Street Fighter V

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Street Fighter V Review

Street Fighter V Review

Now probably I’ll look like one of those old men who watch the work and complain all day long … but in the past, as well as having the biggest Maxibon, beers that cost less, and a much lower diffusion of risvoltini, life to editors it was damn easier. Yeah, because the games are not needed patch from 12 gigabytes to function properly, the episodic gaming really was not widespread, and online titles were evolving much more slowly, providing a pretty safe assessment a bit ‘of everything. But now the situation has changed, and we are in an ever-changing industry, where even titles whose structure has remained unchanged for decades as fighting games are significantly changed.
Killer Instinct was one of the first products to chase a road closest to that of the free to play, with a growing roster and added content from time to time, and now it’s also the historic brand Street Fighter make the jump, riding I thought a chapter to grow over time thanks to continuous updates. The idea is certainly clever, and ensures long life to the last creature of Capcom, but there is a problem: the title is coming out in stores at full price, and the state where I will end up between the hands in these the first days after the release is not what I would have expected.
Yes, in the past it was easier to review video games. Of course.

When in doubt, Shoryuken
It became clear immediately as Capcom would owe a lot of Street Fighter V. The Nissan does not sail in gold, despite the success of Monster Hunter at home, and by the time you feel the need of a triple A prestigious project at the hands of its developers interior, also because of the intensive care Remastered old glories propinataci in recent years. However, with the name “Street Fighter” proves a great starting point to revive the cases, the kind of which is part of stagnant time in the market, and with an increasingly cut-throat competition in the stores was difficult to predict eye-popping gains for a new title of this type. From there probably was born the new strategy briefly described in the intro of the article: Street Fighter making a strange hybrid between a retail title and a free to play, with a steady stream of new content, characters obtainable with an in-game currency ( or, alternatively, real money), and a roll a little boned with only 16 fighters on the roster.
Accettabilissima a base, especially when you consider that this chapter wants to bridge between Street Fighter IV and the glorious Third Strike, with mechanical changed almost completely by his predecessor and reworked to make it more accessible and spectacular fights. And, while we’re at, we speak precisely of this combat system renovated extensively explored in the beta but now describable in all its glory. Street Fighter V has in fact partly abandoned the difficult combo system based on the links seen in the past, which required perfect timing in entering moves, to introduce significantly easier combinations to perform and can be completed by pressing very forcibly the right normal (the basic strokes) in series. On the one hand this lowers so monstrous the skill barriers related to the perfect execution of certain techniques for players, on the other, however, severely limits the use of light strokes, which in this chapter are linked to moves rarely able to starting very damaging combo (with some exceptions).
Be careful though, the facilitation of the combo does not mean that the game has become simplistic and unsatisfactory for veterans, since they have been introduced numerous goodies to elevate the system and give him the necessary personality. The first innovation is the V-System: a series of defensive mechanics, combined with activated powers called V-Trigger, which offers a variety rarely seen in the series to the roster. Each Putting fighter has a special power linked to a visible toolbar, which is paired to a specific defense skill. It goes from temporary status to upgrades of the fireball that change the properties of the moves, until you get to additional moves that make them a very dangerous offensive. Even the V-Skill just brought into play are never similar to each other, and if Ryu has a parry rather similar to that of the Third Strike, Necalli can shake the ground at varying distances to hit the enemy, while Nash and M. Bison fight bullets with a hand gesture. Each character then also contains a V-Reversal, which can get out of bad situations at the cost of a notch of the bar.

In short, although it is clear that in part have been inspired by Killer Instinct, the V-System is more significant in the Street Fighter V characters strategy than it is the instinct in the fighting game from Microsoft, and gives life to overturning the of rare match spectacle.
It did not end here, however, because in the combat system now also count the Crush Counter, brutal counter-stun your opponent often enabling punish him badly, and the gameplay has generally moved towards aggressiveness, as most of the characters is extremely successful when launched towards offensive unabated, and some V-Triggers allow you to stretch your combo by deleting some moves. It remains unclear, distance control, awareness of what move to use at what time, and ability to vary the offensive or keep their nerve in defense are all still very present factors. This is, in the soul, even a competitive and highly technical brawler, and although some purists turn up their nose to the increase of intuitiveness, I fully appreciated the changes, having fun as hell to discover the old and new fighting skills.
Less positive balance speech. The work done looks good in many cases, but there are some that seem calculated terrible matchup (Zangief does not seem to be able in any way to counter a Birdie using the banana, and no, there are no double meanings in this sentence, the case of peel a banana thrown to the ground), because some characters have tools that all too well they counteract other or lack the means to counteract certain tactics. Never mind, everything will be predictably adjusted by dint of patches with the advance of months.

There are beatings and … there are beatings
But now we have to pass the inevitable elephant in the room, because if the combat system has fully satisfied me, the same can not be said absolutely content. I knew that Street Fighter V would come out a little ‘battered by his new nature, but I was not expecting a package so lackluster at launch.

What you have before February will be an incomplete brawler, probably dumped in this state to promote the season of tournaments organized by Capcom, and then thought to make available the fund online with little else to do as a side dish. The story mode related to the characters, for example, are absolutely ridiculous. This is a pair of character match, with fixed screens by sketched drawings that tell stories completely devoid of pathos, whose only value lies in the precious Fight Points gain or the appearance of some characters that might be part of the cast in the future between the cartoons. Speaking of Fight Points, just revolve around them content in a single, since it is the famous “in-game currency” of which I discussed earlier, and which can be obtained either playing online or by completing the alternative ways to those in the network. Except that when the alternate mode is a single and is the Survival Mode, a succession of tediosissimo match by variable number just to unlock an alternate color, gain experience levels and take extra points. Now consider that a character must spend 100 thousand Fight Points, and each encounter won online if they get only 50. You will soon realize that the survival and the story mode is paradoxically the easiest, although also the most boring , to accumulate bonus points (which are also obtained by passing of level). It is a long process to accumulate enough points to unlock a couple of characters, but here is the second little problem … there’s the store.
The store where buy the costumes and the new arrivals on the roster is in fact unlock in March, and with him will come the challenges, that is the usual plethora of advanced combo that serve to become familiar with the warriors, the objectives, they will ask you to complete certain actions in online games to earn more points, and even the spectator mode, absent at the launch. Put simply, until March of the game you will have only the skeleton, while the story mode seriously, what with movies and apparently inspired by what we saw in the Netherrealm games, you will get it free of charge only in June.
I understand the need to remain true to the schedule for the tournament, but it was really impossible to wait a month to provide users with a more complete product?
Consider that the rush is also technically known: the game is beautiful to look at, with particle effects of a really high standard moves, from the style patterns close to that of Street Fighter IV, but highly successful and well animated and colorful and rich arenas of movement . But they notice graphically imperfections series during the match boots, like hair that come in the clothes of the fighters, or dangling elements that blend with polygons that should easily overpower.

Thankfully, the netcode does not seem to have suffered early exit, and during my test, with very few active players, he sobbed often against European users, proving very similar to GGPO we have learned to appreciate. Ah, clearly it carries the same deficiencies GGPO when there are connection problems, so expect opponents who suddenly teleport from one point of the screen to another when you play against someone who is overseas.
However, you may have noticed the absence of the vote in the top of the page. Here, the reason is obvious: during the test review, either by the presence of a few players, you want to reset the continuous profiles, I noticed some difficulty in finding the match, and not classified. Paradoxically activate the passive option to find online opponents while doing another in the menu is a result almost always the best way to deal with a decent number of matches. At the same time, the matchmaking linked to connections and the level of skills of the players was slightly busted in some cases (appaiandomi with overseas rivals at times, even though I had explained to want only challengers with acceptable connection). Whereas, at the time, Street Fighter V consists of 90% from its online component, I do not feel to give a precise assessment before the launch, without knowing if all goes well. The basics are still there, with Capcom Fighting Network which I liked a lot, and not only allows you to quickly find certain players, but also to see replay by searching for character and skill level. The crossplay between players and pc ps4 is just icing on the cake of a title that, competitively, has much to say.

The Good

  • Combat System more accessible, but still rich in finesse and spectacular
  • Varied roster of fighters
  • It will be constantly updated with new characters and content
  • Netcode seemingly solid and cross play between PC and PS4

The Bad

  • Very low contents at launch
  • Balancement for now not flawless
  • A few annoying graphics imperfections
7

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