
A Street Fighter lookalike
I want to love Street Fighter EX Plus Alpha. I promise, I really do.
It’s Street Fighter without being Street Fighter, but that’s the problem. It’s Street Fighter
adjacent, and it’s not really Street Fighter. There are mechanics, characters, and other Street Fightery-type things here that make it part of the brand mystique, but this isn’t like the others and that isn’t necessarily a good thing.
Street Fighter EX Plus Alpha starts off luring you with the promise of being some kind of “different” Street Fighter. It has most if not all of Street Fighter Alpha’s mechanics and it adds a few more. The most notable additions are the dedicated Guard Break and cancelable super moves. Guard Break here is a stun move that leads to a dizzy instead of opening an opponent up like in the Alpha series. Super canceling means you can cancel one super move into another. Both mechanics instantly freshen the Street Fighter II well-worn combo formula and give it a new feel. The game plays solidly, akin more to the similarly toned Rival Schools, and when the AI isn’t being obnoxious, you can do a lot and feel satisfied about the way it flows.
The roster is decent and complements the Street Fighter name. Sure, you have a lot of Street Fighter veterans and mainstays here like Ryu, Guile, Chun-Li, Zangief and Ken, but there are some interesting Arika characters, too. Doctrine Dark and Hokuto are cool as is Skullomania. The character designs are nice and make it just a little bit different from regular Street Fighter with some variety and thought put into them.
While I love the roster, there is something that grinds my nerves. Note that I said when the AI isn’t being obnoxious it’s playable. At this point, we all are aware of how Capcom’s AI can be in fighting games. Even on the lowest difficulty level, though, it’s not friendly. There were times I barely made it to the fourth fight before I got taken out, and I’m a Street Fighter and overall fighting game veteran. It’s hard to gauge if it’s intentional given that this once began life as an arcade update, but it certainly has that quarter-eater feel to it in a bad way.
While I despise the AI, I don’t hate the graphics as much as I should. The presentation,
for its time, is good. The backgrounds are gorgeous in some stages, and the polygons are super blocky and polygonal. However, this was 1997, so it’s acceptable given what everything else polygon-based looked like at the time. Again, as Rival Schools was around at the same time, it’s comparable to that game but it doesn’t look quite as good. The soundtrack is passable, much like the graphics. It wasn’t impressive but it wasn’t terrible, either. It’s reminiscent of other Capcom fighters at the time, despite this not being developed by Capcom.
There was work to be done going from here, and Arika did make improvements. Street Fighter EX Plus Alpha is serviceable and a good start, but I don’t think I’d stay in this region of Street Fighter adjacent. It’s got enough to get me interested and going but the AI makes this a frustrating experience, and it all feels just a little bit like “well, we aren’t Street Fighter, but we can slap the name on and try.” Skip this one and see if there’s a little more Street Fighter and pizazz to your liking in the later sequels.



their respective fighting game series. When Capcom vs.
characters in the Ratio System is questionable and their movesets being pressed between
Capcom vs. 
need no introduction and you’re allowed to have repeat praise heaped on your shoulders.
item from Guile, which would help him defeat M. Bison. Third Strike boss Gill drives the plot overall, tying up the loose ends between 

from 18 base roster fighters and duke it out in feudal Japan with various motivations. All are investigating a coming catastrophe, but their intention in the face of a sinister environment is unique. Timeline-wise, the game is set between the prequel Samurai Shodown V and the original Samurai Shodown. So, you’re getting a taste of the story before the main series even kicks off.
everyone’s mind, but to get there, Tekken 7 stakes its ambitions on looking back to tell the story of the future. Spoiler alert: With Heihachi gone, there’s only Kazuya and Jin left to carry on the blood feud of the clan. The surrounding entities are on either side of the conflict between father and son, and there will be casualties. But that isn’t Tekken 7’s main story to tell. Really, it’s two questions: How did Kazuya become enmeshed in the devil gene foolishness, and how is Heihachi entangled in that as well? The answers lay with new character Kazumi Mishima, Kazuya’s mother and Heihachi’s wife. She plays a central role in unraveling the mystery of Kazuya’s transformation using the devil gene and why Heihachi threw his child off a cliff more than 40 years before.
many things will be true at once: The sound will be phenomenal, and the graphics will be stunning. After all, this is a Tekken title; the King of the Iron Fist tournament does not slouch. What’s striking is, this is a four-year-old game and it still looks decent. Tekken has never been one to hold back when it comes to looks, and even with the upgraded PlayStation 4 Pro, it’s still a good-looking game. Tekken 7 could look worse with the benefit of more processing power, and some sections do show the age of the game. However, it’s minimal as far as Tekken is concerned, and Tekken 7 is still a powerhouse when compared to everything else on the market.
As far as Tekken’s playability, I can’t really attest to it on a hands-on level. Full disclosure: I’m not a good Tekken player. That said, however, I find it a little easier to pick up Tekken and play with the new features added in the arcade mode. I really like that there’s an easy combo assist feature. It makes it far less frustrating to learn the combo system, and it makes it much easier for beginners to understand how moves flow together.
good in the first Injustice is much-better looking the second time around. The user interface got a newer, sleeker coat of paint, and all the character models and backgrounds look better and cleaner, too. The character select screen even looks better and more fluid. NetherRealm’s fighting game visuals get better with each game, so this is just a testament to their growing prowess. The music isn’t standout, but it’s serviceable.

You get the sense that if Capcom’s angle of things was removed, this would be just fine, and Infinite would be 
For context, I barely understood the combo system of the first game, but by the time Gold came along, I could hold my own against other
Gold’s graphics are a slight improvement over the arcade version and even more so over the original game. But, in comparison to other games on the market at the time, Gold doesn’t hold up particularly well. Putting it alongside other games available at the same time, such as Tekken 2, doesn’t bode well for Gold. In particular, there are janky textures that snag and tear in the background environments, which detracts from the otherwise solid character models.