![]() ![]() ![]() Street Fighter 6’s arcade mode, available from day one and playable offline, lets you take on the CPU at various difficulties in 5 or 12 stage variants. Hopefully this aspect can be improved with updates. There are also issues like NPC animations being cut down like a Pokemon game in the distance or low resolution textures used in parts. ![]() My only complaint with World Tour is how it feels a bit rough technically. ![]() It is fully-featured and even has loads of hidden chests, mini-games, and more. Capcom could’ve easily released this mode as its own full game if it wanted to do a spin-off entry. If you don’t find them through these, you may never see them in World Tour at all. There is a ton of side content here with some of the characters from the base roster only present in missions outside the main story. You can also go and complete side missions to earn more items and grind out experience. While I won’t get into story details for spoiler reasons, I love the interactions you have with the roster characters during important story moments. These aren’t normal fights though, as you can take on the likes of fridges, drones, various colorful enemies, and more as you aim to find what “Strength” means. This mode is basically a full-blown RPG that features Street Fighter matches as combat. As you progress through the story, you level up and earn money to buy gear. Some are only small hubs with different environments, NPCs, and a specific Street Fighter character. While a lot of the trailers have implied many areas, don’t expect every country featured in World Tour to be a fully explorable city. I was surprised at how much you can explore in this mode, and also how many locations are included. This lets you do things like a spinning bird kick to traverse over gaps and a rising uppercut to take down a balloon carrying an item while exploring. As you grow stronger and train under various Street Fighter characters, you gain their special moves and also can use their actions as special master skills outside battle. After you create your own character, you can explore and interact with various NPCs or even challenge them to a fight. Capcom put a lot of great fan-service, attention to detail, references, and more into this mode. I figured it would be a few hours long like most fighting game stories, but I’ve put in over 30 hours into it trying to do the side content and main story while exploring. The demo blew my mind because World Tour felt exactly like a blend of a Yakuza game with what I remember enjoying in Mortal Kombat Deception. I didn’t pay much attention to World Tour until a friend of mine told me it played like a Yakuza game. This definitely is a massive step up from Street Fighter V’s launch and one of the most feature-complete fighting game packages out there. There is a lot to cover in each mode, and while I will not be covering specific game balance or character tiers here, I’m in awe at how content-packed Street Fighter 6 is right out of the gate. The online in this mode includes casual matches, ranked matches, and custom rooms. Fighting Ground is what you’d expect a normal fighting game to include with arcade mode, training, tutorials, versus mode, special matches, and online. Battle Hub is Capcom’s take on what we’ve been experiencing in Arc System Works games’ online lobbies, but with a Capcom twist. World Tour is a very lengthy single-player mode where you create your own avatar and find out what strength is while interacting with various Street Fighter characters across the world. Street Fighter 6 is split up into three main modes: World Tour, Battle Hub, and Fighting Ground. In my Street Fighter 6 review, I’m going to cover the single-player content, how the full game held up both online and offline pre-release, the final build’s visuals and music, and also what I hope Capcom addresses in post-launch updates. Having spent over 60 hours with Street Fighter 6 over the last few weeks on PC, Steam Deck, and console, Capcom absolutely nailed it. Having played the various betas and free demo, I knew Street Fighter 6 would deliver in many ways, but I was hoping the full game would see Capcom stick the landing. Street Fighter V launched in a bare-bones state, and despite enjoying my time with it quite a bit right from the start and through the many updates, we needed the next generation of Street Fighter. The company has been on a roll since Resident Evil 7 seeing franchises like Monster Hunter, Resident Evil, and Devil May Cry see superb new entries and remakes. Right from its first trailer reveal, Street Fighter 6 has looked like the most confident Capcom fighting game release yet. ![]()
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