First impressions: “Street Fighter V”

BY JOE EDWARDS

Staff Writer

Very few genres can bring the hype and excitement as much as fighting games can, one of the most competitive genres out there. There are genre staples such as “Guilty Gear,” “Mortal Kombat” and “Tekken,” but even those series cannot dream to match the legacy that is “Street Fighter.”

Considered by most to be the franchise to really set the standard for what is expected from a fighting game, “Street Fighter” is what most people think of when someone says “fighting game.” Anyone that likes this genre also knows that Capcom is about to release the next in the “Street Fighter” series, “Street Fighter V.”

Soon to be released on the PlayStation 4 and PC platforms in February of 2016, “Street Fighter V” held its beta over this past weekend where it allowed players who pre-ordered the game to test the online multiplayer.

Giantbomb.com defines net code as “the application code that handles how data and instructions are passed from computer to computer during a multiplayer game, whether it’s across a LAN or modem.”

Because the beta is all online, the average player wonders how the net code handles. People who played “Street Fighter IV” will know that the net code in that game was rather atrocious on pretty much any platform it was on.

This was mostly due to the game’s infrastructure being made for a Japanese internet connection which has far higher upload and download rates than pretty much anywhere else in the world. It was also probably due to the fact that it was one of the first fighting game net codes of its time.

Those people worried about the “Street Fighter V” net code will be happy to know that it is some of the best out there for a fighting game. During the five to seven hours of my experience in the beta, there was only one game that lagged, which even then it was completely playable. It says a lot that between 70 or more matches, there was one match that was slightly unplayable.

With net code being great, gameplay is the next concern. People familiar with “Street Fighter IV” and “Street Fighter III: Third Strike” will find a happy medium. Gameplay feels quick and decisive with reactions to player actions feeling more lenient in comparison to “Street Fighter IV” feeling and more akin to “Street Fighter III.” That being said, combos feel like an extension of combo paths in “Street Fighter IV.”

Different from both of those games is the overarching mechanics of the V-Skill and V-Trigger. The V-Skill is a character specific action that occurs upon hitting the Medium Punch and Medium Kick buttons at the same time. This action could be the ability to parry movies to leave your opponent for a counter attack or a dash that can be used for canceling animations for combo extension.

V-Trigger is a stance that each character goes into upon hitting Hard Punch and Hard Kick at the same time. V-Trigger increases the characters damage and attributes of moves such as priority or the move itself.

Both of these mechanics make each character feel unique from one another because their V-Skills are sure to make playing different characters actually feel different from one another. V-Trigger also changes enough about single characters properties that it can make learning a character fully feel more like having to learn two characters.

Overall though, early impressions on “Street Fighter V” are good. The net code is fantastic and the gameplay itself is fast paced and strategic, making the upcoming release date even more appealing.

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