Street Fighter 6, the newest in Capcom’s fighting game saga, premiered a demo at the Summer Games Fest and we tell you what we saw in this note!
Capcom brings its most important saga (sorry, Resident Evil and Mega Man) back to the world of video games with the long-awaited Street Fighter 6. The game was shown off during the Summer Games Fest, and Cultura Geek was at the Play Days to see what it was all about. Thus, we had access to this demo where we could control four characters: Ryu and Chun Li, Luke (from Street Fighter V) and a new character named Jamie.
The key to Street Fighter has always been how iconic its characters are, and how different their playstyles are. The key to playing well was always thinking through the moves and making the combat flow rather than just hitting buttons for the sake of it, and that keeps the game moving. It should be noted that it looks incredibly fluid, and we see that Ryu or Chun-li maintain his style with his special attacks to give continuity to the saga, he more powerful and she faster. On his side, Luke is another mid-range character capable of making arcing blows that can hit a standing or crouching enemy.
Jamie, the new character, has a style based on Zui Quan, the famous “drunk kung fu”, which does not shoot lightning bolts but makes more unpredictable movements and leaves you recalculating because you do not know which direction the next blow is coming from.
One of the most interesting details of Street Fighter 6 is on the accessibility side. The game features two control schemes, “modern” or “classic”. The classic is the same as always, with strong, weak and medium punches and kicks, special moves, and combos that you have to learn. But, the “modern” system leaves that aside to offer strong, weak and medium blows as a single thing and that the game itself decides if it is a kick or a pineapple that is more pertinent, which is why you dedicate yourself more to the tactical aspect and directionality of the game. fight instead of learning if the shoryuken was the bottom button or the top button.
From Capcom at the event, they confirmed to us what was clearly inferred, this is ideal for the novice player and maybe some expert player will like it. However, if there is a fine balance for you that you do not want to alter to control each movement to the millimeter, you may prefer to continue using the classic control. “Possibly the distribution in the competitive world will start even, but it is a matter of practice and the more they play, the more control they will want”, they commented.
Four characters and two stages were available in the demo, all with their full move sets. Each one had its respective song and the game offered to customize comments, rounds, duration, difficulty and even give the opponent an advantage. Street Fighter 6 looks like SFV, but the art now looks much more stylized, mature and it has this issue of not taking itself so seriously with stories of mafias and secret organizations but embracing how ridiculous some of the fighters we control are. It’s more stylized than ever, something particularly noticeable when you do the special shots and the screen is tinted in color as if painted with a brush to give more movement and visual power to what you have in front of you.