Street Fighter V: review of Arcade Edition: how the fighter should have been released

I've been completely invested in Street Fighter V for the past two years. It's my "main game". What I play when I finish doing things for adults, usually with other games. To the point where I do a local tournament dedicated to Street Fighter V every week.

It's a long time to dedicate myself to a game. Enough to grow and reflect on how my perspective on how the fighter may have changed, especially my views on the original release.

As much as I praised the main game of Street Fighter V in my original review in 2016, I have to admit now that Capcom crapped in bed when he threw it into the wrappers of a mediocre product. The failure of that version was reduced to one thing: characteristics. Mostly, the lack of them. Specifically, it has no Arcade mode.

They say that when you fail, you fail. And today, that's true of Capcom. Street Fighter V: Arcade Edition is an attempt to convert things that were not so great in the original release in direct impulse.

Above: Then. You like Arcade mode, huh? All right! Have all the Arcade modes in the world!

Image credit: GamesBeat

What I liked

Well, I have all the Arcade modes in the world!

Everyone was clamoring for an Arcade mode in Street Fighter V, still lacking in the original release. At that time, I did not receive that complaint. Without a doubt, the main game was good enough. True?

Time and perspective have shown me that I was wrong. A clbadic Arcade mode is vital to facilitate the entry of new players into the game. And the brutality and clumsiness of Survival mode at the original launch was not a good substitute.

Capcom obviously wanted to do this right. So much, that not only gave us an Arcade mode, but six!

All Street Fighter V Arcade modes are based on one of the six main chapters of the Street Fighter series. Street Fighter, Street Fighter II, Street Fighter III, Street Fighter Alpha, Street Fighter IV and Street Fighter V. Sorry, the fans of Arika – not Street Fighter EX

Above: Like a menu at the Cheesecake factory

] Image credit: Capcom

Each Arcade mode uses characters from the Street Fighter V cast that have appeared, in one way or another, in the games that are played. The defeat of one of the Arcade modes provides a customized ending for the character being used, with an artistic spread of a page based on the original ending of the character in that game.

This is a lot of content to play in Arcade mode. It is almost exaggerated by good intentions on the part of Capcom, but who complains about receiving more content? I do not. Especially when this is obviously the way that Capcom does things right by not including an Arcade mode in the first place.

Above: Oh, shit! I'm red! And she is blue!?! Someone help!

Image credit: Capcom

Reflective Tools

Capcom slipped some small but significant tools into Street Fighter V: Arcade Edition that are incredibly useful. For example, if you run tournaments, you will love the Team Battle settings that Capcom has added.

Team competition is a popular format in the fighting game community, where teams of three to five players fight each other. Pokémon style When Capcom has tried to implement these types of features before, they have disconnected a bit from the needs of the community that inspired them. Team Battle in Street Fighter V, however, is highly customizable, with options that really matter in a tournament environment. It is not a deceptive function, and could be used to facilitate the execution of legitimate computer format tournaments.

The training mode received two incredible tools based on data frames. Such as the frame meter, which is a visual badistant to show how long a movement is active.

Capcom also added a security configuration based on color, which badigns a color to both characters in the training mode depending on whether they are "safe" while making or blocking a movement. If a character is blue, it is safe and it is not sure if it is red.

Both tools are useful for practicing and discovering block strings and frame frame configurations (or finding counters when defending against block strings and frame traps) without having to study a spreadsheet full of character frames data and solve the calculations in your head.

Above: No one ever suspects the steel chair …

Image credit: Capcom

The main game is still good

Everything I said about the game Main in my original review of Street Fighter V in early 2016 is still very present when discussing Street Fighter V: Arcade Edition. [19659002] The essence is that Street Fighter V maintains a philosophy of fundamentals about tricks. While Street Fighter IV should be praised for ushering in an era of fighting games becoming a phenomenon of electronic sports, its many mistakes created an environment of tricks on the basics.

Street Fighter V is, and has always been, the anti-Street Fighter IV. He is trying to correct, through hard love, the horrible habits that the players developed in Street Fighter IV. If that does not suit you, then really – do not play Street Fighter V.

For example, Street Fighter V uses the crush counter system, where a harder normal attack "crushes" an opponent and weakens him. attack at the same time. This system is there to put an end to the bad habit of Street Fighter IV players who learn to send spam Jabs (light blow) and Shorts (soft kick) to get out of trouble.

Another example? The Street Fighter IV style option selects and the truly ambiguous settings are crushed as much as possible in Street Fighter V. These elements in Street Fighter IV taught players that they should not commit to reading in key situations. That if they can not have an option that covers several configurations, then it's the game's fault and not the player's.

Above: You thought I was too close to the fireball, but I threw one anyway.

Image Credit: Capcom

Lies. What makes anyone a good player of combat games is to condition your opponent and then make the appropriate readings, and Street Fighter V pushes its players with all their strength to be machines of conditioning and reading.

Think about it this way. A common situation in most Street Fighter titles is being knocked down in the corner. My opponent can make a "fleshy" attack when my character gets up (making the active hit frames of the movement activate just as my character is standing). They can also lose the time of the attack to prime me and make my own attack. They can also walk and throw, which surpbades many of my options to deal with an opponent that attacks my awakening. They can also walk up, fake shot to make a counterattack, but back off when my backlash comes out and hit my character with an attack (which often leads to a crush counter).

This is the clbadic rock / paper / scissors of Street Fighter, and really, the genre in general. It's a lot to consider in just fractions of a second. In a game where the choices of options are unbridled, we can fool the situation, and both my opponent and I have two or three of those options covered with an entry.

In Street Fighter V, you do not get that insurance policy. He does not want players to depend on the training wheels for easy breaks in these situations. My opponent has to make an offensive decision and stick with it. I have to do a defensive reading and commit wholeheartedly.

The motto here is: Condition and read your opponent, or die. And I love it.

Above: LET'S GO!

Image credit: Capcom

Most of the cast is well designed

It would be risky for me to say that Arcade The edit is well balanced. I will say, however, that the version of Street Fighter V that is replacing Arcade Edition is one of the most balanced titles in the Street Fighter series.

Sure, there are top-level characters who seem to have really cool tools and low-level wrestlers who fight a bit more than the rest. But these high-level characters are not rejecting the entire cast, and those low-level characters are not easy to convince.

To coin an old cliché of the school about very balanced fighting games: each character is viable.

The gap between the best and the worst character is small compared to the Street Fighter titles of the past. The really good thing about this is that each fighter has maintained a unique game identity. If you want to hurry and use frame traps, play M.Bison. If you want to go back and play at your feet, try Birdie. If you want to threaten neutral and conclude the round with an elegant combo, choose Urien. If you like to go ham and force the opponent to read between command rolls or anti-aircraft mounts in the corner, choose Rainbow Mika.

Each character has a very specific game style in which they have been designed, and all of these play styles fit comfortably into the ecosystem without completely overwhelming the cast. When it comes to fighting games, that's extremely rare, and Capcom has done a good job so far trying to keep those level gaps as close as possible.

Does Arcade Edition separate those differences? Because Arcade Edition is built with such a solid mold, my intuition says no. But time will tell.


Image credit: Capcom

V secondary triggers are fun

A design that can go incredibly tight is the downside of how Capcom restored the basics and created a character level incredibly tight list. The characters may have well-defined play styles, but very few in the cast are allowed much freedom or expression of play outside of that cast.

The new secondary V triggers are an attempt to shake the results of the matches that, after two years, are becoming routine and a little rancid. For example, the original V-Trigger of M.Bison increased its output, speed and hyphen properties. Basically supercharged his frame-based trap style of play already basic.

The new V-Trigger 2 from M.Bison now exchanges those impulses for a command release and its old psychotic shredder movement. This does not radically change M.Bison in general, but when I play with M.Bison, it makes me consider how I want to play the last quarter of the round. When it comes to closing the round against my opponent, do I want to start going crazy running with V-Trigger 1? Or do I want my opponent to sweat a possible command capture configured with V-Trigger 2?

These V-Triggers will not necessarily change, however, the "Street Fighter V formula" in general, which is to play with your character in this specific way until you get V-Trigger and then pop-V Trigger to close the round. But they are new enough to make things interesting in the short term, and having to make a strategic decision about how I want to try to finish the round in certain matches is a fun element. And fun is what counts.

Above: "My arms are getting tired, are we still in the fight?"

Image credit: Capcom

What I did not like

The time from the selection of the character to the match is too long

It is too long. I feel that for every Street Fighter V game, I could have played at least two games of any other Street Fighter title. A lot of that is because Street Fighter V is loaded with modern badets and the elongated bells of winning / losing nullabaloo.

The DLC economy is still a bit unstable

First of all, the DLC in Street Fighter V rarely has a price to move, and there is a significant amount of disguises that can not be won with the game currency of Street Fighter V (Fight Money). The prices of real-world cash clothing have improved a bit with the few packages that have been launched, but they come out very late and are sporadic. Many times they are released below the radar.

Season pbades are likely to be Street Fighter V's long-time winners who feel the biggest monetary slap in the Arcade Edition. If you bought the original game, the first season and the second season pbades, you will have spent about $ 100 dollars in content that newcomers will receive for $ 40 dollars. Without counting the pbad of the third season, we will all be paying.

As someone on the Internet is likely to tell me, I should do it. This is the Season Pbad business model of modern games, so what did you expect?

I do not know, really. I'm not even sure what the solution is here, but the current situation does not seem that good either.

Above: See Ryu, there's Arcade Edition, the main game, and Arcade Edition, the product. * sigh * … anyway. I'm babbling. Thanks for listening.

Image credit: Capcom


When I was doing this criticism in my head, I felt I was evaluating two different things: Street Fighter V: Arcade Edition, the main game and Street Fighter V: Arcade Edition of the product.

The main Street Fighter V game started its promising life in its beta version of 2015, and has improved since its release in 2016 to its current Arcade Edition. I feel that Capcom knew what I did not appreciate based on the design of Street Fighter IV, and moved away from those elements. It has not been a perfect trip to get to this point, but it has been better than the Street Fighter runway shows of the past.

The consumer product known as Street Fighter V, however, farted into existence with a lack of fundamental features. Features I admit that I shrugged my shoulders with my first impression, but I realized with time and perspective that it really was a wrong release.

Street Fighter V: Arcade Edition, as a product, is what Capcom should have filmed in 2016. Street Fighter V: Arcade Edition, the main game, is a good fighter that is improving. If you do not have a copy of Street Fighter V yet, this is a good place to jump. If you already have a copy and the characters of Season 1 and 2, the update is free. So do it.

Score: 92/100

Street Fighter V Arcade Edition is now available for PlayStation 4 and Steam in North America and Japan, and on January 19 for Europe. Capcom provided us with a copy of the game for review purposes.

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