![]() AdvertisementĮnlarge / A visual overview of how "modern" and "classic" control modes differ in Street Fighter 6. What's more, the difference-maker wasn't necessarily the series' new "modern" control suite-though I still appreciated it as a mostly elegant option. New, optional “modern” controls: Dumbed down yet cleverĭespite being a pretty lousy fighting game player, I found I was immediately able to hold my own against my earliest opponents. These all appear to be subject to change.īut the most crucial stuff-the delirious fun that made me want to cancel all of my other appointments at an in-person Summer Game Fest event and play more Street Fighter 6-already feels locked in. ![]() ![]() I'll do my best to share what I've learned so far about SF6's myriad of systems, particularly the "drive" abilities that gather prior games' coolest mechanics into a "greatest movement hits" gumbo. I can already imagine where the devs will focus efforts like damage balancing, recovery windows, and other numerical tweaks. And its strategies and moment-to-moment gameplay come with clearer consequences and learning opportunities than I've ever seen in a Capcom fighter.Īs the version I played was quite early, with only four playable characters, I'm left with the impression that Capcom still has some fine-tuning to do. ![]() LOS ANGELES-After spending two days smacking strangers around in the world's first playable version of Street Fighter 6, I'm convinced that this is the entry that will bring me, a casual fighting game player, back to the series.Īlready, this "2023" fighting game is beautiful. ![]()
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