Accessibility, depth, ridiculous pre-match posturing: Capcom's latest has it all.
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No, it's one or the other.Are you able to combine control systems at all?
I'm sorry, but what are these tiny little insignificant buttons? You aren't playing real Street Fighter unless you can break your hands on the controls!What's this "classic" and "modern" controller?? I only recognise this:
Or this:
When it comes to Street Fighter games! Hmmpf.
(Though seriously, Fighting games is one type of game I can't see myself playing with a modern style controller)
That's a bummer, though understandable.No, it's one or the other.Are you able to combine control systems at all?
And to be super clear, the modern control system is more limited. You will not get access to all the moves. It's clearly meant for more casual players to have a way to enjoy the game with less practice, and won't replace the original control scheme. I highly doubt it will have any relevance on a competitive level and will mostly be restricted to enjoying the single player content and the more entry levels of online play.
As a pretty serious Street Fighter player I've been really enjoying the huge information dump Capcom dropped on us, and the icing on the cake was definitely giving people hands-on access to the game. I've watched so much match footage trying to get a handle on the state of the game.
Until I can play it myself, and it's more finished, there's only so much I can really say, but I'm very positive on the state of things, and the dev team behind all of this. They are just so obviously pouring in a ton of love and details. It's already blowing the SFV launch out of the water and I think there's still a lot left to reveal.
Sam's excitement for it is really one of the best signs though. This is what Capcom needed, to get people who are gamers, but not necessarily hardcore fighting game players, to feel like this is something fun to pick up.
The emphasis on the new meter mechanics and their ease of use over long combos, the new 'easy' control scheme as training wheels for people who want to just pick up and play faster, and what I suspect is going to be be a robust single player experience could add up to bringing in an audience that hasn't been interested in Street Fighter for years.
You've been able to buy a complete version for a while now, all the characters and costumes etc. Goes on sale all the time too.Interesting with SF VI coming I'll finally be able to buy a version of SF V that contains all the characters and etc soon.
I do sometimes. I wrote our review for Mortal Kombat 11, and Marvel vs Capcom Infinite. I interviewed the creator of Guilty Gear. If I have a chance to contribute to our Street Fighter 6 coverage I'll take it, especially if I can get some early time with the game.Do you ever write articles? I know that's not your job, but while you say that Sam's excitement for it is one of the best signs every time I see a fighting game review I usually jump to the comments to see what your thoughts are. No disrespect to Sam (I still usually read the article) but we all know how you feel about fighting games and I usually want to know your thoughts.
The challenge with balancing move mechanics is that motion controls aren't just legacy, or 'gatekeeping', they serve a function in the way the game plays.That's a bummer, though understandable.No, it's one or the other.Are you able to combine control systems at all?
And to be super clear, the modern control system is more limited. You will not get access to all the moves. It's clearly meant for more casual players to have a way to enjoy the game with less practice, and won't replace the original control scheme. I highly doubt it will have any relevance on a competitive level and will mostly be restricted to enjoying the single player content and the more entry levels of online play.
I think less hard than you're making it out to be.My question is, how hard will it be to transition from "modern" to "classic" controls? That seems not a learning "curve" so much as a learning "cliff".
I feel like anyone who has any desire to be truly competitive in this game should probably stick to "classic".
My question is, how hard will it be to transition from "modern" to "classic" controls? That seems not a learning "curve" so much as a learning "cliff".
I feel like anyone who has any desire to be truly competitive in this game should probably stick to "classic".
Heartbreaking: Man Too Good at Fighting Game to Enjoy Playing Against Friends But Not Good Enough to Play CompetitivelyUnfortunately fighting games are one of those genres where a little practise goes a long way and it's very easy to end up in a spot where in real world terms you're pretty bad at the game but at the same time also overwhelmingly better than your friends who basically never play. For those guys the modern controls will be great since it will allow them to just hit buttons and stuff will come out.
Don't get me wrong, I see it as an excellent solution for a mechanically complex game. I understand why the inputs are what they are, and I'm not accusing anyone of gatekeeping or anything like that.The challenge with balancing move mechanics is that motion controls aren't just legacy, or 'gatekeeping', they serve a function in the way the game plays.That's a bummer, though understandable.No, it's one or the other.Are you able to combine control systems at all?
And to be super clear, the modern control system is more limited. You will not get access to all the moves. It's clearly meant for more casual players to have a way to enjoy the game with less practice, and won't replace the original control scheme. I highly doubt it will have any relevance on a competitive level and will mostly be restricted to enjoying the single player content and the more entry levels of online play.
So to do a dragon punch/shoryuken you have to press forward, down, down-forward. It's not super tricky, but it does mean letting go of block or walking backwards and changing up what you're doing. If someone is jumping at you and you want to DP them out of the air you have to be anticipating it a bit or it's going to be harder to get that move out in time.
If you replace your DP with a simple button press it becomes much more powerful, because reacting with it in neutral becomes easier.
What I see Capcom doing is simplifying the Modern controls to give you some of that ease, but balancing it out by keeping it simple. You don't get all of your normals, just a selection of punches and kicks. You don't get all the different speeds of a fireball, or strengths of a DP, just a basic one.
So you get the easy to do button presses, you can react fast, you make less mistakes on execution, but you work with a more limited toolset. That means once you graduate up to higher level play, where those easy DPs could be a balance problem, you're also running against the issue of not playing with the full kit that high level play takes advantage of.
I think it's probably an elegant solution. And still plenty fun for casual players to use for all the single player content that's hopefully coming. Without creating competitive balance problems for more serious players.
Wow. I'm so excited by this news, I'm breaking out my Street Fighter II: The Animated Movie on VHS (that's no typo!) tonight.
Say what you will about the movie, but I loved it: The soundtrack, the fights, the opening...being Gen X isn't all bad!
is jamie and luke supposed to retire off ryu+ken? i kinda lack interest in all the new characters. still never got fei long in sfv the roster feels so bloated now.
Heartbreaking: Man Too Good at Fighting Game to Enjoy Playing Against Friends But Not Good Enough to Play CompetitivelyUnfortunately fighting games are one of those genres where a little practise goes a long way and it's very easy to end up in a spot where in real world terms you're pretty bad at the game but at the same time also overwhelmingly better than your friends who basically never play. For those guys the modern controls will be great since it will allow them to just hit buttons and stuff will come out.
As a pretty serious Street Fighter player
They put a lot of work into making it look nice (I need to buy a new copy of The Complete Works of Street Fighter II Movie 映画資料全集 to replace one destroyed in a flood)and the Japanese OST complements the visuals quite well for the most part. However, it doesn't really work well as a motion picture extravaganza. It's nice to see your favourite characters but there are too many, it has a weak story, and most fights are shockingly brief, which is a bit of a let down for a feature film based on a fighting game.Wow. I'm so excited by this news, I'm breaking out my Street Fighter II: The Animated Movie on VHS (that's no typo!) tonight.
Say what you will about the movie, but I loved it: The soundtrack, the fights, the opening...being Gen X isn't all bad!
I get it, but I really feel the opposite. If we go by the rumored roster leak, which seems pretty legit, we're getting all 8 original World Warriors back, and 8 brand new characters, and I'm way more excited about the new characters.is jamie and luke supposed to retire off ryu+ken? i kinda lack interest in all the new characters. still never got fei long in sfv the roster feels so bloated now.
The Modern control scheme is basically designed for you then. It controls like Smash, direction+button, and it also tones down the number of moves to keep track of. You only need to think about something like forward, back, and down + a special button.I've not been a fighting game guy for literally decades at this point, so I'm never going to be the target market for a game like this.
That said, I like the way it looks, though as in every game except Smash, there are just too many moves to keep track of.
Even Smash has somewhere over 1000 different moves at this point. You can learn each individual character pretty quickly, which is all you really need to play casually and have a good time, but if you are playing competitively you also need to know all the moves your opponent might do and how to shield/dodge/punish those moves, how to recover from them if you can't avoid the hit, not to mention the movement differences between characters.I've not been a fighting game guy for literally decades at this point, so I'm never going to be the target market for a game like this.
That said, I like the way it looks, though as in every game except Smash, there are just too many moves to keep track of.
[I do sometimes. I wrote our review for Mortal Kombat 11, and Marvel vs Capcom Infinite. I interviewed the creator of Guilty Gear. If I have a chance to contribute to our Street Fighter 6 coverage I'll take it, especially if I can get some early time with the game.
Am I jealous that Sam got to play it already? Sure! But I'm glad he went and did his proper games journalist time with it, and give his early impressions as someone who's "a real gamer" but not a "fighting game player". Really great to get that kind of impression, we need it.
Sam has a leg up on me here since he got to play it, and I haven't. But I've been cracking out on all the details and footage and analysis and talking with my fellow FGC friends about it and have a pretty decent handle I think on the current state of the game.
I used to be a Street fighter guy until Soulcalibur came along and redefined how well the combo cross fighting controls could work.
Now , I'm too old to be competitive beyond the occasional local versus. But I found SF5 incredibly boring.
That said, I like the way it looks, though as in every game except Smash, there are just too many moves to keep track of.
I've not been a fighting game guy for literally decades at this point, so I'm never going to be the target market for a game like this.
That said, I like the way it looks, though as in every game except Smash, there are just too many moves to keep track of.
Wow. I'm so excited by this news, I'm breaking out my Street Fighter II: The Animated Movie on VHS (that's no typo!) tonight.
Say what you will about the movie, but I loved it: The soundtrack, the fights, the opening...being Gen X isn't all bad!
It was a great film, though the English dubbing was... okay. I have a soft spot for 90s dubbing of Japanese shows/films, but I can't deny that the dub does not exactly hold up, at least compared to stuff like Slayers or Evangelion.
is jamie and luke supposed to retire off ryu+ken? i kinda lack interest in all the new characters. still never got fei long in sfv the roster feels so bloated now.
I mean, the last two main entries in the series had 40+ fighters, and the Alpha series eventually broke 30+, so it's not like SF has been lean for at least 20 years now. And while Ryu/Ken are iconic, they've been slated for replacement since about 1997. Either that, or have them play the role of old masters fostering the new generation rather than centerpieces.