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Call-Out Culture

 

DATE:
25 YEARS AGO




GPOW 25TH

A N N I V E R S A R Y

     
PLAYSTATION 4 BAD STREET FIGHTER V: ARCADE EDITION
       
   

A lot of thought was put into Arcade mode, with character levels, multiple paths, branching paths, bonus stages, and multiple endings. It's actually as well-done as it should have been with the amount of time put into it. The one thing I can't stand about it, though, is how it magnifies the overpowering strength of some characters. It's already really, really cheap with the controller-reading that the CPU does, and with powerful characters like Akuma, R. Mika, Cammy, and Karin, it makes the game not fun to play at all. I mean, playing against high-level versions of these characters is already difficult because these characters already had very few weaknesses, but the controller-reading is the absolute worst. They had a chance to not carry this bullshit over from SFV's Survival mode, but they kept it for whatever reason. I mean, doesn't Unreal Engine 4 offer convenience for AI? Why is it that there was no option other than cheap-ass, bullshit, controller-reading AI for higher difficulty?

     
   
 

Good luck unlocking some of those endings; programmer-favorite powerhouses like R. Mika go through moves like nothing and have impeccable timing. You'll learn to beat the high-level CPU opponents, but it won't be fun at all, and usually require boring patterns that involve doing the same Special Move over and over, again. "You're a liar! Shut up! Capcom-Unity wouldn't approve of this, and neither would wanna-be tournament players who use stacked characters with no weaknesses!" Take Ryu, for example (a character everyone has unlocked). You can attempt to play fair and do combos and whatnot, with different strategies. It doesn't work, though, if you want to live and/or 1-credit clear the game. The only thing that really works (aside from happening to land a life-draining combo) is a cheap, CPU-confusing pattern. Distance yourself across the screen from the CPU opponent and throw a slow Fireball. As that slow Fireball travels, keep tapping back (away) to do the Back-Dash. The CPU somehow gets "confused" when you do this, "forcing" it to do strange things. Sometimes it will jump into the Fireball, block it, or even walk into it! It will either eventually die, or get dizzy, allowing you to do a powerful combo. It really shouldn't be this difficult and cheap, but unfortunately this is the way things have to be. Unfortunately, it's like this with other characters, too. Poison must also use a similarly-cheap strategy that doesn't require the Back-Dash to confuse, but still utilizes spamming the same low-whip Special Move over until the CPU eventually succumbs. Sometimes, the CPU will block everything and it gets incredibly-boring. It's just like Survival mode was in SFV, and it's not fun. It's just not fun, which defeats the whole purpose of a video game. With the incredible, cutting-edge technology behind the Unreal Engine 4, things shouldn't be like this.

Speaking of Survival Mode, it seems Capcom heard the feedback. While it is still not playable with its enhancements off-line (again, fuck you for wanting to play off-line as you please), many additions were made to make it more approachable and fair. Progress-saving was added, as well as items to give the player more advantages against cheap, controller-reading foes higher up the ladder. Capcom listened to player feedback on the progress-saving, and it was great to see. It was, however, complete bullshit to see the option missing off-line Items are also missing off-line; another injustice that makes the game half-in, half-out when playing off-line

 
  91  
  HIGH  
  Score.  
     
  92  
  FINAL FIGHT  
  Survival weapons.  
 
  93  
  COLLAR  
  Bone breaker overhead attack.  
     
  94  
  MOST HATED  
  Final Fight enemy Two P.  
 
  95  
  ONCE AGAIN  
  It's looking like Abigail doesn't have a WAY OUT.  
     
     
     
     
The barrel bonus stage was cool, and they added a cool flair with enemy Two. P from masterpiece Final Fight. His purpose is to lob any missed barrels back at the player, offering both a second-chance at those barrels, and extra points for kicking his ass. However, I have one question in regards to the barrel bonus stage. Given all the tools programmers and designers have access to with Unreal Engine 4, I cannot see why the brick-bashing bonus stage, or car bonus stage, or burning barrel bonus stages from the various versions of SFII were not included. Even the glass-shattering stage from Final Fight could have been a nice challenge to include, or even the pier bulldozer stage from Final Fight 3. Oh, wait, sorry. I forgot that we can acknowledge past Capcom games, but only in the context of their SFV cameos like Lucia. Sorry about that. Sometimes I forget that we're supposed to be not acknowledging Capcom's illustrious, iconic past. What's wrong with me?
 
  96  
  UNCLE  
  Andore?  
     
     
     
     
No doubt Capcom always has more planned for the series. It's one of their flagship series, after all. However, the future direction of the series should be more about actually progressing the story past Street Fighter III - Third Strike, and less about politics. How about no politics at all? No eSports circus. No Drama. Future attempts at "Social Justice" could hurt the franchise by turning players away. Capcom makes video games. A lot of their video games are/were works of art. Some (like myself) consider much of their work to be a masterpiece collection. Though some art in history has had political undertones to some degree, Capcom's works are still video games. At the end of the day, video games are a form of entertainment. They were meant to entertain. Video games were not meant to be an arm of a political party or vehicle for propaganda.
 
  97  
  HOW  
  Is he able to concentrate?  
     
  98  
  M.  
  Belger?  
 
  99  
  CAN'T START  
  The show without the star.  
     
  100  
  WHAT IS  
  Capcom's future?  
 
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