So how’s Street Fighter 5 gameplay wise? Is it better than USF4?
I really enjoy it. There’s a clear design template for all the characters that I picked up on, then Novril covered in this video:
They seem really determined to not allow any of the jank or degeneracy from SFIV. They’re handling the whole thing in house this time. They have a large number of high level players on the development team. They got their shit solidly together across the board. Every character can at maximum link only 2 normals together without using V-trigger or a command normal. The most moves you can feasibly blockstring with, without going to an unsafe move, is 3 (unless you’re like, bison).
There’s no more invincibility on backdash, no more focus attacks, no more plinking, no more 1 frame link windows, no more stupid ultra comebacks. Kara-Cancels are still in (maybe even more lenient than before), but you cannot gain distance off them. More stuff like that.
The characters are all really unique, despite the game overall being pared down to a lot of bare fundamentals, and having things like quickrise and back roll to prevent vortex play.
Every normal seems to have some type of application somewhere which is really cool, except for some of the air attacks, but that’s pretty standard for most fighting games.
Here’s my Cammy notes: http://pastebin.com/vkgmbWYi
The amount of information I think goes to show some of the complexity of the system, even though Cammy is one of the more simple characters.
Like, SFV is the perfect beginner fighting game that I’ve been searching for, it perfectly embodies the essence of what the SF series has tried to emphasize over other fighting games, while still having significant character differentiation and being an interesting game in its own right.
What do you think of the lack of arcade mode in SFV?
I don’t personally care. I’ve spent 71 hours ingame or so, not counting out at tournaments (I came in 2nd in a small round robin tournament yesterday!).
However it seems to be an issue that a lot of people care about, so I care a little. I don’t really know why people want arcade mode, because honestly arcade mode in fighting games has been one of the worst gameplay experiences I’ve ever had in fighting games, I much preferred Guilty Gear’s survival mode, or mission mode, or Xrd’s new Medal of Millenium mode. Melee’s event mode was also great, practically a campaign unto itself. Adventure mode was pretty nice too, with classic mode at least mixing up team arrangements and having some gimmick stages here and there. All-Star worked out cool too. Though I might think differently replayng the game now, because honestly the AI is garbage to a player of my level. However even as a casual player I never liked traditional fighting game arcade modes. You play a bunch of stages with totally random characters, then a boss at the end, maybe a bonus stage to break a car or some barrels. It’s a very unstructured, unpolished, experience in my opinion, and fighting CPUs is awful generally.
However Survival mode fucking sucks. Not even pros like it because the computers either just get hit by the same combo ad infinitum, or they sometimes block it or anti-air you then you eat a frametrap and just plain die almost totally randomly.
So the real issue is, Capcom dropped the ball. This is the easiest Street Fighter game to learn, and the tutorial is garbage. You’re not going to really learn anything other than the basic buttons in a tutorial like that. There’s no combo trials, no more extensive tutorial, and no good singleplayer modes. No extensive story mode like MK9, just some shitty stuff commissioned from probably Udon. Broken online, largely because they didn’t test the very first thing every player went to try when they started the game up, the battle lounge. Reports from Capcom say the game broke over the battle lounge. And why wouldn’t it? Who the fuck would rather fight random ranked than with their friends? I wanted this game to be the big breakout success it deserved. This game brought everything full circle back to what SF was about originally, and avoided all the stupid jank of SF4.
The trouble is, they went too far in on the hardcore audience. All their marketing is aimed at that userbase, and that’s cool for me, I was going to buy it anyway, but that’s not a mass market hit. We’re getting record breaking signups for Evo, but we bombed on store shelves here. On that note, the game probably released in its partially finished state because of Evo. Capcom knows that to be included, and to put on a good show, they need to be ready in time for Evo. Which is why the patches adding essential content will only be coming out this month and weren’t there on release, which is their biggest chance to sell the game. Day 1 sales are almost always the biggest sales for any game, with a sharp dropoff after that. There have been cases of games getting a second wind, but it’s rare, and SFV probably blew its one big chance. Having a steady drip of content might maintain steady interest until they get their shit together, but they’re fighting from behind from here on out.
I mean, more than anything with SFV, I’m disappointed that they screwed up because it’s going to limit the growth of a game that was otherwise primed to hit it really big. You can’t exclusively target a hardcore audience, you can’t exclusively target a casual audience. SFV is in a way, half a game. And that’s fine for anyone who has friends they actively play with regularly. And in the end, their failure to court the single player people results in a smaller audience for the multiplayer people.
I’ve gotten my money’s worth out of this game already, and it is everything I want in a Street Fighter game, but they fucked up on accomodating everyone else, which limits who I’ll be able to play with in the future.