Cap­com an­nounces Street Fighter V: Ar­cade Edi­tion – the up­date it said would never hap­pen

Games Master - - Contents -

Cap­com does what it said it would never do, and Leon heads out into Love­craftian space…

Re­mem­ber how Cap­com – rather sur­pris­ingly – stated be­fore re­lease that Street Fighter V was go­ing to break with the se­ries’ long-stand­ing and long-con­tro­ver­sial tra­di­tion of dis­tinct, up­graded, Su­per Hy­per Mega Ul­tra Turbo special edi­tions? Re­mem­ber how it com­mit­ted up front to bring­ing Street Fighter kick­ing and scream­ing (and also punch­ing, and kick­ing again) into the mod­ern, dig­i­tal age of per­sis­tent on­line plat­forms and reg­u­larly up­dated, evolv­ing games? Yeah, it turns out that it hasn’t quite worked out that way. But put down the flam­ing torches and pitch­forks. We reckon this is ac­tu­ally a good thing. For starters, Street Fighter V: Ar­cade Edi­tion – much of which won’t cost you any­thing if you’ve al­ready bought into the cur­rent ver­sion of the game – is a sig­nif­i­cantly meaty up­date. Bestow­ing all 28 of Street Fighter V’s sea­son one and two char­ac­ters out of the box (or down­load), it also delivers them in newly up­graded form. In a move sim­i­lar to Ul­tra Street Fighter IV’s game-chang­ing ad­di­tion of sec­ondary Ul­tra Combo at­tacks, Street Fighter V is giv­ing ev­ery fighter in the ros­ter a sec­ond V-Trig­ger. Know­ing how fun­da­men­tal those trig­gers are to the cur­rent strate­gic flow of the game, it easy to be­lieve that this change alone will make for a rad­i­cally new game.

As for new modes and func­tions, in a nut­shell this is the Street Fighter V that should have launched in 2016. There’s fi­nally a fully-fledged Ar­cade mode. Ac­tu­ally, scratch that. There are six of them, each seem­ingly themed around a pre­vi­ous game in the se­ries, from the very first Street Fighter all the way to Street Fighter V, tak­ing in Al­pha along the way for good mea­sure. As well as of­fer­ing dif­fer­ent ar­cade paths and his­tor­i­cally-themed story con­tent, they’ll ap­par­ently take your play per­for­mance into ac­count too, in or­der to de­liver over 100 dif­fer­ent end­ings.

Then there’s the Ex­tra Bat­tle mode. The pre­cise de­tails aren’t en­tirely clear yet, but this one sounds like a se­ries of monthly themed fight chal­lenges with special mod­i­fiers. It ap­pears you might have to buy in with your in-game Fight Money, but com­ple­tion will bag you a special, pre­mium cos­tume. And with Rashid al­ready on show dressed as Viewti­ful Joe, they could be pretty special in­deed. Street Fighter V: Ar­cade Edi­tion re­leases on PS4 and PC on 16 Jan­uary at £39.99, and ev­ery­thing bar the DLC char­ac­ters will come as a free up­date to ex­ist­ing play­ers.

“In a nut­shell, this is the Street Fighter V that should have launched in 2016”

But is this the be­trayal of a prom­ise? Sort of, but it’s hap­pen­ing for the best rea­sons. Fol­low­ing a messy, con­tent-light re­lease, Street Fighter V has evolved into a bril­liant, bril­liant fight­ing game. But to the unini­ti­ated, it’s never quite man­aged to shake off the stink of that launch. A rere­lease in the form of Street Fighter V: Ar­cade Edi­tion is a smart way of draw­ing a line un­der the bad times and in­tro­duc­ing – and cel­e­brat­ing – what the game is now for a new au­di­ence, free of pre­con­cep­tions. And com­ing for free, as a de­fault up­grade for the Street Fighter loyal, it’s a re­ally healthy move too. Cap­com’s SFV plan might have changed, but its mod­ern, player-minded ap­proach hasn’t.

R Mika’s V-Trig­ger looks to send in tag part­ner Nadeshiko to run in­ter­fer­ence with a huge (non-kay­fabe) chair-shot.

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