
Street Fighter 6
Capcom, 2023

Perfect Street Fighter
We love to say that this isn’t your old man’s whatever whenever something has changed. As cliché as this is — and make no mistake this is cliché — Capcom’s newest entry in the old man fighting game that is Street Fighter isn’t your daddy’s Street Fighter. It isn’t even your brother’s Street Fighter, where he used to let you beat him up in versus mode and hit you with Flash Kicks to magically come back and win. No, this is the young man and casual’s Street Fighter. This is a new era of fighting designed to get everyone involved whether they’ve executed a Hadoken or not.
Street Fighter 6 came out with a fresh coat of paint, new mechanics but something different under the hood. It plays like Street Fighter V, but without the V‑Trigger mechanics. Now, it’s back to the basics and Drive Gauge, a new mechanic that can turn the tide of a battle quickly. The Drive Gauge rewards offense and creativity in combos while discouraging defensive turtling. This plays into the larger, established Street Fighter repertoire of super arts and parries. It’s nice for a veteran because it’s something new and good for newbies to the world of Street Fighter because it’s not super complicated to learn.
Something else new that benefits everyone is the introduction of three types of control schemes: Classic, Modern and Dynamic. Classic plays much like the old Street Fighter of yore with a six-button layout (Jab, Strong, Fierce, Short, Forward, Roundhouse), Modern has a simplified four-button layout (think Marvel vs. Capcom 2) and Dynamic is an offline only slant where the CPU chooses the most appropriate button presses for moves. It’s a strong, smart decision designed to open the door for more players to get involved in your long-running series that seems overwhelming and daunting at first.
Another smart decision included is the tutorial and variety of modes. SF6 does its darndest to have something for everyone, and it’s immediately seen in the modes available at the start. Fight Hub, a returning and revamped World Tour Mode and a robust training mode make this a massive buy and win for the fighting game connoisseur. Fight Hub is where you’ll probably spend most of your time; it’s where matchmaking takes place as well as emulated older versions of Street Fighter live.

However, I tend to live in World Tour Mode. As a devoted fan of the original mode (Editor’s note: See Issue 52 for our coverage of the popular mode from Street Fighter Alpha 3), as soon as it was announced I knew I was a day one purchase. And with more than two years of wheeling and dealing with my created character, I can enthusiastically say I love it. I enjoy running around the fleshed-out Metro City (of Final Fight fame) with my lookalike fighter. I love that they took the concept born of Alpha 3 and gave it a soul and personality after so many years, and I love that it’s easy to get into and plays as well as it does.
The beauty of this new chapter of Street Fighter also lies in the character and environment designs. Street Fighter has always looked nice and SF6 is no different. The stage design is gorgeous, and the character models look nice. Even the weird creations
that can come out of World Tour Mode have a nice look to them. We spent time at GI going through some of the characters and just marveling over how far Street Fighter has come with character design because it’s evident in this game just in the character select screen. The newbies in Marisa, Manon, Kimberly, Lily and JP are fun and cool, and the older stalwarts like Ryu, Ken and Dhalsim look fantastic. The soundtrack, while lacking in some areas, does have some toe tappers. Though I’m not a fan of Juri, I love her theme and Luke’s has grown on me. I’m almost certain there will be more additions to my liking as more seasons are released and revisions are made.
While there is so much to like here, I do have some nitpicks to address. First, while I’m a fan of seeing familiar faces, there are so many returning folks that don’t need to be here. We are in a post-Street Fighter III: 3rd Strike land in-game story-wise, so why are we still dealing with M. Bison/Super Dead Dictator™? Capcom said he really was dead after the in-game events of Street Fighter V, so having him as DLC is unnecessary. Likewise, I don’t need to know what Akuma is up to. I want more of the 3rd Strike characters back and I want the mystery of G, my favorite Street Fighter character, solved. Also, Capcom better not give us a million paid revisions, either. They better roll out updates as free upgrades and act like they’ve learned their lesson during the past 34 years of Street Fighter II agency. I say this because I can see the writing on the wall, and I don’t want to have to pay for the next upgrade of the mainline series.
I love Street Fighter 6. I love seeing the plot payoff of older games (i.e. Li-Fen, the young girl in the intro of 3rd Strike, is here and older, which helps tie down when the game takes place), and I love to see the continuity of Street Fighter and other Capcom games coming together. I really enjoy playing SF6, it’s teaching this old dog new tricks and I find myself fully invested in the future of the granddaddy of fighting games more than ever.

the first two movies, the comics and the first animated show are worth my time. In addition to those mentioned, certain games are acceptable uses of my hard-earned scrilla. I am a discerning fan, and my dollars and time are precious. So, it is with great joy and elation that I spread the word that
awesome about
a lot of arcade rip-off tendencies going on. Tactics like enemy 
of General Knoxx
touch down on the planet, the new mechanics of oxygen management and low gravity are a pain to deal with and obnoxious. Yes, you do need something new to spice things up a bit, but it’s not implemented with any type of precision or enjoyment. Constantly having to manage how much oxygen is left while trying to avoid taking damage means distraction, and it ruins any sort of sandbox vibe the game might have been going for. Oxygen management is also taking precedence while working through Borderlands Beginning Syndrome, or when you start a character in a Borderlands playthrough with little to no help. The first few hours of any Borderlands playthrough are slow and a slog with no help, and Pre-Sequel is no exception. All other mechanics are Borderlands 2 based, so
Much like the non-new mechanics, the graphics are Borderlands 2 based as well. So, you’re not going to see new textures, though there are a few new enemies and NPCs to change things up a bit. The new enemies are slightly interesting, as are some of the bosses. This has always been Borderlands’ strength as franchise: Colorful characters that leave an impression. Pre-Sequel manages to create some goodwill with some new characters, but they’re all in the style of Borderlands 2. Borderlands 2 was serviceable in its graphics as a marginally better upgrade to Borderlands, so you’re getting that marginal upgrade here as well. The soundtrack also is Borderlands 2 based, so if you enjoyed that, you’re probably going to enjoy this, too. There are a few tracks that stand out, but nothing special … much like everything else offered here.

used to loot or embarrass them, depending on the situation. Also, you scan scale vertical walls and crouch behind walls to hide from enemies. I especially like the ability to hide because it’s well done in its application. During the first mission of the game, I found Vega and roughed him up, hacked the baseball stadium’s power grid to cause a blackout and snuck away from the police. With the well-practiced controls, it was easy to make this sequence work and get on with the rest of the game. That’s how smooth it should be.
The graphics in Watch Dogs are sharp and do well in taking advantage of Ubisoft’s Disrupt engine, which presented the city of Chicago and its landmarks with great care and detail. Another detail I liked was the ability to set the time for Aiden to rest. The representation of the day and night cycle was perfect. Watch Dog’s music is a nice mix of adrenaline and house music and contributed well to the overall atmosphere.