change in game mechanics in this version is called Drive Gauge, a more diffuse setup than in previous installments that converges several well-known features from the Street Fighter series into a single six-part bar. This meter automatically fills up when not in use or on successful counterattacks (Drive Parry) and depletes when certain functions are overused or heavy damage is taken. Depleting the gauge puts you in a vulnerable state (burnout) and exposes you to serious damage.
Another big news is that Capcom has been looking for ways to reach new audiences. In Street Fighter, it’s much more complicated to perform special attacks and understand how it all connects compared to, for example, Tekken. Because of this, a control scheme called “Modern” was introduced, which simplifies attacks to a single button press, allowing you to perform special attacks since you only need to press one button (can be combined with moving an analog stick) to perform them . Finally, the dynamic mode was implemented, which adapts the type of attack to the player’s position in relation to his opponent. In short, you basically have to be able to press keys to get a good result. However, it is important to note that the latter mode cannot be fully used in online mode, as it can severely affect the balance of the game.
So… why am I so hesitant about liking Street Fighter 6 or not? Well because at its core it’s still a brilliant series of fighting games that I love. The feeling of being in control of the character is truly magical, and from the moment I started playing Guile and Zangief (my two favorite fighters of all time), I immediately felt at home, even if I noticed that they were in some have been revised. Fighting Ryu abusing projectiles, using Zangief to grab the person and launch a solid piledriver, is still infinitely satisfying. Likewise, using Guile to slowly Sonic Boom onto an opponent, get behind them, and then perform a quick suplex while also forcing my victim to deflect the projectile is extremely rewarding.
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In addition, I think that the system introduced with the Drive Parry and the possibility of executing perfect counters creates a tension that I have not experienced since Street Fighter III (although the latter is even more precise. I would really like to see the system revised) . Use). While the concept of the Drive Gauge can be a bit confusing, it still works very well and the updated Super Combos system with a three-tier gauge (each stage representing a different attack) is just plain clear and precise. I have a group of friends that I’ve been playing with for over 20 years and we all agree that Street Fighter 6 is extremely enjoyable.
So what are my doubts? It’s true that Capcom has done a great job preserving the game’s fundamentals and adding relevant new features that I feel improve the gaming experience compared to Street Fighter V. However, I think the graphics and music could have been better. most memorable. That being said, I feel like it’s a step backwards in almost every other way.
I’ll start with the game aspect. For some reason, Capcom decided to take a Def Jam-inspired approach for a fresh twist. There’s hip-hop, graffiti and lots of luxury everywhere. The color purple is also used frequently, which sometimes gives the feeling of being in the first Saints Row. This raises two problems. First, Def Jam was innovative and cutting edge, but that was 20 years ago. Second, Saints Row was a parody of gang and street culture. This makes the presentation look dated and parodic at the same time, to the point where I sometimes wince at the look, and the same goes for the Battle Hub (which unfortunately I wasn’t able to fully test because it requires a lot more). Time to see how the community responds and uses their features). Unfortunately, this also applies to the characters, such as Kimberly, a competitor of Chun Li, who obviously enjoys painting graffiti. It’s so stereotypical that I’m embarrassed.
Then we have the much discussed and luxurious World Tour mode, a single player modality. The game’s control scheme reminds me of Shenmue as I run around Metro City with my own custom avatar (yes, from Final Fight! Haggar is mentioned too) with the aim of becoming a powerful fighter among Luke’s to take care of. Unfortunately, while this game mode is certainly ambitious and immersive, and feels like a full-fledged RPG that includes features like fast travel, it feels dated and disappointing throughout.
The graphics are quite primitive: the characters seem to stand out from the world with repetitive movement patterns. I can approach them and start a conversation or challenge them to a fight. All dialogue is scripted and while I’m talking the NPCs just stand around and do nothing and say nonsense like “Okay!” or “Yeah man!” while the text shows what they’re really thinking. It’s a very primitive design.
As we accept side quests and defeat more and more difficult enemies, we’ll level up and become stronger, allowing us to better withstand attacks. You can also consume items that we buy, find or acquire to improve your skills. Buying new clothes, such as hats or trousers, can also make the attacks stronger. It’s like combining basic elements of Japanese RPGs with Street Fighter. I just can’t appreciate any of those aspects. Even if I meet legendary street fighters and take them as a trainer to learn their attacks, I still can’t fully enjoy the experience. Even though I can climb rooftops and discover secrets like hidden chests and curious people on the rooftops, I never really enjoy it. Personally, I’d rather see all Street Fighter characters in a traditional story mode, or why not follow NetherReam Studios’ example and create an individual story with all the characters?
All of this leaves a game that I know will be fun for many years to come thanks to its strong fundamentals that have remained relevant through the decades and will continue to do so. While I would have liked less noticeable effects in battles and I’m aware that the new characters will never be as popular as the classic ones, but in the end it doesn’t matter that much. While it only features 18 fighters to begin with, which may seem a bit small, I’m confident it will grow over time. Also, I assume that Street Fighter 6 will remain a relevant title until finally a seventh part comes out in a decade.
With that in mind, I genuinely wish Capcom would give it some thought and revise its design. This game’s look is based on what the Japanese giant calls “Street,” but it lacks so much sensitivity that it looks like something I (a 46-year-old man with no idea what’s trending) would have created if I would have been asked to define “road map”. . While there are certainly those who will appreciate the single player world tour, there is no doubt that more attention should be paid to it for a more modern experience and smoother gameplay. All of this might have been acceptable in Street Fighter IV released in 2008.
My grade is still high though, because once you’ve completed single player and gotten used to the somewhat clunky visuals, we’ve got a very solid fighting game and a phenomenal foundation to build on. And that’s ultimately the most important thing in a game of this nature. As long as it’s really fun to smack your friends in the face, there’s no way I’ll get bored.