Throughout, you may be gripped by the feeling that you’ve seen all that there is to see in the fighting game genre.
In the end, there’s a purity to how SoulCalibur VI is so focused above all else on its spectacular swordplay and world building.
The various forms of Street Fighter II are indisputably the main historical attraction of this collection.
There’s something to be said about Nintendo throwing curve balls to keep players from becoming complacent.
The game pays compulsory lip service to everything that’s not about getting pro players online.
Street Fighter V feels more like an irritatingly incomplete service than a game that cares about its legacy.
Recruiting and implementing a customized team of quirky combatants is, unsurprisingly, the most rewarding aspect of the game’s combat system
Be it that Darkstalkers is commonly recognized for its stylishly offbeat craftsmanship, Resurrection seeks to, quite literally, pay respect to the original Japanese artists by framing the game as something of portrait in motion.
One of the game’s primary half measures is a first-player narrative that wants you take it seriously based on its presentation, but only resorts to juvenile and almost cartoony clichés.
Showdowns are artfully accelerated, and the ease at which tagging your characters back and forth in order to chain massive midair shuffles to lengthy combos and eye-melting Super Art moves is immensely gratifying.
The new Guard system uses half of your Critical Gauge and the timing is more relaxed, and since you can’t spam it over and over, “turtling” won’t be an option.
Three-on-three, elimination-style combat is the name of the game in KoF XIII, and the overall flow of each duel isn’t as frantic or, let’s face it, luck-based as UMvC3 or something like a version of BlazBlue.