Capcom’s fighting game has changed, we tried it

You’re in for play days at the Summer Game Festival. In front of you is a website dedicated to Street Fighter 6. Watch Ryu remastered in RE Engine, board in hand, ring available. It’s only natural to shout “Hadokane!” And start playing. All is well. Amid the chattering crowd, observing the line that formed behind you, among players waiting for their turn or just spectators, a feeling of nostalgia surrounds you: the atmosphere you breathe in, at least for a few seconds, is that of the game rooms. And again everything is fine.

Then the console picks up, monitors the fighters’ entry kinetics, and begins to learn about the combat system and You realize Street Fighter has changed. Not necessarily in a negative sense, keep in mind: you realize there’s something different, with obvious potential, yet you know that less than an hour of gameplay, with just four usable characters, isn’t enough to get an idea right. The stratification of the combat system. However, you are sure of one thing: you are having fun, and that is more than enough. Again, everything is fine.

New combat system

Let’s start from the basics: the demo in Game Days only allows you to play a quick duel against another user or head to head with the CPU, in just two arenas. So there was no trace of the World Tour and Battle Hub modes Which, according to Capcom’s loud statements, is intended to provide a deeply immersive experience for a combat game (for an in-depth analysis of these two newbies, we refer to our Street Fighter 6 preview).

So the beta has focused entirely on gameplay. And this is how we directly tested the Drive indicator, which organizes most of the actions available to the player. The goal, which has been emphasized several times by the development team, is the desire to stimulate users’ creativity, giving them the opportunity to release a variety of special actions through the aforementioned bar, with which five unique mechanisms can be activated: Starting with Drive Impact that absorbs the blows of enemies And you go to the drive reversal with which you can counterattack, through to Perry’s drive which blocks the opponent’s attacks, for the Drive Rush with which to approach the opponent, and finally to the Overdrive Arts, Special Moves formerly known as EX Moves. Each of these technologies consumes a specific amount of the driving meter (consisting of six parts), so it is clear that managing the gameplay is mainly centered around the use of this indicator.

At the beginning of the match, the said bar is fully charged, but it will not take long before it empties: so it will be necessary to pay a certain degree of attention during the battle, because the sudden consumption of the drive meter reduces the fighter in a state of fatigue that prevents him from performing the above steps .

There’s technology, at its core, but there’s also a nice dose of excitement: in Street Fighter 6, the shots are felt, while the action moves in a balance between speed of execution and tactical thinking. The first, unfortunately superficial, test with Street Fighter 6 highlighted the advantages of a combat system that, however, needs more time to destroy as it deserves: Drive dynamics It can give the user a good degree of freedom of approach and style, but it’s still too early to comment on its proper implementation in the playful game dynamics.

However, the initial effect is very positiveThanks – as mentioned earlier – for the dynamism that doesn’t skimp on tactics, as well as the dual learning curve, designed for both novices and veterans. The latter will feel comfortable with the classic control system (the traditional setting of six buttons), thanks to which they can maneuver with their own character while maintaining complete management; New players will instead be able to take their initial steps in the series using Modern Mode, a simplified version in which a series of combos can be linked with more mechanisms.

We quickly tested both versions, and of course, the modern style cannot compete with the classic approach used with knowledge of the facts. Also in this case, a more permanent test will be needed to be sure, but the impression is that some movements are prevented using the modern system: in short, this option should be considered an entry point for newcomers, who may start little by little. To master the control of the characters.

In this regard, Capcom has reached the goal, given that the modern mechanism is geared toward spectacular display without diminishing a bit of tech, providing a few general details of what it means to master the entire Street Fighter roster. Speaking of fighters, only Ryu, Chun-Li, and Luke – a mixed martial arts fighter – are included in the demo, and finally the new entry Jamie, who uses drunken boxing style (so much so that during a match he can also get a sip of the drink he’s sips about). He brings it with him to do extra moves.) We honestly wanted to know more about this new member of the roster, but the very limited time led us to try out the novelties of the fighting system with characters we are more familiar with, such as Ryu and Chun-Li. And among these two icons of the Street Fighter series, we appreciated not only the renewed combat skills, but also the new look, excellently reinvented in the RE Engine.

RE . drive shots

The visual separation from Street Fighter 5 is very obvious, as is the change in style. The music that accompanies the competitors entering the field, the video clip, the expression of the fighters and the richness of the stage all contribute to the distinction of Street Fighter 6 with a more powerful and engaging air, which is magnified during the course. from the match. Between virtuously designed special animations and well-animated polygon models, Capcom’s latest work knows how to assert itself on a graphical level.

Not least the backgrounds: in the demo there were only two plazas very different from each other, the Metro City Downtown and Jinpo Temple. Urban and natural landscapes with a very suggestive effect, not particularly rich in animation or scenic elements, also so you don’t overload the engagement area with sterile and confusing textures, but dense enough that nice frames don’t appear just acting like a simple background. Finally, using colors and effects is virtuouswith brushstrokes that paint the screen in execution of certain special moves which, when added to each other, explode into an energetic triumph of chromatics.

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