You're not logged in | Login / Register | News Filter | Submit News

Street Fighter 5 looks to be the the most user-friendly Street Fighter ever

Posted by John Velociraptor Guerrero • August 9, 2015 at 7:54 p.m. PDT • Comments: 152

Daily Dot scored an EVO interview, which we posted a little while back, with the Director of Brand Marketing & eSports at Capcom, Matt Dahlgren. In the nearly 20-minute dialogue, Dahlgren discussed a ton of information regarding Street Fighter 5.


With such a plethora of ideas and content, we decided to take a closer look at some of these concepts, both exploring them further and getting your feedback.

The single thread that seems to run through every decision SF5 developers have made thus far, is their concentration on making the game inviting to as many players as possible. Accessibility and ease of game play are a major priority with this game, and this could lead to an incredible, long-lasting experience.

Hit the jump below to see our thoughts on some of the approaches Dahlgren highlights in his interview with Daily Dot.
"Anything that can affect the outcome of a match needs to be earnable with fight money."

Dahlgren mentions that the SF5 team has drawn inspiration from the model MOBAs, like League of Legends, use. One of the most obvious similarities is the DLC character release model. Characters not included in the initial 16-man line up will be available for purchase.

Where previous approaches have required gamers to purchase upgrades with real cash, SF5's model will allow for fans to build up in-game currency to get new fighters.

For those that haven't played LoL, while you can certainly log enough hours to ultimately purchase every character with in-game money, it'd take a very, very long time to do so. How many hours of game play do you think would be fair for Capcom to require in order to unlock one new character?

This looks to be the approach of the future. No one can deny the success of games like League or Dota, but will it work for the fighting game genre?
"I hate it when I hear people say: 'I just can't play fighting games.'"

Though Street Fighter obviously has enough draw to garner a very strong, very dedicated fan base, Capcom wants to make Street Fighter 5 even more accessible.

I recently made a trip out to Magic Mountain in Valencia, California to play on the SF5 set ups they feature there. Throughout the day, I struck up a few conversations with both employees and guests who looked like they were interested in the game.

Virtually everyone I spoke to stated at some point, "Oh, I used to play this as a kid, you know, on like Super Nintendo." Street Fighter has always been alluring, but to stick with it enough to contend on higher levels is rare. Since Super Turbo, Street Fighter has been quite daunting to many because, simply put, it's not easy.

I have to preface this by explicitly stating that Street Fighter 5 is not meant to be an easy game through and through, but Capcom's plan is incredibly smart. Make it easy to get into, but difficult to master.

With more target combos, easier links and bigger damage, maybe a few of those who dropped out when they became frustrated trying to FADC, or smashed controllers after their 500th failed attempt at trying to time a wake up DP in Super Turbo, will stick around for SF5.

There will certainly be those who will deem this approach as "noob-friendly" and label SF5 as such altogether, but this is probably going to be one of the aspects that brings in new faces. This decision could elevate the scene to all new levels.
Learning from the past, and utilizing new technologies of today, Capcom has the tools they need to do this right. What do you think of their approach in general? Which aspects are you most excited about? Do any have you worried? Let us know in the comments.

Source: Daily Dot Esports.
Load comments (152)