Elite_Magazine__Issue_94_2018

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Review by James Hall Street Fighter V Arcade Edition There’s no denying that Street Fighter V launched in a bit of a sorry state. It’s original 2016 release was missing basic game modes and content, and whilst Capcom has added to the game modes and character roster in the intervening time there have remained some key omissions. With this Arcade Edition re-release, which comes as a free update to existing owners or as a standalone release with the first two seasons of DLC characters thrown in, it finally feels like a complete package. The core gameplay is mostly classic Street Fighter, with a few modern elements and twists thrown in. You have the standard smorgasbord of special moves and super abilities for each character, though you can use parts of your Super meter to power up special attacks as well. The biggest introduction is the V-Gauge, which grants each character a unique V-skill (commonly a parry or projectile reflecting ability) and can be partially burned to perform V-Reversal counterattacks, or consumed completely to activate a (PC, PS4, Xbox One, Switch) character’s V-Trigger, which acts as a temporary buff for your character. The other new(ish) feauture is that the stun meter has now been made visible, so you can see how close your opponent is to being dizzyed. It has to be said, the fighting mechanics are incredibly tight, and from a technical point of view the game excels. Characters are balanced, movesets are unique enough to make even relatively similar characters feel very different to play, and attacks and animations are clearly presented in a way that makes each fighter’s moves telegraphed enough to indicate what they are doing, but fast enough that only a talented player will be able to counter. “The fighting mechanics are incredibly tight, and from a technical point of view the game excels. Characters are balanced, movesets are unique enough to make even relatively similar characters feel very different to play” Outside of the core combat, thing start to fall down a little. For single player, you get a “cinematic” story mode (which is terrible), individual 2-3 fight Character Story modes (which are bad), a survival mode (which is punishing, and fairly bad), VS CPU and Training modes (which do what you’d expect) and the additions that are new to this edition, Arcade, Team, and Extra Battle. 186 www.eliteonlinemag.com

Arcade offers an approximation of the Arcade modes from previous Street Fighter games, a series of vs CPU battles complete with bonus stages, new ‘nostalgia’ costumes and remixes of classic music. Beat Arcade mode with a character and you’ll get some artwork recreating their ending from whichever game route you completed. Some of the game-specific routes are a bit limited and don’t work too well - the Street Fighter 1 mode barely scrapes 4 battles, since few of the SF1 cast are in SFV, but for the most part these work well, and there’s satisfaction to be gleaned from unlocking your character’s ending. Team lets you pit a team of characters against another team, and is simple but still fun. Extra Battle is less welcome; this offers timelimited special challenges that can be completed to unlock unique titles and costumes. The catch with these is that you need to spend your hard earned Fight Money (SFV’s in-game currency) each time you try. With Fight Money still far harder to earn than it should be, despite the introduction of daily and weekly challenges, gambling it on a fight that might be far too difficult for you doesn’t seem like a good way to spend it - not when unlocking characters costs 100,000 Fight Money and you earn a paltry 50 from an online mutiplayer victory. For multiplayer, you have your standard ranked and unranked matches and lobbies, all perfectly functional if not especially revolutionary, and you can open your game session whilst playing the other modes to accept challenges from other players should you so wish. As for the game’s presentation, well, things have definitely improved from the first release. The menus are glossy and confident, liberally sprinkled with a healthy dose of polish. The PS4 release turns out a much needed locked 60fps, and the animations and backgrounds are detailed with some nice flourishes. The actual art style of the game is a bit more questionable; personally, I find the exaggerated chunky look of the characters a bit ugly, and the texture work on characters and backgrounds can be rather lacklustre, but the artistic style comes down to personal preference. Don’t go expecting anything special from the voice acting - which is fairly terrible - but the soundtrack hits most of the right notes, with some fun remixes of old themes, especially in the Arcade mode levels. The PC release doesn’t fare as well, however. I encountered numerous problems running the game - everything from controllers not being recognised to just random crashes to desktop, and there don’t seem to workarounds for some issues. There aren’t many graphical options to play with, and the game is surprisingly demanding to run despite the relatively simple character models and backgrounds. It makes it hard to reccomend the PC version in its current state. It’s worth mentioning Capcom’s unusual monetisation methods in SFV as well, just because they are so odd. DLC characters don’t have to be bought with real money - instead you can save up the Fight Money you earn in-game to unlock them. Each costs 100,000 FM, and whilst there are weekly challenges to earn Fight Money (up to 2000 at a time) the amount you’ll earn from the other game modes is pretty paltry. By the time you’ve completed every character’s individual stories and the main cinematic story mode, you might just about scrape enough to buy one character. But wait - you also need to unlock new stages as well, for 70,000FM a pop, and some costumes and colour schemes are purchaseable with Fight Money as well. Most of the game’s best costumes, however, are locked behind real-money transactions, generally going for £3.50 a pop. That’s a lot to ask for a single costume, especially when games like Tekken 7 allow you to completely alter your character’s appearance through unlockable in-game items. Street Fighter V: Arcade Edition is the best version of the game, and the game Street Fighter V should have been at launch. The combat is robust and spectacularly balanced, welcoming to newcomers and veterans alike, but despite Capcom’s work in adding in new game modes there’s still a slightly hollow feeling about Street Fighter V. For those who enjoy the single player challenges fighting games can offer - and yes, there are plenty of us who do - you might still find something lacking here. But for competitive online players, it might be the best balanced and most versatile fighter around. 8/10 www.eliteonlinemag.com 187

Review by James Hall<br />

Street Fighter V Arcade Edition<br />

There’s no denying that Street Fighter V launched<br />

in a bit of a sorry state. It’s original 2016 release<br />

was missing basic game modes and content, and<br />

whilst Capcom has added to the game modes and<br />

character roster in the intervening time there have<br />

remained some key omissions. With this Arcade<br />

Edition re-release, which comes as a free update<br />

to existing owners or as a standalone release<br />

with the first two seasons of DLC characters<br />

thrown in, it finally feels like a complete package.<br />

The core gameplay is mostly classic Street Fighter,<br />

with a few modern elements and twists thrown in. You<br />

have the standard smorgasbord of special moves and<br />

super abilities for each character, though you can use<br />

parts of your Super meter to power up special attacks<br />

as well. The biggest introduction is the V-Gauge,<br />

which grants each character a unique V-skill<br />

(commonly a parry or projectile reflecting ability)<br />

and can be partially burned to perform V-Reversal<br />

counterattacks, or consumed completely to activate a<br />

(PC, PS4, Xbox One, Switch)<br />

character’s V-Trigger, which acts as a temporary buff<br />

for your character. The other new(ish) feauture is that<br />

the stun meter has now been made visible, so you<br />

can see how close your opponent is to being dizzyed.<br />

It has to be said, the fighting mechanics are<br />

incredibly tight, and from a technical point of view<br />

the game excels. Characters are balanced, movesets<br />

are unique enough to make even relatively similar<br />

characters feel very different to play, and attacks<br />

and animations are clearly presented in a way that<br />

makes each fighter’s moves telegraphed enough<br />

to indicate what they are doing, but fast enough<br />

that only a talented player will be able to counter.<br />

“The fighting mechanics are incredibly<br />

tight, and from a technical point of<br />

view the game excels. Characters<br />

are balanced, movesets are unique<br />

enough to make even relatively similar<br />

characters feel very different to play”<br />

Outside of the core combat, thing start to fall down<br />

a little. For single player, you get a “cinematic”<br />

story mode (which is terrible), individual 2-3<br />

fight Character Story modes (which are bad), a<br />

survival mode (which is punishing, and fairly<br />

bad), VS CPU and Training modes (which do<br />

what you’d expect) and the additions that are new<br />

to this edition, Arcade, Team, and Extra Battle.<br />

186 www.eliteonlinemag.com

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