fighting games

Top 5 Fighting Games that Need a Revival

It’s no secret that I’m the resident fighting game guy here at The Lifecast. I’ve been playing fighting games for as long as I can remember. There are a lot of well-loved fighting games that simply haven’t gotten their time to shine the past few console generations, and they really deserve to get a new game. So many fighters have become almost entirely forgotten by developers. And in a time right now, in the wake of beloved games such as Street Fighter and Marvel Vs. Capcom being hated by fans and competitors alike for not retaining the spirit of its predecessors, I think it’s time a new game get its time in the spotlight.

5. Bushido Blade

I like to refer to Bushido Blade as a fighting game that everyone loves but nobody has played. Everyone praises the game for its body damage system and innovations made for the genre, but most seem to have not played it despite talking it up. Kind of like Citizen Kane in that regard (did I actually just find a similarity between Bushido Blade and Citizen Kane?). As someone who has played it, I can vouch: It’s a pretty great game, and deserves to come back. It is the only fighting game I’ve ever seen to be founded almost entirely in realism. Most hits will instantly kill an opponent, and as a result, pretty much the entirety of Bushido Blade is neutral game, with huge reward if you win it. You can also sever or disable your opponent’s various body parts to help you gain an advantage in combat. Each weapon has its own set weight and size made to realistically resemble the proportions of the weapons in real life, and the only combos in the game are follow-up strikes that would naturally flow out of the first strike of the weapon. In a time where fighting games are really trying to become as accessible to as wide an audience as possible, a game like Bushido Blade which focuses almost entirely on strong neutral game would be able to not only bring a lot more people over to the FGC, but provide a fun and unique fighting game experience for everyone who plays it.

4. Rival Schools

Rival Schools

Rival Schools is a 3D team-based fighter on the PS1, released in 1997, and is definitely a black horse among Capcom fighting games. Many would compare it to Marvel Vs. Capcom, but to say it’s similar is quite the stretch. Your team is composed of two characters, but only one of them does the fighting. The other only comes in for a team-up attack once you’ve built up enough meter, and at the end of the round, you’re allowed to either stay as your character, or switch to your partner. Any form of team synergy is based entirely on your team-up attack, and what weaknesses your main has that your teammate can cover in round 2. It allows for a lot of really awesome mind games between matches. Take this unique system into mind, and then take a look at the fact that this game also has some of the coolest character designs in any Capcom game accompanied by a slammin’ soundtrack, and you’ve got one of the best fighting games on the PS1. Luckily for us, there is a sliver of hope for the return of Rival Schools, as Hideaki Itsuno has been wanting to continue the series. Hopefully we’ll get to see a long-needed Rival Schools 3 in its full glory some time soon.

3. Tatsunoko Vs. Capcom

Tatsunoko Vs. Capcom

LET ME TELL YOU ABOUT THE BEST GAME ON THE WII

Tatsunoko Vs. Capcom released on the Wii in 2010, just before I started getting into fighting games competitively. I had initially bought it because I loved Gatchaman and Tekkaman Blade (and still do), but a lot of what I loved about it happened after I returned to it a few years after I got into more fighting games, and noticed just how elegant and well-made this game was. The combos are hype, the music is incredible, it’s one of the best looking games on the Wii — even standing up to some of the HD games at the time in terms of looks — not to mention a great roster with a healthy balance of both fan-favorite and lesser-known characters. The game feels like a sort of middle ground between Marvel Vs. Capcom and Capcom Vs. SNK in terms of physics. You’re not so heavy you stay stuck to the ground, but you have enough weight to you to not feel like you’re flying. And not to mention Baroque mode, which is probably the best “X-Factor” style mechanic in fighting games. By pressing the partner button and an attack button to sacrifice the red health in your gauge, this enables higher damage and longer combos for as long as you keep the combo going.

Tatsunoko Vs. Capcom is an amazingly made fighting game. And while I’d be all for a TvC2, I’d be just as much for this game instead being looked at as a template for all Vs. games to come.

2. Cyberbots: Fullmetal Madness

Box art for Cacom fighting game, Cyberbots

Cyberbots: Fullmetal Madness is better known as “The game Jin Saotome is from”. As one would expect, one of the most hype characters in Marvel Vs. Capcom 2 is also from an incredibly hype fighting game on the PS1. For the time, it played like a standard 2D Capcom fighter, but with a ton of potential customization to your own distinct playstyle. Each individual mech you can pick has multiple variants which change its arms, legs, etc. to give it different attacks, movement options, etc. Each of these options act as changes to an archetypal robot, of which there are many. The general idea for finding a characher is finding a mech whose style you enjoy, and then seeing which of the variants fit you the best. Or you could be like me and instead of matching your style you just picked the one you think looks the coolest. This kind of setup created a roster of characters that could more or less be tweaked to your own playstyle. If you find a character you like, you can also use the other variants to cover for your weaknesses while still feeling familiar with them, since they’re all variants of the same core robot. You can buy Cyberbots as a PS1 classic on PS3, but just imagine what the possibilities could be for a new Cyberbots today. With how far mecha games have come with customization, it would be awesome to see this core idea taken to the next level.

1. Every SNK Fighting Game

SNK fighting games from left to right: The Last Blade 2, Fatal Fury 3, Samurai Shodown, Garou Mark of the Wolves

SNK is no stranger to making amazing fighting games. Samurai Shodown, Garou: Mark of the Wolves, Fatal Fury, and The Last Blade are only a few of the well-beloved series that SNK has made over the years. Back in their prime, SNK was pumping out these games like they were nothing, and all of them felt incredibly good to play. Each game brought something different to the table while all still having that distinct SNK feel to them, ultimately connecting all of them into this huge family of fighting games. The reason these games need to come back is quite simple: They absolutely OOZE personality. Along with being well-designed games — Samurai Shodown being my personal favorite — they have some of the coolest and most lovable characters in all of fighting games. Mai Shiranui, Terry Bogard, Haohmaru, Butt, Blue Mary, Moriya Minakata, the list goes on and on. We’ve gotten rereleases of most of these games on various systems, but that’s not enough. We need brand new games in these franchises. I’m sure I’m not the only one who wants to see SNK return back to its glory days.

The Top 5 Hypest Moments From EVO 2017!

WARNING: If you don’t want spoilers for any matches in top 8/grand finals because you haven’t watched EVO yet, I’d advise NOT reading this article.

Evolution 2017 concluded a little under a week ago, and every single game had a ton of hype behind it. Whether it be Guilty Gear, Melee, Street Fighter, King of Fighters, or any others, every game had at least a few moments that made you go “Damn, I love this game!” Every time EVO comes around, you know it’s time to get hype. Because EVO is more than the biggest fighting game tournament in the world. EVO is a celebration of fighting games as a whole! So join me in celebrating how amazing these games we love get, and let’s count down the top 5 most hype moments of Evolution 2017.

5. JDCR’s Comeback Against Jeondding (Tekken 7 Winners Semifinals)

(starts at 12:45)

Tekken 7 is a game full of a lot of various, small hype things that come together to make the game exciting, rather than a game that has a few hype things that just tend to happen frequently. Generally this means it only truly gets hype when you have players who know how to abuse these small hype things to their greatest potential. One of these small hype things is called a “low parry”, where if you press down-forward on your controls, you parry a low hit and can capitalize with a combo after. On an unseeable sliver of health, JDCR low parries Jeondding’s about-to-be-game-winning low, and lands a combo with just enough damage to take the match, and the set.

4. Salem’s Game 10 Victory Over ZeRo (Smash 4 Grand Finals)

(starts at 39:49)

Smash 4 is a mixed bag for me. Sets are either really fun, or really lame. EVO top 8 definitely showed that. But luckily, the game that lasted the longest wasn’t boring at all: ZeRo vs. Salem in grand finals. Both players were playing out of their mind, and game 10 was one of the most intense moments I’ve seen in Smash 4. Bayonetta down a stock AND in kill range only after taking Diddy’s first stock. And while Bayonetta is a character known for her 0-to-deaths, this is also ZeRo we’re talking about. Salem won, game 10, tournament point for both players.

3. T4M7’s Double Perfect Against Ogawa (Guilty Gear Pools)

(starts at 8:15)

The White Lion of Japan showing that Leo is more than you think. Every time he lands a hit, the crowd freaks out. Outside of top 8, T4M7 left a path of destruction behind him, most notably sending Ogawa, EVO 2015 world champion, into losers through a double perfect. This monster made it all the way to grand finals, where he finally lost to Omito. And while T4M7 was definitely a monster throughout all of top 8, I think that his double perfect against Ogawa — The former EVO 2015 champion and arguably the best Zato in the world — really goes to show that he was the star of the show throughout all of EVO.

2. Ryusei vs. Fenritti (BlazBlue Grand Finals)

(Highlight at 25:34)

I typically don’t watch BlazBlue, but I always make the exception for EVO, because it’s where it gets the most hype. Every year it’s been a main game, something amazing happens, and this year is no different. This time, we got to see Ryusei decimate all of top 8 with his incredible Carl Clover, and Fenritti (Fenrich) also decimate top 8 with his incredible Jin Kisaragi. The point of maximum hype came when both of these players ended up against each other in grand finals. Both players played out of their mind in every set they were against each other. Each match was a total slugfest, and even though I was rooting for Ryusei to take it all (which he did), I also couldn’t help cheering for Fenritti as well. As amazing as Ryusei’s pressure and offense was, I really have to give it up for Fenritti’s impeccable defense while taking Ryusei’s onslaught of attacks, as well. This is the outcome you get when you take two players who are masters at their character.

1. Punk vs Tokido (Street Fighter V Grand Finals)

By far, the most hype moment in all of EVO this year was grand finals in Street Fighter V. Punk has taken SFV by storm these past few months, taking tournament after tournament. And at the young age of 18, he’s pretty much become the prodigal son of the community. Tokido has been a part of the FGC since before Punk was even alive. The flavor of this set was amazing. Who would win it? The rising star, or the old grandmaster? Everything was on the line for both of these players.

Punk cracked under pressure, and Tokido took full advantage of it, winning the set. He had won a ton of tournaments before, but EVO is different. I’m sure the entire time he was playing he felt the weight of the world on his shoulders. Normally I’d share this video at a specific time to give an example of how good the play was, but this is a moment best enjoyed as a whole. This is why people watch fighting games: the emotion that comes with them, and the stories that they create. At the end of the set, both players were on the verge of tears for two completely different reasons.

Smash and the FGC: Both Sides are in the Wrong

Drama happens all the time in whatever community you look at. It’s a fact that you just have to deal with. As of a few years ago, Smash has been getting into the spotlight more and more as a competitive game, and for good reason. Not only does its competition get really intense, but the games are incredibly accessible, and generally easier to follow than most other competitive games. Sadly, Smash has obtained this reputation in the FGC for not being a “true fighting game” for almost no reason other than it being different. This whole debate between whether or not Smash is a true fighter has been going on for literal years.

Though, as of late, it’s gotten worse. Not only are Smash players being verbally attacked at basically every chance someone gets, but members of the FGC who encourage Smash and allow them good treatment at tournaments, such as Alex Jebailey, organizer of Community Effort Orlando, who I have seen multiple people on social media openly go after, are attacked for essentially being “smash sympathizers” and also get disrespected by members of the FGC. Basically, everything I’m talking about with community disrespect from the FGC can be summed up in this Redditor’s letter to the Smash community (WARNING: tons of harsh language). Now, before you say anything, yes, I know that post is from r/Kappa, and while r/Kappa is a generally toxic place anyway, this letter still does a good job at showing many people outside of r/Kappa’s position on Smash as a game.

The conflict between the FGC and Smash doesn’t stop there, though. It also spans into actual tournament organization. Smash 4 was handled horribly at EVO. Hardly any setups per pool in the 2nd or 3rd largest tournament there, some setups not having all the stages unlocked, inefficient space for the size of the tournament, and more. Smash 4 had it the worst at EVO.

These are just two accounts of the FGC’s disdain towards Smash; there are many more. And all of them are acting like god damn children.

Now that we know a bit of the FGC’s side of the conflict, let’s look at how the Smash community responds to it. Spoilers: They’re acting just like the FGC; like god damn children.

Let’s look at CEO 2016. Smash players drowned out the awards ceremony for Guilty Gear Xrd by screaming “Melee!” constantly, not only disrupting the event, but completely disrespecting the players who put in just as much effort, if not more, in their game of choice, just like how those Smash players do in their own game.

As for responding to the fiasco at EVO, the way they treated it wasn’t much better. The community has every right in the world to be mad at the organizers for messing up as badly as they did. That said, the community had lashed out in a way that only harms them and the reputation of their community. Yes, EVO was a mess, and yes, you should be mad about it. But what you should be doing is not whining about how you’ll never go back to it, and instead try to work things out in a civil manner through connecting with members of the community that want to support you, because they are there.

This kind of behavior, from both the FGC and the Smash community, is completely unacceptable. Not only does treating games like this completely undermine all the hard work and effort the members of each community put into their games and events, but it also horribly damages the look that competitive gaming has today. Do we want to be seen as a group of kids who just argue about video games all day, or do we want to be seen as actual competitors in something much bigger than we could imagine? Do we want respect, or do we want to be looked down upon? Because right now with the way the communities are acting, the outcome is not respect. This kind of drama is what holds back competitive gaming as a whole, because instead of working together to improve the overall scene as much as you can, you feud and nitpick and piss and moan about how wavedashing isn’t as demanding as doing an FADC. In order to better the community as a whole, this fighting needs to stop entirely, and we need to work together to make both Smash and the FGC as great as they can possible be.

I love competitive gaming; I love the sense of community it brings to people. We need to strengthen this sense of community as best we can, and it’s impossible to do so if all that’s happening is people being pushed away from both sides. The only way we’re going to reach the point where both communities are working at their best is by having both sides get off their high horses and get it through their thick skulls that everyone is playing their games for the same reason: For some good matches and some good fun. To improve themselves and each other.

To get hype.

The Importance of Villains in the Fighting Game Community

What is a villain? Well, when you think of a villain, you think of this antagonist who’s bigger and better than the hero. Evil intentions, scary, and just genuinely bad people, right? Villains in the fighting game community (or FGC) aren’t as over-dramatic as that, but still are a cause for a lot of tension and drama in their respective communities. That said, even though these villains cause a lot of drama, they’re a good thing to their communities. Be it through a persona they made for the sake of a good show, or if it’s just how they naturally are, villains generate hype, get the crowd invested, and make the mood of whatever it is they’re competing at much more intense, all by providing someone for the audience to root against.

Villains are a special breed of competitive player. They retain the skill and consistency to compete with the strongest players in the world, while also following up this skill with as much disrespect as possible. This can range anywhere from trash talk, to showboating, to really anything, so long as whatever is done contains major disrespect towards individuals, or the community.

Normally, the reaction to these kinds of people is disdainful, as it should be. They’re going out of their way to be disrespectful to others; of course they’re going to make people react negatively. This kind of behavior is generally known to be toxic, and when done by a regular member of the community, it is. But, when it’s done by the proper person, it changes from complete toxicity into nothing but hype building, and when it comes to the FGC, hype is the backbone of the community. Building hype increases player and audience investment, overall showmanship in major tournaments, and more. Villains generating hype through this kind of disrespect create a consistency that is otherwise not there.

But how does being so disrespectful generate hype? Quite simple, actually. Like I said, villains give the audience someone to root against. People don’t like seeing villains win, because they’re not nice people. So when a villain is up against someone who can compete against them and potentially take them down, that match will get the audience ridiculously invested, and the reaction to everything happen will be even greater than it would have been if it were between two other players.

This heavy focus on who wins the match makes it more exciting, and both outcomes help to make the community more invested in the game. If the non-villain wins, then the crowd goes crazy because they saw the villain get taken down. If the villain wins, the initial negative reaction to the crowd will eventually go towards an even better positive reaction when the villain finally does lose. Something big happened a few months ago with Ultimate Marvel Vs. Capcom 3 villain Ryan “Filipino Champ” Ramirez at Winter Brawl X. He had a match against Ultimate Marvel Vs. Capcom 3 EVO champion Kane BlueRiver, and FChamp, also being an EVO champion in the same game before Kane BlueRiver, starts taunting him after every win. Yelling at him, talking down to him. Making it known that he is the best, and there’s nothing that can be done about it:

Video courtesy of Youtube user BasedMonster

Listen to the crowd when he taunts Kane BlueRiver. Listen to the crowd when he screams “THIS IS MY GAME!” Listen to the crowd every time he antagonizes Kane BlueRiver. He’s making the audience gain so much energy, making them get hyped up for this match, for the chance to see Kane BlueRiver destroy FChamp after being taunted. On top of making the crowd so invested in the game, his antics add flare to an otherwise regular exhibition match, which makes the event as a whole a much more entertaining show. This is the kind of impact a really good villain can give a competitive scene.

And it’s not just traditional fighting games where this happens either. Without a doubt the most notorious villain in the FGC is the incredibly talented Super Smash Bros. Melee player, Leffen. As much as FChamp has in his showboating game, and how much he taunts people while playing, there is nobody in the FGC who can compete with the sheer amount of trash talk that Leffen spits out.

Video courtesy of Youtube user Levoki

Leffen is a fantastic player, knows it, and isn’t afraid to say that he is. He generates hype in a different way than FChamp does. When FChamp does it, while he does trash talk outside of games, he does it in the moment more than prior to or after a match. Leffen will seemingly talk smack about anyone when given the opportunity. The sheer amount of trash talk Leffen speaks makes him a top contender for the “I really want to punch this dude in the mouth” contest. This whole situation between Leffen and Chillindude was started over Leffen trash talking him on Twitter, which Then ended up being a huge event at Apex 2015, where Leffen won. Leffen’s victory caused two reactions with the crowd: them freaking out because they liked Leffen, and he won, or people freaking out because they hate Leffen, and they’re mad he won. Either way, due to Leffen’s disrespect, he was able to make the huge crowd get involved in the match, and be the cause of what is probably one of the most well-known matches in Melee.

Without these villains to put into the mix, all we would have in the FGC are a bunch of really good players who all just kinda show up and play. The conflict and drama these people add to the formula provides a great show for the audience. Being a villain that is capable of generating so much energy within both the audience and community is a talent in and of itself. It takes a lot of devotion to the game and the community to be perfectly fine with being viewed as “that guy” for the sake of the game, and these villains need to be shown a bit more appreciation for what they contribute to this great community of hype.

Street Fighter V: Is It Finished Yet?

Ever since its release, Street Fighter V has been under fire for being an incomplete game, and who can blame anyone for thinking like this? Upon release, people who put that game into their system were greeted with barely anything to do offline. With no arcade mode, no challenge mode, a yet-to-be-added in-game shop for unlockables, and a horrible online experience for the first week of release, anyone who bought Street Fighter V in its February release had essentially purchased a $60 training mode with bad online.

What a lot of people seem to forget, though, was that a lot of the game’s major parts were to be added in March. So, now that the huge March update has happened, is the newest addition to Capcom’s fighting game giant actually worth a buy? Let’s find out.

Gameplay

Fighting games are notorious for alienating the more casual scene due to their high execution requirements, requiring a small frame of time to mix moves together into combos. Capcom noticed this trouble with the casual scene, and has increased the window for combos in this game, making the creation of effective combos much easier to do. Most bread n’ butter (BnB; basic, effective combos) combos in Street Fighter IV only had a window of 2 to 3 frames where you could input the next move before you drop the combo. In Street Fighter V, that number seems to be closer to 4 to 5 frames. On top of this, the casual audience can also rest easy knowing that even if they don’t have combos, they can still get by on the regular moves, because the damage on all attacks in Street Fighter V is huge. A few random attacks can do some serious damage if they land. The best part about these two simple changes is that even though it is more welcoming to the casual player, it also brings the competitive scene for the game closer to its roots. By making execution overall easier, in combination with the high damage from normal and special moves, it shifts the focus of the game away from having a player that has both high execution and a good neutral game, to a player that really only needs a good neutral game.

For those unacquainted with fighting games, the neutral game is the point in a match where neither player is at a clear advantage or disadvantage on screen, and both are trying to get in on each other. This point in the game relies heavily on mindgames and prediction, as opposed to execution. Lots of limb-flailing going on here to keep opponents out or to try to get in on them. Punishing mistakes, applying pressure, everything to do with fighting games outside of execution happens in the neutral game. It’s the core of fighting game fundamentals. This change to almost exclusive focus on the neutral game is a smart choice. By having the gameplay focus more on fighting game fundamentals, it helps to develop the player into someone who is better overall at the game than creating a person with a flowchart of “that one combo they found” or keeping to one singular strategy. It encourages the player to learn, because they know that all they have to know to get by is their opponent, rather than any complicated combo list, while at the same time rewarding the player for knowing those combos.

Mobility in Street Fighter V feels incredible. Everyone has the perfect amount of weight to them and maneuvering around the screen feels incredibly natural. Street Fighter V is by far the best-feeling game in the franchise, even better than fan favorite Street Fighter 3: Third Strike. That said, mobility in a fighting game isn’t really something that can be graded, as how a fighting game feels to the player is almost entirely subjective. So while I feel that Street Fighter V feels the best, this is the part that will vary the most from person to person.

Zangief Spinning Pile Driver Street Fighter V

Image courtesy of GiantBomb user DryvBy

Now moving on to the actual mechanics themselves, Street Fighter V seems to have taken the series back to basics in terms of, well, everything. No more Focus Attacks, no more supers, no more Ultra Meter. In its place, we have Critical Art (CA) Meter, and the V-Gauge. The CA Meter is used for only two things: EX attacks, and a Critical Arts. EX attacks are powered up versions of each characters’ special moves that take one bar of your meter to perform, and Critical Arts are what’s replacing both Supers and Ultras in this game. Critical Arts are powerful moves you can do once you fill up your meter. Performing them takes all the meter you have, but if landed, they can be game-changing. You can charge your CA Meter by doing pretty much anything. Attacking, blocking, getting hurt – anything.

The V-Gauge is also only used for two things: V-Reversals, and V-Triggers. V-Reversals are exactly what they say: reversals. If your opponent is applying pressure, you can spend half of your V-Gauge to push them away from you. V-Triggers are special skills you can perform when your V-Gauge fills up. These skills vary from being something simple like an increase in overall damage for a short period of time, to a special attack that can put you at a serious advantage. Because of the higher utility the V-Gauge offers, it is harder to build up than the CA Meter. You can either build up your V-Gauge by getting hurt or using your V-Skill, a special move that varies from character to character.

That’s it for actual mechanics, though. The minimal mechanics help highlight the neutral game, giving the players just enough tools to deal damage and get in, without it being so full of mechanics you get lost in the sheer amount of options you have. With less overall options, it’s easier to learn your opponents and develop strategies for their specific style of play. It sacrifices complexity for the sake of a more involved mental game, and it works wonderfully.

One last thing I’m going to mention is that the roster is incredibly balanced. Every character has high points and low points that make them each good in their own way, where even the lowest tier characters can still make top 8 in tournaments.

Street Fighter V is by far my favorite Street Fighter game in terms of how it plays and feels.

Looks/Sound

Aesthetically speaking, Street Fighter V looks fairly lacking when compared to other fighting games, such as Mortal Kombat X or Guilty Gear Xrd. Not to say it looks bad, just that it could be better. The quality of the character models is very good, and the environments are bright and full of color. The biggest issue here, though, is that the environments don’t feel like they’re a part of the game like in previous entries. This has to do with the fact that, while the playable characters are animated at a full 60 fps, the backgrounds are only animated at 30 fps. Meaning the images in the back are going to look really off-putting while playing. The stages themselves look good, but when playing through them, I can’t help but feel detached because of this weird, unnecessary difference in frame rate.

Now, onto my biggest complaint about the visuals in this game: the color of the stages. You have all of these beautiful looking stages, with all of these colors that could be used really well to make them even prettier, and this just doesn’t happen because of one huge reason:

HARDLY ANY OF THE STAGES ARE WHITE BALANCED WELL

Fang vs. Ryu Street Fighter V

Image Courtesy of EventHubs’ Jonathan ‘Catalyst’ Grey

Seriously, it may seem like a small thing to some, but god damn is it horribly obvious in this game. The colors in the majority of the stages all have this really ugly blue tint to them from lack of white balancing, as shown above. And when it’s not an ugly blue tint, it’s an ugly orange tint. All of those great colors could have been brought out so much better if they just white balanced the stages.

Now onto the sound, and I’ve gotta’ say, Capcom nailed it with the OST here. You’ve got a bit of everything, from the hype-building Rashid’s theme, Ryu’s orchestral theme, Ken’s awesome hard rock, and F.A.N.G.’s… Dubstep elevator music? Yeah I guess that’s how you’d describe it. But it’s great, I swear! Point is, this OST is awesome, and huge props to Capcom for making one of the best fighting game OSTs of all time.

Story

lol

Content

Ah, here it is. This is where all the backlash is coming from. Does Street Fighter V have enough content to warrant its price? It certainly didn’t at its release. But now that the promised March update has happened, adding in a lot of the content that was lacking in the initial release, is it finally worth a buy?

Well, let’s add it all together, shall we? The amount of content in this game is as follows: Survival Mode, Training Mode, unlockables through the in-game shop, Challenge Mode, ranked and casual online matches, quick stories for each character, access to the Capcom Fighters Network, and yes, the online is now actually stable and working pretty alright now. If you want to count it, we’re also getting a cinematic story mode some time next month.

Survival mode is the closest thing this game has to an arcade mode, and it’s not as good as one. You go through a lot of stages, each increasing in number with difficulty, and try to beat the boss at the end. To stay in the best shape you can, you can exchange points you earn for winning fights for buffs in HP, attack, defense, etc. It would be so much cooler if it weren’t for the horrible AI. It’s pathetic for the first half of survival, and then is absolutely brutal in the second half, so getting through the whole thing, even after a little bit of practice, is still horribly tedious. That said, I still enjoy the occasional survival mode, and don’t really see why people hate it aside from unlocking colors. As a mode on its own, I feel like it’s perfectly fine. The AI may be jank, but going through it once you learn the game is kinda fun. You just have to get over that difficulty spike if you’re playing on anything higher than easy.

The stories take 5 minutes per character, are pathetically easy, horribly written, and have ugly art, though sometimes comically bad. And some stories are kind of entertaining. And by some, I mean just Zangief’s.

Zangief Story Mode Street Fighter V

Doesn’t stop the art from being ass, though.

Challenge mode is the standard fighting game challenge mode, where you’re presented with 10 combos for each character that you have to pull off. You get nothing out of this aside from something to do and some help on your execution, which isn’t a bad thing. Especially since this is the first challenge mode I’ve seen where the combos in it are actually practical. A couple of the combos I came up with for Nash actually were in challenge mode. It was soul-crushing.

The Capcom Fighting Network is irrelevant if you don’t play competitively, but if you do, it’s a place for you to keep track of the top players and watch replays of pretty much any match that happened online. It’s a great way to learn more about the game.

There is plenty of content, but half of it won’t be revisited after the first play through.

Conclusion: Should You Buy Street Fighter V?

Okay, here it is, the big moment. After everything that’s happened with Street Fighter V, is it finally worth a buy after the update? Well, a used copy of Street Fighter V at Gamestop goes for about $45, and that’s the perfect price. I want to use that to prove something: Even after this huge update, with the extra characters, modes, unlockables, and everything, Street Fighter V still does not have enough content to warrant a $60 price tag. Even now that it’s price has been lowered to $50 for a new copy, that’s not going to be worth it until June, maybe. If the story mode isn’t 5 minutes like what we have now. I bought my copy for $60 on release, and I love it. It’s one of my favorite fighting games, and I feel like my money was well spent for the time I’ve put into it. But I can’t honestly recommend getting this game to anyone for anything higher than $45. I wouldn’t buy a game that was online-only for any more than $30, and with the content Street Fighter V has, it just pushes it up to $45 as a good price. It plays wonderfully, looks good, and sounds great. From the perspective of gameplay, Street Fighter V is absolutely fantastic, and if you want to play it, you should buy it for whatever price you want. But if you’re looking for content, this game just won’t deliver for full price. Get it used.