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Game review: Street Fighter V pulls its punches and fails to connect

The venerable franchise is back, but the latest iteration looks half-baked and simply doesn’t deliver what it promises – although it’s possible to discern what may become a much better game over time

Reading Time:5 minutes
Why you can trust SCMP
Street Fighter V comes off as half-done, although the game’s potential may be realised in time.
The Guardian
Street Fighter V

Sony/Capcom

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Seven years ago, Street Fighter IV felt like a spiritual revival. Capcom’s hyperactive martial arts series had been absent for close to a decade and, under the enthusiastic watch of producer Yoshinori Ono, its return was a triumph.

By simplifying the game’s move lists, it made it easier for newcomers to join, but it then also offered a long, deep learning curve for those willing to set out on the warrior’s journey. In this way the game attracted a devoted community of competitors, who trained with the dedication of real-world martial artists, and who now compete in professional tournaments for enviable prizes.

SEE ALSO: Xenoblade Chronicles X is the definition of a time suck

The launch of Street Fighter V (for PlayStation 4, Linux and Windows), by contrast, feels lacklustre. For the first time in the history of the series, there will be no release in the arcade, that frontline of competitive play where Street Fighter has, traditionally, always debuted. Capcom has been unable or unwilling to fund the game’s development alone, forging a financial partnership with Sony (thereby preventing the game from coming to Microsoft’s Xbox One console). And now, on arrival, the Street Fighter V of February 2016 is plainly unfinished, with many of its modes and functions unavailable. The game is a statement of intent rather than anything resembling a final delivery.

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