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Virtue Signals

   

DATE:
25 YEARS AGO




GPOW 25TH

A N N I V E R S A R Y

     
PLAYSTATION 4 BAD STREET FIGHTER V
       
   

Both parts of SFV's Story Mode were hamstrung by battle configuration. I don't believe that Arcade Mode was sacrificed on the altar of eSports; if single-player had been scrapped, a branching Story Mode would not have made it into the game. I just think that when they looked at SFA3, the success of recent story-heavy fighters, made alterations, and immediately saw that the formula wasn't a fit. This is sad, considering how a lot of SFV's most redeeming qualities reside within the game's Story mode. SFV's Story Mode is a fleeting experience that reaches its conclusion too fast. A single-round battle configuration makes fights feel as if they never started. Capcom put so much effort into SFV's Story Mode, but it's hard to enjoy it when its fights are reduced to single rounds that end so fast. The Story Mode in SFV would have been so much easier to appreciate if it were multiple rounds like Street Fighter Alpha 3's Arcade Mode. Seamless transitions from fights to cinematics were probably the reason for this.

     
   
 

It's understandable, but with the conclusion of every battle comes a yearning for more. It would seem that this yearning is cured as new matches start after cinematic sequences end, but it's not. A harder difficulty is available after your first playthrough, but some matches are still easier than expected, and even the hard ones leave more to be desired. The character-specific paths are also too short, and it's not just because of the same single-round configuration. At 3 - 5 fights depending on the character, it all ends way too fast. Couldn't they have found a way to add more fights at least into the character-specific stories? There aren't many things in Capcom's long history that I see as missed opportunities, but I see this handling of SFV's Story Mode as a missed opportunity. While I don't see the game itself as a missed opportunity, there are others who do. I believe that the mishandling of the Story Mode itself (essentially a replacement for Arcade Mode) unconcsiously influenced its lukewarm reception and content-related sentiment. It wasn't that Street Fighter V was lacking in content; the content was there. It was lacking in execution. The more we look at SFV in retrospect, the more we see that most of its cold reception was due to this. Strangely enough, though, Street Fighter V's biggest, most glaring flaw is almost never brought up.

That flaw is ranking. It's flawed and it makes people not want to play. It's basically a ranking system based on the idea of "one-step-forward, two-steps-back". It punishes more than it rewards, hitting the player with more demotions than promotions. It's incredibly difficult to rank up, especially since this type of ranking system encourages players to only use characters that are considered top-tier and/or unfair. Players are more desparate in SFV because the game doesn't do rank by character, but by user.

 
  11  
  ONCE AGAIN  
  Charlie fights just to stay alive.  
     
  12  
  CHI  
  Ryu summons chi like he's playing guitar in a Deftones CD inlay photo.  
 
  13  
  SPECTRAL  
  Purple translucent M. Bison is an unplayable boss.  
     
  14  
  TRAGIC BEAUTY  
  Some stages have a non-populated version...  
 
  15  
  NIGHT-TIME  
  A locale during the day...  
     
     
     
     
That is, instead of being able to rank-up any characters I would like to try out, SFV forces me to choose only my best character to rank up because it will punish and subsequently demote me for any losses incurred by learning new characters. My performance with one character shouldn't affect the progress I've made with another. Sure, you can play those new characters in Casual Matches, but no rank points given. A better ranking system is where the player accumulates points, reaches new ranks, and isn't demoted. I thought some games used them before. Rank demotion in SFV is completely unfair and should absolutely not be carried into the next SF game(s). It's absolutely infuriating to face consistent connection issues, lose matches that were impossible to win in said conditions, and get punished as a result. This is kicking the player when they're down, and it doesn't need to be like this. Connection-manipulation by cheating bastards already is bad enough, and we have to deal with questionable balance to go with it!
 
  16  
  DAY-TIME  
  ...and the same locale during the day.  
     
     
     
     

A ranking system that relies on network connection needs to recognize and account for the obvious issues of network technology. This is easily accomplished by reverting back to the most fair, balanced ranking systems that work on accumulated points toward incremental rank increases. SFV's ranking system simultaneously rewards and punishes all the wrong players. This is probably a reason why some long-time players didn't like Street Fighter V, and even as a die-hard Capcom fan, I can asbolutely see why. After working hard at improving strategies and refining a style, nobody wants to see all that time and effort taken away just because a few matches go wrong. Real-life examples are everywhere, but real-life MMA shows it best. Champions aren't suddenly demoted to amatuer fighters just because they lose a few fights, nor are they reduced to fighting rookies. In SFV, you're often paired with opponents actually ranked higher than the rank they're at.

 
  17  
  SHINKUU...  
  ...HADOKEN!  
     
  18  
  SFA2 LEGACY  
  ...and a populated version of the London stage.  
 
  19  
  DOLL FIGHT!  
  Everyone loves a Doll fight.  
     
  20  
  ASS UP  
  Head down.  
 
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