Street Fighter V

HWM (Malaysia) - - GAX - REVIEWS - Street Fighter IV, Street Fighter IV Street Fighter V Ul­tra Al­pha/ Zero SFIV’s Street Fighter V Fighter V MichaelLow Street

ROCK-SOLID HERITAGE Very few video game gen­res achieve the kind of longevity af­forded to fight­ing games. Case in point: the ar­rival of where a near decade-long hia­tus has done lit­tle to di­min­ish Capcom’s prized fight­ing fran­chise. By 2014, the game was filled with enough new con­tent, char­ac­ters, and bal­ance tweaks that

was re­leased in ar­cades, as well as on home con­soles and PCs. Build­ing on the ac­tive com­mu­nity be­hind the se­ries, it was a no-brainer that would soon fol­low with a com­bi­na­tion of new and re­worked game­play me­chan­ics, along with a strong fo­cus on on­line com­pet­i­tive play. What most play­ers did not an­tic­i­pate, how­ever, was the ab­sence of modes and fea­tures that are stan­dard-fare for fight­ing games on day one of its re­lease.

At launch, there are 16 fight­ers to choose from, four of which are new­com­ers, while another four are re­turn­ing fa­vorites from the

se­ries. A shake-up is in or­der for a se­ries with over two decades of play­book evo­lu­tion, and the first ca­su­alty is none other than Fo­cus At­tack. Join­ing the tried-andtrue EX gauge is the all-new V-Gauge which, de­pend­ing on the char­ac­ter, may con­tain two or three bars that fill up as they re­ceive dam­age. The V-Re­ver­sal coun­ter­move con­sumes one V-Gauge bar, whereas V-Trig­ger will ei­ther drain slowly or de­plete the full V-Gauge com­pletely upon ac­ti­va­tion. V-Skill moves, on the other hand, do not re­quire the V-Gauge. The key take­away from the V-Sys­tem me­chanic is that ev­ery char­ac­ter ben­e­fits from abil­i­ties that are unique to them, and it is up to you as the player to lever­age on these new­found tech­niques. (MOSTLY) ON­LINE EX­PE­RI­ENCE For bet­ter or worse, mod­ern game releases tend to have its share of teething is­sues, and an on­line-de­pen­dent ti­tle like is no dif­fer­ent. Some of the no­table launch day com­plaints ranged from cor­rupted Fighter IDs to match­mak­ing is­sues and ar­cade stick woes, but Capcom was quick to ad­dress con­nec­tiv­ity prob­lems in the days that fol­low. What’s more up­set­ting is the omis­sion of an Ar­cade mode, but in its place is a Story mode that con­sists of two to four sin­gle-round matches, which are in­ter­spersed with static cutscenes and voiceovers. Sur­vival mode fares bet­ter, of­fer­ing a ro­tat­ing choice of battle sup­ple­ments be­tween fights in your quest to un­lock the color vari­a­tions for each char­ac­ter. At the time of writ­ing, both the Chal­lenge mode and in-game store have yet to go live, but the game is ex­pected to re­ceive the cin­e­matic story ex­pan­sion as a free up­date in June, as well as six DLC char­ac­ters all the way till Septem­ber. In con­clu­sion, it’s hard to rec­om­mend

to ca­sual fight­ing fans in its cur­rent form, as it feels rather un­fin­ished for a full­priced re­lease.



“I’m ready for my close-up!”

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