Street Fighter V's visuals aren't without flaws, though, but they're more on the design side of things. There is some irritating shit with graphical anomalies, though. One of the only glitches in the game is unfortunately one of its most noticeable. Birdie wears a chain with a pendant on it, and it clips with his other chain like crazy. I'm not sure how or why it's still there after all the testing these games go through, but it is, and it shouldn't. With Unreal Engine 4 at their disposal, you'd figure clipping glitches like this wouldn't happen. Wasn't clipping several generations ago? It's really disappointing to see this visual anomaly on every versus screen when Birdie fights. I think Ken's stupid new hairdo was another area which had glitches. This is yet another example of how Capcom's priorities were in the wrong place. They spent all that time changing "suggestive" Cammy and R. Mika animations because of social media mob outcry, yet Birdie and Ken glitches went unfixed. It's truly amazing how actual graphical issues weren't addressed, yet selected theoretical graphical issues were, and with unprecedented promptness. With unparalleled inconsistency, there was still equally-slutty stuff in the game that got away unscathed. It could be pointed out that this wasn't the first time Capcom had cowered in fear before the SJW mob, but it was still pretty bad to see in an age of such "toLeRaNCe" and "Liberation". Such actions endanger Capcom's unique identity as a Japanese developer. Capcom hasn't been consistent with it throughout their company history, but the times they've pandered, the less-appreciative the SJW mob has been of their products. This did not start with SFV, nor did it end with it. The future would show that Capcom gave them an inch, and they took a mile... |
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Street Fighter V was fine on balance, that is, until Capcom felt they needed to do balance-changing updates that ruined it. Even the first Street Fighter II was updated with revisions up until the final version, which was the home Super Nintendo version. Each version addressed game-breaking bugs and slight blance changes. No bugs made it a lot more stable, just as in the bug fixes we saw in Street Fighter V. The changes in Street Fighter II's revisions, however, didn't seem to affect balance as much as we saw in Street Fighter V. Moreover, they were actually documented. Although a lot of the SFV updates were documented, not all updates were. I thought I was just seeing things when I noticed the game doing small updates here and there, but I wasn't; other users confirmed seeing them, as well. Further, we even saw some users documenting changes that Capcom had not, leading players to deduct that Capcom had been "shadow-dropping" changes to the game. |
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All in all, a new player can still go out and buy the physical version of Street Fighter V on disc, play it offline, and still get enjoyment out of it. Some features may not be available which were added through the network when the game was current, but at least some of it still exists (in some form) on the disc. Of course, costumes that are absolute bangers (like Chun-Li's) don't appear (unless the game was connected to the network at least once for download), but the gameplay is all still there. Buddies can relax on the couch and spend hours battling each other with the original SFV roster. Even if the roster is a bit small, there's still depth in its gameplay, tons of quality animation, screen-filling effects, beautiful backgrounds to appreciate, and good music. For the casual game player, Street Fighter V and its limited roster and features are just fine for playing offline. Players wanting more will move up to Street Fighter V: Arcade Edition and enjoy its added features. |
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