![]() Fights also suffer from this smaller move set, too, and grow repetitive more quickly because players only have access to the same few attacks and fight against similarly stunted opponents. Since players start from zero, characters aren’t created with Street Fighter 6’s full toolset in mind, meaning it’s incredibly limiting and, more tragically, doesn’t make for a worthy tutorial. Fighting refrigerators and killer Roombas is also silly, as is walking up to a random person on the street and suddenly uppercutting them in order to kick off a duel.īut those goofier attributes don’t make World Tour more than a temporary distraction. Raising a fighter from scratch using skill points and slottable special moves is unique, as the genre has typically been built around a level of balance that’s consistent across all modes. There’s an appeal to splicing RPG mechanics into a fighting game and having a progression-based system that lets users customize their avatar to take on bulkier foes. World Tour is a playable mea culpa, but Capcom’s willingness to adapt hasn’t led to a killer mode. This type of swerve is notable, as Street Fighter V’s post-launch, NetherRealm-esque campaign was abysmal and failed to inherit what makes NetherRealm’s campaigns so entertaining. Instead of being a linear roller coaster ride of fights that tell a cinematic narrative akin to what NetherRealm Studios has perfected over the last decade, World Tour is an RPG where players can explore a few hubs and beat up thugs. Street Fighter 6’s World Tour, its single-player offering, is one of those modes throwing off the balance. ![]() Because of this, Street Fighter 6 is already looking like a fantastic sequel for a multitude of reasons, even if those modes aren’t created equally. They don’t automatically mean that Street Fighter 6 will be better, but they do at least show that it won’t be as sparse as its predecessor. Street Fighter 6 is already in a better position than Street Fighter V with its larger launch roster and suite of modes. ![]()
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