It’s worth noting upfront that this post was
written in advance of EVO 2015, AKA the latest installment of one of the
biggest fighting game tournaments in the world.
It’s kind of a shame, because it’d be cool to report on a couple of the
blow-by-blow matches, or revel in the hype that’s sure to transpire (anybody
remember the Garireo vs. Dogura grand finals in BlazBlue? I sure do). On the other hand, this post is more about Street Fighter V than it is about EVO,
so it evens out.
I’m also working under the assumption that
there’ll be a new character announced there at some point, so this might be
outdated mere minutes after it goes live.
So hey, maybe we’ll find out who that guy at the end of Ken’s reveal
trailer was supposed to be. On that
note? Seriously, guys? You
look at that him and say, “Oh, that’s E. Honda” or “Yeah, Akuma’s back”
when he’s got almost nothing in common between them? Come on.
Let’s at least try to use a little reason, yes?
But enough of that. Let’s get right to it.
Confession time: I’m not what anyone would call a Street Fighter expert. (Shocker!)
The first game I ever owned in the franchise was Street Fighter Alpha Anthology, and that was only because I found
it at random one day when my brother and I wandered into a now-defunct computer
store. After that, it was Street Fighter Anniversary Collection --
and that was only because my brother practically begged me to pick it up for him at a GameStop so he could get ready
for the then-upcoming SFIV with Third Strike. Not only did he not use it to get ready (having dropped it after a couple of weeks,
tops), but I’m pretty sure he’s said that the two games are such different
beasts that he might as well have not bothered.
Perfect.
So out of all the SF games, SFIV is the one
I know best. I pretty much had to know
it best, because failing to do so meant spending hours upon hours getting
virtually curb-stomped. That was an
outcome I preferred to avoid. I still
do, actually, but it’s not uncommon for me to get #rekt for the simplest of
mistakes -- or for having the audacity to actually press a button…or God
forbid, try to play the game. So if
nothing else, SFV means I’ll have a
chance to get my face pushed in all over again.
And again. And again.
Weirdly, though, I can’t help but feel excited for
the game. I guess it’s that aura of
mystery around a new fighter -- that period where, prior to its release, it
feels like anything is possible. Who’s
going to be in it? What kind of crazy
attacks will there be? What about the
new stages? What about the new
music? If they turned Birdie into a punk
rock slob, then what are they going to do to Guile? There’s a lot that needs to be shown off, and
even more that needs to be proven.
Luckily, Capcom and crew have done their best to prove plenty for us,
even in (as of this writing) an absence of a playable beta…though that’ll
change soon, of course.
There’s been plenty of footage, plenty of chances
for the aces and pros to have hands-on time (with full tournaments, no less),
plenty of demonstrations, and plenty of explanations; I miss the days when Seth
Killian walked the earth, but for what it’s worth I’ve long since welcomed
Combofiend into my heart. Capcom’s even
gone the distance and let us hear some of the music instead of having those
songs pop up with zero fanfare a week before release -- a movie which I must
say is much appreciated. Yet with this being an eighth-generation game
-- and therefore likely to be subjected to some sort of debilitating,
demoralizing curse -- you just know there
has to be a “but” to all of this at some point.
And who knows? Maybe the final
product will be a broken-ass piece of garbage that’ll make PS4s and PCs alike
explode in the first minute of play.
As it stands, though? I don’t think there’s a reason to not be hyped by this game. Within reason, of course.
Here’s the thing: I think SFIV is a pretty good game.
I’ve enjoyed it. I respect what
it did for both the genre and the industry.
But even if it’s practically a tournament standard, its time may be
about to pass. I’m not just saying that
because the next installment’s due out in less than a year (barring delays);
I’m saying that because I can think of a number of fighters that are as good as
or better than Capcom’s marquis title. Guilty Gear Xrd is my go-to example, as
is Under Night In-Birth. ArcSys has been representing with BlazBlue and Persona 4 Arena; meanwhile, Bandai Namco’s got a new Tekken in arcades and on the road to
consoles, while teasing the return of Soulcalibur. I think that even something like Pokken Tournament has a good shot at a
home release, or at the very least an established presence.
What I’m getting at here is that Capcom doesn’t
exist in a vacuum -- and even if SFIV is
a good game, it’s still got some weaknesses.
Those are weaknesses brought out simply because a lot of its competition
is newer and built upon past successes and a strong foundation. Ultra
SFIV changed the game as much as it could, but it’s time for a fresh
start. That might be the only way to
keep the brand going strong. I say that
because SFV has a chance to do what
its predecessor can’t: bridge the gap.
If I remember right, one of the issues with Guilty Gear’s earlier installments was
that it was a very hard series to get into, or play competently. I’ve heard that I-No was borderline
impossible to play for newbies, and even using Ky meant mastering Force Roman
Cancels (which is exactly as intimidating as it sounds).
And sure, learning the advanced mechanics or
monstrous combos isn’t a prerequisite if you’re just going to sit on a couch
and play with buddies, but there’s something important to note. Speaking personally, I’ve always hated it
when it feels like I don’t understand how to use a character, or what to do, or
even what the end goal is. It’s not a
good feeling to stand around and press buttons in a desperate search to find
something -- anything -- that works. Plus,
it probably won’t.
But that’s how I feel a lot of the time in SF4.
In more instances than I can count, it feels like I’m fighting the game
more than I am fighting the opponent. Do
you have the dexterity to pull off combos that require inputs within one
sixtieth of a second? I sure don’t. And even if those infamous “one-frame links”
aren’t essential for every combo,
they’re essential for some -- and even then, the sheer demands of all but the
most basic combo are pretty steep.
FADCs and Red Focus (the former especially) have
some strict timing, and the combos tied to them are extremely easy to screw up,
even in the hands of the pros. And when
you need to be frame-perfect to do your stuff, yet online battles can be
anything but…well, you can see why people would say “fighting games are too
hard” and back off. Whereas a game like Smash Bros. gets huge traction because
of its accessibility, I have a hard time recommending SFIV to anyone looking to jump into the genre.
At this stage, I’m working under the assumption --
based on mounting evidence -- that SFV does
at least two things that’ll make the series better than ever: it goes back to basics, and it lowers the skill gate. I would be genuinely surprised if there were
no big combos period in the entire game, especially since the recent video footage
has shown Nash, at the very least, stringing together a good half-dozen
hits. (To
say nothing of the new Ken.)
But it looks as if you don’t have to press ten
buttons to do one or two things; with some of the frills removed, there’s a
stronger focus on simplicity and strategy.
And while FADCs are well-known for offense, their removal means they’re
taking away a prime saving throw -- meaning that if you throw out a high-risk,
high-reward attack, you’d better make sure it hits.
What’s got me in good spirits is the implication
that combos -- even the basic ones -- are a lot easier this time around. That’s raised some debate on sites like
EventHubs, but I think that’s a good thing.
I’m not saying that every Jimmy Xbox should be able to do 20-hit combos
while half-asleep, but I am saying that if they know a good combo and have
spent time either learning it or practicing it, then they should be able to do
it on command. No extra effort
required. No fighting the game. Lowering the barrier of entry means that
people will be able to do cooler, more in-depth stuff with greater ease -- meaning that there’s a greater incentive
for them to strive to be better, and get the most out of their characters.
We won’t have to deal with another half-decade of
Flowchart Kens -- because when even the basics are within the layman’s reach,
it can make for both better competition and a more satisfying experience. It’s not guaranteed, obviously (I hope that
the game features a solid tutorial so that players can know in the first place
what’s possible), but the day people realize they can do more than a jumping
roundhouse into a sweep is the day that they get to feel what it’s like to be a World Warrior -- and not just flail
around while pretending to be one.
What’s got me excited and worried at the same time
are the characters -- and the character balance, by extension. A lot of people call SFIV a boring game (my brother’s one of them, despite his religious
playing of it on every system he can reach), and I can kind of see why:
compared to some of the games that have come out since, it’s slower and more
rigid, with its metagame and mid-match objectives on every level of play.
Most distressingly, there are concerns of
character tiers and viability -- so yes, even if there are guys online that
represent their Warrior of choice, the fact that those with serious skill won’t
even tough them is a disservice. KojiKOG
should never have had to wait this long to go all in with his T. Hawk, and it’s
likely that poor Dee Jay will never get his chance to shine. SFV presents
a new opportunity, as it should -- but I’m starting to question whether or not it’s
already too late.
The gameplay mechanics make a strong push toward
action and aggressive play, with meter management that’s less about
conversation and more about burning everything as soon as it’s there (on the
grounds that it’ll be back before you know it).
What does that mean for defensive play -- for strategies, for players,
and even characters? I mean, just look
at the six characters that have been on a grand tour so far. Bison is a more offensive, pressure-heavy
character than he’s ever been. Cammy’s
return means more shenanigans than you can shake a pair of pants at. Nash has been completely revamped to go on
the attack at the expense of defense.
Chun-li’s got a move specifically designed to get her in there, as has
Birdie. Meanwhile, Ryu gets…a parry?
I’m sure it’ll be a strong part of his game once
people know how to use it effectively -- or at all -- but at this stage I’m
worried that SFV is being built as an
anti-Ryu game. Four of the six
characters have dedicated moves to screw up his fireball game, and Birdie’s
leaping command grab technically makes it five.
He’s got his dragon punch, but the reportedly-removed invincibility and
the removal of an FADC mean he’s taken some hits. Air tatsu cross-ups are gone as well; in the
E3 build they didn’t give him meter. I
guess his attack power went up to compensate, but it doesn’t paint a healthy
picture for the character when Daigo has trouble carving out a
win with him.
Not to dive too deep into my well of biases, but I
kind of think pure rushdown characters are some ol’ bullshit. Okay, I get it -- when they go at it, they’re
the most exciting to watch, and they’re undoubtedly some of the most exciting
to play. But in a lot of cases, they can
be so good that they make everyone else feel redundant; it’s one thing to have
speed, but another entirely to have nigh-unmatched damage potential, and the
options to make that happen.
Look at Yun, for example. What’s his weakness? That he’s got low health, or his reversal
isn’t as good? So what? A Yun on-point doesn’t need to care about
defense, because he can get in fairly easily, can do tons of damage, has lots
of combo potential, can crack open an opponent’s defenses in seconds, and can
still reliably play defensively even if he doesn’t have a straight DP. When you’ve got characters that strong, why
would you ever pick anyone else? Or more
importantly, why would you expect to have fun when there’s such a massive
disparity between the haves and the have-nots?
The point I’m trying to make is that, even if I’m
no fighting game expert, I have an idea of what they should be like. In SF’s
case, it’s about taking your favorite character and using his/her skills to
win a match -- to use their strengths to gain the advantage, no matter the
situation. Every character has tools,
and it’s a matter of applying them in the middle of a fight; in a way, it’s
like solving a puzzle that can change from one second to the next.
But when the solution to that puzzle is simply
“get in their face and attack without repercussion”, then it hurts the
game. The one on the receiving end
doesn’t get to do much besides wait for death, bet the farm with a desperate
attack -- one that’s easily baited and punished, no less -- or give up. And the one dishing out the pressure gets to
go full ham without thought, and without a challenge.
There are multiple character archetypes in
fighting games, largely because SF put
them into the gaming consciousness.
Shotos, rushdown, zoners, grapplers -- all recognizable types that can
suit anyone’s tastes. All of them should
be fun to play, and at a base level, they are.
But victories and losses should come from the application of wit, maybe
even more than memorized, frame-perfect combos.
Learn the tools and fundamentals, and put them to good use. When a game creates situations where whole
swaths of the cast either have to struggle or end up being worthless, then
there’s less variety, which means less excitement, which means less fun. Every character should instinctively feel
like they stand a chance. And not...well...
(Actually, an ability like that might make him S-tier.)
I’m not necessarily asking for flawless balance of
the cast (I have my doubts Capcom can do it in one shot, since they’re the ones
that gave the world
Vergil). But when I see videos of
Bison in SFV racking up wins because
nobody can stop his pressure, I can’t help but groan inside. The best fights are the ones where there’s a
back-and-forth struggle between two opponents; is it possible for anyone to get
hyped when one guy is going full tilt, and the other guy just has to sit there and
twiddle his thumbs while he blocks? And
sure, situations like that can happen. In some cases, they should. But what’s important is that each character
should be able to offer viable answers to the question “how do I win a match?”
Despite my concerns, I think SFV is on the right track. Yes,
Bison can apply some relentless pressure, and I’m working under the assumption
that Cammy can as well. But this time
around, things aren’t the same as they were back then. The V-Reversal mechanic is going to add a
major boon, I think; it may cost you a little meter, but if used correctly then
it can conclusively give the defending player a chance to get back into the
fight. And since it can be built with
successful blocking, it means that the defender isn’t necessarily out of the
fight.
Speaking of meter, V-Skills and the V-Trigger are
primed to offer exactly what I might want out of a fighting game, alongside
some of the character tweaks. This new
game gives me faith in the franchise, precisely because we have a new and
improved Birdie in our midst. Oh, he’s
the grappler of the cast (for now)? No
problem, then! Beating him is as simple
as zoning him out with normal and projectiles, and neutral jumping to dodge his
command grabs. But no! Not in this game! Birdie’s gotten tools to help him get in,
catch enemies, shut down their shenanigans, or just make them play to his game
plan with all of his moves. Granted he
can’t do what he wants for free, but A at least he won’t have to struggle by
design, and B) he shouldn’t be able to do what he wants for free. That’s not what fighting games are about.
It’s my guess that Capcom understands that now
more than ever. It’s looking as if
there’s a push for aggressive play, yes, but that doesn’t mean it’s the answer
to every puzzle. Again, Birdie makes a strong
argument for the changes that are on the way.
Plus, even if Ryu has a more defensive lean (or if he’s the most
traditional of the returning cast members), it’s not as if he’ll suddenly be
worthless. His damage isn’t to be
underestimated, and once people master his parry, I’d bet that they’ll be able
to start an offense. And not because
he’s better by design; he’ll get in because his player earned that right. Through skill…and a pretty hype moment,
arguably.
The mechanics of SFIV were such that some characters benefited more than others, and
highlighted the disparity. In SFV?
The mechanics are more personalized -- tied to the characters so that
they have special tools to their names.
Smart use of V-Skills can turn the tide of a match, while a power-up
from a popped V-Trigger lets a player go all out. It’s not about who can get the most out of an
FADC or Red Focus combo anymore; it’s about who can use their tools -- however
basic -- smartly and more efficiently.
That’s something that’ll make a lot more sense to beginners, while
offering up something strategic for the top players. Plus, it’ll mean plenty for the characters
themselves. Everyone has a shot at
victory -- or at the very least, they should.
I guess the biggest question for now is: what’s
going to happen for characters old and new?
How is the franchise that codified these archetypes in the first place
going to take them to the next level, besides simply tweaking their
under-the-hood data? Again, Birdie gives
us a good indication of what we might be able to expect -- a sort of revolution
for grapplers of all breeds. So what’s
next? Will a guy like Dhalsim be able to
set some kind of yoga traps to bolster his zoning game? If Sean returns, will he be able to use his
basketball for some sneaky tricks? How
about combination grapples instead of a one-and-done SPD? A character with a whole new stance
system? The franchise’s first puppet master?
We’re at a point where the possibilities are
endless -- and even post-release, the sheer amount of potential is staggering.
There’s a lot that still needs to be proven
(notably, whether or not Capcom/Sony will deliver on the promise of a dedicated
story), and there are still a lot of ways for this game to go wrong. It could be a buggy mess on release if
handled poorly, and even beyond that I wonder if the fighting game community
will be receptive as the early hype suggests -- because once upon a time,
people were excited for Street Fighter X
Tekken. But for now, what’s here
might be enough. What’s here makes a
pretty good argument.
I had my reservations about the graphics/art style
at first, but the more I see of it, the more it grows on me. Things look a little more realistic now, but
it’s not as if the game has lost its character or charm; there’s still an
inherent level of goofiness to the proceedings, if only because it’s the only
game that lets you boot an evil dictator into a bus and laugh as he gets carted
off. Plus, Ryu and Chun-Li look like a
grown-ass man and woman while also retaining
their distinct flairs, so this new game is no case of homogenized visuals. But the fact that it’s got a full color
palate is proof enough of that. Also, holy crap Ryu’s theme sounds amazing
even if there’s only 46 seconds’ worth of it up right now.
So for now, all we can do is sit and wait -- and
shove whatever news we can down our gullets until release. I’m okay with that (aftereffects of forcible
consumption notwithstanding), because…well, it’s been a while since I’ve felt
like we’re in good hands from a big-name release that doesn’t have the Nintendo
brand. But here we are. And maybe we’ll be in an even better place
once the beta drops and everybody and their weird uncle gets to play it.
Until then?
Keep those red headbands tight.
Also, watch EVO or whatever. I
want to see some sick Xrd action.
See? I said
this post was (sort of) about EVO, so I pulled it back at the end. WHAT AN ANSWER.
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