Street Fighter V is an example of both the excellence of Capcom to keep their standards on gender within mechanical, control and gameplay, as the unfortunate it can be a quick release in which much of the playable content is incomplete or a mere promise. Bound to cause controversy among those who appreciate its undeniable improvements in terms of game dynamics and those who criticize its lack of content (at least in its original version), Street Fighter V remains the definitive title fights, no doubt about it, but this time we feel that the practices behind the saga now headed by Yoshinori Ono are questionable, more for much of the audience you want the fullest possible delivery.

Where do you start Street Fighter V is the second installment of the saga commanding Yoshinori Ono, who, after the franchise reached its mechanical perfection in Street Fighter III: Third Strike decided to open it to a wider audience, taking elements nostalgia for Street Fighter II and removing some of the most advanced mechanical to revive the series with Street Fighter IV. The result was largely successful. The game was widely accepted by the circles of professional players, but at the same time, proved excellent for mere mortals thanks to its varied content and balance between new fighters and familiar faces Street Fighter V aims to bring a new generation this legendary franchise, expanding its audience and improving some mechanical of his predecessors. In this regard, the game has a verdict somewhat mixed: I would say that, mechanically, is better than the IV thanks to more intuitive controls and responsive, a little more speed and a good visual and auditory section, ie, the core of game is excellent, but the nightmare for many is in the unfinished content featuring a AAA price.

But first what is important in a fighting game: mechanical. This installment of Street Fighter keeps the pacing and authentic nature of the saga: a title fights that perfectly balances strategy and execution, a game that involves connecting endless combos of mechanical and repetitive nature, but to perfect your strategy , master the mind games your opponent and, incidentally, perform miracles with the lever to be the winner. Bottom line: Street Fighter V remains a classic, one of those titles that will never lose its validity because of the balance of its design and the excitement of every game never loses its freshness.

Many things remain the same: the bar Critical Arts is here to stay and as they have since Street Fighter III, serves both to make special more powerful to run your Ultras. However, the focus Attack of Street Fighter IV has been removed, and the III Parrys still missing. The real novelty in this game is the V-Gauge, an extra bar that is incremented each time that you receive attacks and serves to activate three new powers: the V-Skills, the V-Reversals and V-Triggers. The V-Skills are specific powers of each character during activation of the V-Gauge. Each character has a variety of them; for example, Ryu has the possibility to parry, Bison defleja projectiles, Chun-Li makes a special jump that can lead to interesting combos, etc. The special V-Reversals are very effective counterattacks using a portion of the V-Gauge and can punish an opponent considerably al. Finally, V-Triggers are more powerful and faster versions of your normal powers. All these techniques can be used while your V-Gauge is on, but each costs and eventually end your opportunity to define a fight.

The interesting V-Gauge is that, unlike bar Criticals, it can not be transferred to other rounds of the fight, so use is a matter of “now or never” which gives a much more dramatic pace. This is quite successful, especially since Street Fighter IV could be too slow and defensive at times (we still remember those recoveries Helena EVO Momochi in the past), so speed things up and make them more dramatic without breaking the rhythm of the saga you are welcome to our liking. We do not know all the miracles that can be made with the V-Gauge (players are just acclimating), but we are confident that professionals continue to amaze thanks to these new skills.

Another aspect that I loved the game is over, it is now much more intuitive and responsive than ever. Both as an arcade with a control stick (ironically control PC Xbox One feels a lot better than the DualShock), the game is excellently handled because it allows you to run all sorts of combos, cancels and complex sequences without discomfort. I must stress that controlling Street Fighter IV received many adjustments during the lifetime of the game, while Street Fighter V gives the impression of something perfect from the start thanks to previous experience and 3 Betas game. In short: mechanical, the game has come perfectly, ready for professional tournaments and offering a perfect balance between comfort and performance for novice and expert.

This is a hasty and inadequate in many ways launch. First, the game has a “prologue” to the story that will be released until June, which is only 3 or 4 missions per fighter mode. This method has beautiful illustrations made by legendary Bengus (who has changed his style simple cartoons but I appreciate anyway); however, you can easily finish in a few hours … Outside these hasty introductions, we have survival mode, which consists of endless fights for scores and score, the mode of “Challenges” (not yet in my copy of the game ) and, of course, online mode, with “matched” fights (ie, that will affect your ranking) and casual fights. The training mode is to practice your combos with all the settings that you consider necessary. Finally, the online mode works very well: if you activate the search of fights every second you spend in the game will be in line to confront a rival; Connectivity is good and I had no problem with lag or the like. To sharpen the online experience has been 3 betas and despite the inevitable maintenance, it seems that Capcom has dominated the online issue.

What is the problem? Many have complained about the lack of Arcade mode and other modalities for the solo player. At first, I thought it was a somewhat unnecessary complaint: after all, the main focus and the only way to become better at the game is to fight against each other. However, the real problem is that as the online matchmaking happens in the background, add an arcade mode would have been a great way to pass the time while you’re looking for a game that perfectly recreates the feeling of being a little machine while waiting for a vague sit next to you and take a coin to get you off your throne. A missed opportunity, no doubt.

Another controversial issue for the quantity, not quality, is the cast of fighters. Actually it is a solid team, with a good selection of veterans (Ryu, Ken, Chun-Li, Cammy, Nash, M. Bison, Birdie, Karine, Zangief, Rainbow Mika, Vega and Dhalsim) and new members quite interesting (Rashid, Laura and FANG). All veterans retain their classic mobility and present some variations that makes it worth returning to play with them: for example, Ken feels completely different to Ryu (although many do not like the look rugalesco) and certain veterans like Nash and Karine are almost as new members in the context of the main series. Rashid, Laura, and FANG Necalli are solid choices as new fighters: Rashid, an Arab who spends all day on the internet and like something out of Dragon Ball with his scouter, is a fast, exciting and versatile air character; Laura is a kind of weird combination of Cammy and Blanka (oddly sounds) and is also a character with a remarkable aerial game; Necalli (a kind of Mexican priest bloody dreadlocks) is a powerful and brutal fighter with a really new style for the franchise, while FANG, for me the most interesting and strange combines mobility inspired by Chinese martial arts (reminiscent a bit like Yun and Yang) poisoning techniques may despair of many rivals.

All this sounds good, but the problem is that initial 16 characters the game will be insufficient for those who remember the launch of Street Fighter IV and its initial 20 teams or about 40 fighters late. It is true that people forget that Street Fighter was never about quantity but quality and, for example, Giant Attack, the first version of Street Fighter III (possibly the best Street Fighter), just came out with 12. In short, there more fighters on the way and at least we will not have to pay for editions Super, Ultra, Ultra Super Arcade and the like, but many will be disappointed given the high price of the game. Even Capcom has just decided trollearnos and make futures teaser characters through the stories of each character (Guile, Ibuki, Yuri and Sean appear in various cutscenes), which makes most exasperating thing. Another element somewhat disappointing is the number of scenarios, which is also somewhat limited, in addition to any design highlights too: I’d hate to see a scenario of Rashid or different topics that too generic Brazil and India, in addition to the Ryu stage cascade is disappointing to earlier scenes as Japanese or castles hot-springs that Capcom has accustomed us.

In terms of graphics and audio, the game is good usually excellent character models and music, although it is not as memorable as in the good old days, does its job well. They have reported slumps frame rate random PS4 and, in fact, PC have noticed some inconsistencies that have nothing to do with the power of the machine (which always ran well Beta), but in rare cases optimization, although never in combat, only in the start tutorial. However, they are minor problems and I have never been in a real game. In short, the technical and aesthetic section of the game is honorable.

The game is quite excellent in the essentials (for title fights): the combat mechanics and control, but it is extremely insufficient in paragraph content, which is also very important. Maybe a little overboard those who call pay an Alpha or an empty game, but not go so wrong: the various absences and gaps in this release are felt especially given the price of the game, which is a complete product. If I were asked my opinion, those really interested in the game scene would recommend buying it, but the average consumer (so most of us) would make a warning that much of the content is playable and we will be better for pocket wait for more content and a rebate. In the end, these shortcomings do not prevent the thrill of battle both locally and online, but it is a drawback for those accustomed to tons of playable content from day 1. For the rest, those engaged in the way of being best fighters every day and find the truth in the heart of the battle, I can tell you that Street Fighter is still the best.