I gotta be honest, I’ve bounced off 2D fighters. I’m a 3D fighter girl at heart, and losing a dimension seriously messes with my head. What do you mean I can’t sidestep? I gotta jump around? Unheard of. I’ve been determined to finally push past my fear of only having deux dimensions with Street Fighter 6 though, and by god does Capcom do a fantastic job of welcoming me inside, making me a nice cup of tea and patting me on the back just for showing up and trying.
It’s a far cry from the much-maligned launch of Street Fighter V, a grave error that’s lingered around Capcom like a questionable fart for the last seven years. The developer slowly amended its mistakes, but it’s determined not to repeat them this time around. It’s succeeded: Street Fighter 6 is a bombastic, colorful, all-out package that is ready to cater to every playstyle and skill level, doing it with a degree of finesse that has well and truly set the bar high for the next generation of fighting games.
HIT THE STREETS
It’s hard not to fall in love with Street Fighter 6, for how much it offers and how easy it is to jump straight into any of its modes. I decided to start with World Tour, its singleplayer mode that blends its core fighting gameplay with an open-ish RPG world, levelling system and story.
Fighting games have never been known for their thrilling singleplayer modes (unless you’re ), but World Tour is a pleasure to has got your back. Want to look like a cat when it’s standing on its hind legs? You can do that, too. I’m boring and opt for an approximation of my character, just with more muscles and a bigger dump truck. Things like limb length and body size actually factor into my ability to dish out and take damage, too, something I have to keep in mind when designing my beefcake OC.