REVIEWS | February 18th, 2016
Street Fighter V review

Street Fighter is once again back to make you suffer from thumb pain and epic combos. Published and developed by Capcom, with the previous successful predecessor that released in 2008. This release comes also as a service, continuously expanding, free updates and new modes.

Capcom have made a real deal in this release by involving the public and fans in the making of the video game with access to early betas.
Most of the people who play Street Fighter have gone a long way since 1999, from its first release in arcade machines to their PCs and consoles. For the newcomers, Street Fighter is a beat them up game and for all we can say when it comes to competitive games in competitions and in skills, no one beats Capcom’s Street Fighter. The game is highly paced and you must act fast and precise or you will get beaten before you can say “Hi”. Thou many fans were a bit sceptical on how Capcom can make the series better, after playing the game for hours the game felt easier to play but harder to master than its predecessor.

Presentation wise, the game uses a dashboard similar to an operating system. The homepage give you access to all the game modes and options including ranked and casual matches, battle lounge, training, versus, survival, cfn, story mode, shop, battle setting and finally the game options. The menu is smooth and fluid while it makes it easier to follow and use.

There is not much to the story but this mode offers illustrations by Japanese artist Bengus whose profile include Street Fighter Alpha series and Marvel Vs Capcom amongst others. Those these are well designed and drawn, it was a bit of let down as at times characters look as caricatures of themselves and there was maybe a high expectation on these. On the other hand, the in-game graphics are simply fantastic. Created using the Unreal Engine 4, Capcom made it almost perfect looking. The characters are highly detailed and beautifully rendered. Most of the stages are colourful and full of life while the special moves and critical arts make the fight stunning. Possibly the best looking Street Fighter of all time.

The game features all the character from the previous game with an addition of four new characters and their special features. The new characters are F.A.N.G., Rashid, Laura and Necalli. Each character is unique to play, even Ryu and Ken, who were always seen as clones are now very different, in both look and fighting mechanics.

Talking about gameplay and mechincs, in this genre the Street Fighter game has evolved a lot and it’s pretty hard to make such a game better each time but Capcom really out-stand themselves and their fans with this release. The gameplay is very important in such a game and its mechanics need to be impeccable due to its competitive nature. Street Fighter V has introduced some new mechanics, although you might be familiar with them, some are new and improved. We have the ‘No Chip Deaths’, which could be the biggest change for the fans where you cannot chip someone to death unless you do finish them with a Critical Art aka super move. This is a big change for the fact of how Street Fighter IV used to be. You will not be able to see a round end with a blocked combo into a Dragon Punch; you will have to work harder than that.

The ‘Blackdash Invincibility’ is common in fighting games where you back-dash to safety but before you used to be invincible while doing this, not anymore as you can still back-dash to move out of the attack range but you there is no invincibility during this process. This could be more competitive and hard as you no longer have to anticipate a back-dash and you can just do an attack that travels onwards and giving you more chances to hit your opponent. With the ‘Easier Links’, it’s a struggle for people who landed max damage combos by plinking (quick roll of finger from one button to another) with a one or two frame link. This time you can achieve them with a three frame or better to make a link. Thou it will take you some time to get used to it, this can be optimised by adjusting the input buffering system.

The ‘Variable Gauge’ or V system is replacing the Revenge Gauge in the predecessor The V-gauge controls the V-Skill, V-Reversal and the V-Trigger abilities. By standard, the gauge meters fill up by taking damage. In this version, your gauge will fill up with every hit you get but be aware as not all characters have the same V gauge. While Nash’s gauge is two bars, while Birdie has three. The V-Skill is more or less a special and unique to each character. The Alpha counter gets replaced by the V-Reversal which will give you the ability to execute a reversal attack when you block an attack and press forward along with all three punches that will drain one bar your V-Gauge. Make sure that you use the gauge before the end of each round, as the gauge is reset to zero at the end of the round.

Regarding online play, Capcom has made it clear that this release’s online mode is built around the e-sports and online challengers. The game offers the ranked and casual matches with a lobby for eight players. The online mode is solid and hardly any lag on it. The CFN Capcom Fighters Network is a cool and detailed leader board where you can check stats, follow players and see replay matches of tournaments. It is a great addition to the game and the last online feature is the Shop. While it is currently closed, it will eventually allow us to purchase new characters and costumes using only Fight money. You cannot purchase Fight Money as these are obtained as you fight. No need for real money. You can always use real money for premium money, but it’s not a requirement or imposed on you.

In Conclusion

Capcom has yet made another great Street fighter game which comes with a fantastically rendered experience, a solid online base and Capcom’s promise to keep expanding the game with free updates and modes.

Street Fighter V was reviewed by and rated at 9 /10
4 New Versions of L.A. NOIRE coming this November