Before I get into this rant, it’s important for me – critical, even – to outline just how much I loved the Valkyria Chronicles series. I played the first three games to absolute death, and bought the thick-ass art books for all three (something I might show here on DS90 at some point). I don’t think that Sega ever managed to re-capture the magic of the original with the two PSP sequels, but they were still highly-enjoyable RPGs that must have done things right for me to invest so many hours into them.
With that background knowledge in mind, I suppose it was only natural that I didn’t want to believe the hate for Valkyria Revolution. Surely it couldn’t be that bad? Well, put it this way: there’s a reason why you can still easily pick up a brand-new, sealed copy of the (so-called) Limited Edition for less than £10.
If you read my recent post regarding my thoughts on Yakuza 6, you might have been under the impression that I was speaking about the game from the perspective of somebody who’d actually completed it. Well, confession time: I hadn’t. But I have now. And what an ending it was too.
But this was more than just the conclusion of yet another Yakuza game: this was the finale of Kiryu Kazuma’s story – an epic, and emotional story that spanned seven main series entries, over a decade of Yakuza/Ryu Ga Gotoku releases (the first being the PS2 original which hit Japan in 2005), and an in-game timeline that began in the late 80’s with Yakuza 0. It’s fair to say that Kiryu went through a lot during that time. He’s been embroiled in countless Yakuza conflicts and shadow games involving corrupt officials, lost countless friends and loved ones to said conflicts, and been shot, stabbed and beaten more times than I’ve had hot dinners.
The Yakuza series has always been OTT, with characters that can survive a highly unrealistic quota of explosions and bullets, but there came a point where Kiryu’s tale simply became far-fetched, so I can understand why Sega decided that it was time to retire the Dragon of Dojima. Nevertheless, I wasn’t particularly happy about said decision when Kiryu and his allies have become much-loved staples of my personal gaming landscape. So this Yakuza 6 ending NEEDED to be pretty good.
Hopefully I’ve hooked you in with that clickbait-esque title BUT, before you berate me for using such shady tactics, I do actually mean what I say…sort of. Yakuza 6 IS the worst game that I have played in the main series (ignoring the Dead Souls spin-off) but it is still a Yakuza game. Branding the sixth chronological installment of Sega’s beloved franchise as the worst one is like being presented with a group of semi-naked Playboy bunnies and being asked to select your least favourite.
What I’m saying is that Yakuza 6 ranks bottom for me, but it’s still a fantastic game regardless of its issues.
Well, that’s that then: Dead or Alive 6 is officially, er…dead and I couldn’t be happier about it. That’s probably a bizarre thing for a fan of the series to say. Doubly so given that – at the time of typing this post – I still haven’t purchased DOA6.
However, the recent Twitter announcement from Koei-Tecmo, about April’s DLC update being the final batch of support for DOA6, felt like justice in a warped way. The game has badly underperformed at market and consistently attracted low player numbers. It’s a big turnaround from the success of Dead or Alive 5 and there’s a good reason for it.
Let’s put this into perspective. Dead or Alive 5 was severely criticised for its fuck-ton of DLC and neverending stream of season passes. Yet, the tide of add-ons was viewed with a raised eyebrow and a knowing smirk. It was Koei-Tecmo playing the “sex sells” card and it more or less perfectly straddled the line between being acceptable and straight-up taking the piss. If any proof was required that the DLC tactics didn’t push fans away, consider that DOA5 had two updated editions (Ultimate and Last Round), spanned two hardware generations, and was supported for six years.
DOA6, on the other hand, is being put out to pasture barely a year after the initial release. To me, this is JUSTICE, because it is a case of a publisher pushing the limits of DLC beyond the realm of acceptability and being punished for it. Gamers were rightly horrified by how brazen Koei-Tecmo were being with DOA6‘s add-on content and clearly voted with their wallets. It’s something that we – as consumers – need to do in order to show big publishers that we won’t lap up any old bullshit.
DOA6 ran into trouble straight away when Koei-Tecmo vowed to tone down the game’s sexuality in order to get more people involved and give the series a greater chance at being taken seriously. As it transpired, it wasn’t the drastic Victorian-era suppression of the female figure that we feared but the story nevertheless generated negative press and worried a good chunk of the DOA fanbase. But it wasn’t paranoia over SJW rule that ultimately killed sales of DOA6. It was the publisher’s determination to wring their customer’s wallets dry.
First of all, Dead or Alive 6 has had FOUR season passes in less than a year! As far I’m aware, Season Passes cover a year’s worth of DLC in most games, hence the name. Not in DOA6 however. Fuck that logic. They were eye-wateringly expensive too, with the most recent Season Pass 4 retailing for $90.
Overall, the game has hundreds upon hundreds of dollars-worth of DLC available to download. You thought DOA5 was bad? Well, Team Ninja really upped their work rate for 6, pumping out new costume packs at an insane rate. It really is the undisputed claimant to the title of DLC: The Game.
But the worst of all didn’t come until this year, when the publisher decided that it was acceptable to charge players for a change of hair colour…and make them pay for said colour every time they changed it.
In a way, the audacity of Koei-Tecmo has to be admired.
On the other hand, the whole saga of DOA6 has been an embarassing series of apologies to the fans, promises of fixes and back-tracking. Add to this the crappy in-game unlock system and the fact that DLC can’t be purchased individually for American/European PS4 owners of the game specifically, and you have a really unappealing fighting game on your hands.
The other big problem is that the game isn’t THAT big of an upgrade over Dead or Alive 5: Last Round, which still looks fantastic in PS4/XBO form, plays brilliantly and isn’t saddled with terrible money-making schemes. Yes, the DLC for that game is still a joke, but it is at least more honest (if you can get past the awful organisation and confusing compatibility Catalogue add-ons) and what’s available is the accumulation of six years worth of steady support as opposed to a relentless tide of DLC being vomited out in single year. I, for one, saw no reason to upgrade from 5 to 6 and have yet to be convinced. Unless Koei-Tecmo announce some sort of all-in-one retail package of the game, then I doubt I ever will.
So I’m glad that gamers have woken up and rejected Koei-Tecmo’s business strategy.
Unfortunately, it does mean that the DOA series may well be mothballed as a result of this commercial failure. I also wouldn’t be surprised if KT blame “market trends” or other vague reasons for the absence of a DOA7, rather than holding their hands up and publicly accepting that they went too far with 6 and allowed greed too much of a say.
I hope that this isn’t the end of Dead or Alive but Koei-Tecmo need to learn from the failure of DOA6 and take a leaf from the books of other publishers of fighting games.
I don’t like to make these sorts of update posts. For one, if I’m going to spend time typing something up for this blog, then I want it to be real content, such as a review or discussion piece.
Secondly, I don’t have a big enough ego to believe that the internet cares about what I’m doing. This blog has about fifty followers and, while I certainly appreciate any views and the odd comment, I’m a realist. Fifty followers isn’t even a grain of sand in the blogging world.
Yet here I am, doing what I just said I don’t want to do.
So why, then? Well, I’m on a small roll here, having put out two mini-reviews over the past few days. I want to keep that ball rolling. New reviews are in the works and I want to get back to doing some more in-depth discussion things. The irony is that this sudden spurt of motivation isn’t even linked to me being stuck indoors due to the big, bad C-Virus. My job means that I will still be going to work full-time unless a) I fall ill or b) my workplace shuts down, which is – fortunately – unlikely given that I work in the food distribution industry.
Once the day job is done and dusted however, I can get back to enriching the internet with entirely unnecessary reviews of games like this:
Yes, I decided that Dead or Alive Xtreme 3‘s sunny beaches, chilled music and bodacious babes would be the perfect antidote to all the misery and worry gripping the planet right now. Was I right though? You’ll find out in the upcoming review which is currently baking in the oven. I probably could have had the review finished by now but I had a lot to say about Xtreme 3 and the resulting review should be reasonably meaty.
I’ve also been on a retro kick, specifically a Playstation one as you will already be aware of if you’ve checked out the previous two mini-reviews on this blog. I’ve dug out another old favourite which has stolen a lot of my gaming time in recent weeks:
Expect a review of this too, once I’m done perving on digital girls with improbable proportions, that is. Priorities and all that.
Elsewhere, I’m continuing my Yakuza marathon with Kiwami 2 – the most excellent remake to my favourite game from the entire series (Yakuza 2, duh). As ever, I was aiming for that sweet 100% completion and, again – as ever – it’s looking unlikely since I absolutely cannot be arsed with the Japanese gambling games. Even the casino has been making me angry. Several hours of trying to win 1000 chips in one sitting to satisfy Haruka’s request has that sort of effect on you. Still, you don’t need that 100% rating or a platinum trophy in your virtual cabinet to enjoy one of the best story-driven series’ of modern times.
Finally, I’ve been dipping in and out of Soulcalibur VI again, especially since I paid up for the second season pass after months of putting it off. So I now have access to Hilde (who actually looks awesome to play as) and her stage, which has such good music that I don’t even feel the need to swap it out with a classic BGM from one of the earlier games in the series’. As a bonus, it looks like I’ve bought in to Season 2 just as Samurai Shodown‘s Haohmaru is about to be added, along with some new creation bits.
tl;dr: expect DOA Xtreme 3 and Destruction Derby Raw reviews very soon and (hopefully) some new discussions/articles.
Most importantly: stay safe, stay sensible and look after each other.
I’m very late to the party on this one. Pretty much every videogame journo and Twitterati has ripped Koei-Tecmo to shreds over this pay-to-change-your-character’s-hair-colour debacle but guess what? I can still come along and pick up the scraps…and tear them into even smaller pieces. That’s just how I roll here.
It’s already well-known that Dead or Alive 5 saw Koei-Tecmo turn their famous fighting game into a hybrid fighting game/dress-up experience. Sure, DLC was around on the Xbox 360 in the days of DoA4 but it was the fifth installment that really saw the publisher slip into bed with DLC and flaunt their staggering stamina stat by fucking, non-stop for several years. The resulting offspring was a library of add-ons that allegedly (I haven’t fact-checked) exceeded $1,000.
Many were disappointed that the publisher had sold out to the portion of the fanbase that was more invested in the sexy stuff than the actual gameplay. DoA5 was almost like dressing up a bunch of dolls and playing with them, rather than taking this punching thing seriously.
And, as much as I agree with that, I have also defended the game numerous times. After all, the gameplay was probably the best it had ever been and the graphics were fantastic. I also really enjoyed the ability to customise stages with past music. As for the DLC…well, nobody was forcing you to purchase costumes. If you want it, then buy it. If you disagree that strongly, then boycott – simple. I bought a fair few outfits but only for my favourite characters. Yes, the prices were sometimes heavier than Tina’s in-game bust but, again, you were still able to play the game without buying maid outfits and the yearly batches of Halloween costumes. If it extended the life of the game and kept you playing, then that’s a good thing.
That said, I wasn’t blind.
There’s a balancing act between accepting a DLC structure and being taken advantage of. Arguably, the latter was already happening given that Koei-Tecmo were well aware of how sexually appealing DoA‘s girls are to their consumer base hence the drive to squeeze more and more money from fans by selling increasingly-skimpy bikinis and risque outfits.
As I have already said, I don’t mind cherry-picking the DLC that interests me if it keeps me playing and enjoying a game for longer. BUT there is a tipping point when that aforementioned fine balancing act fails and you – as the customer – must put your foot down and say “no,” if things tip into the realm of the publisher just taking the piss. This is what has happened with Dead or Alive 6.
It must be mentioned – before I continue – that I still haven’t played DoA6 because every time the game is in the news, it rubs me up the wrong way and I’ve yet to read anything to convince me that things have changed. It got off to a bad start when Koei-Tecmo claimed that they were going to be cleaning up the series’ image. I’ve already talked about that at length before but, to quickly re-cap, I am an unashamed fan of the boob physics and revealing outfits. I see it as escapism and harmless fun. It’s DoA‘s USP for crying out loud. The last thing I wanted was the series to bow to the pressures of the Woke generation. Yes, it wasn’t a deal-breaker (as I also made clear in my DoA6 reveal post) but it was disappointing.
So I would have still bought the game but worse was to come. First, there was the really crappy system of unlocking new constumes. Then came the absolute bullshit of western PS4 owners being the only group that couldn’t purchase costumes individually, meaning that you had to buy entire packs or commit to the big-money season passes.
Perhaps these things have been fixed – I don’t know. What I do know is that the balance had well and truly shifted in my view, and even I wasn’t able to defend the janky, money-grabbing execution of DoA6. As much as I still wanted to give it a go, Koei-Tecmo had simply gone too far. At the end of the day, DoA5 was still on my shelf and still everything that I’d ever wanted from the series. Why expose myself to shit that was just going to piss me off and attempt to rape my wallet?
Give us humans enough time, however, and we get over it. DoA6 had been creeping back onto my mental “maybe I’ll finally buy a copy?” list. Then this fucking hair thing happened.
In case you’ve been living under a rock, you can now use Premium Tickets – which are obtained in exchange for actual money – to change the colour of your character’s hair. Paying to dye Kasumi’s hair is pathetic enough, you might think, but this is no normal DLC. In fact, it isn’t even DLC proper. It’s a non-permanent micro-transaction that has to be paid for again if you switch said character’s hair back to the default colour. It only costs one ticket (which is $1.00) but that isn’t the point. The point is that you are effectively renting a hair colour. Koei-Tecmo’s audacity with this is a new low in my opinion. Paying for something so small in the first place is straight-up robbery but, if you have to do so, then it should at least be a permanent option unlocked/added to your game.
Heck, I’d want to go even further. If I’ve got to pay a dollar to swap Kasumi’s hair colour then, without wishing to be too crass, that buck had better also cover a hue change for the bush between her legs. Then again, judging by the fan-made renders and in-game mods of the DoA lasses, they’re all bald down below anyway so that’s my value-for-money notion in the bin.
You know, I thought that Street Fighter V was having a laugh when the game wanted the player to pay for palette swaps but this is something else. Koei-Tecmo has at least responded to the slating on Twitter:
“Dear fans, we hear and acknowledge your disappointment behind our roll out of the new hair color feature for DoA6. We greatly appreciate your feedback, and are working towards a solution that helps to mitigate this issue and will share our plans in the coming days.
We apologize for our misstep, and are working hard to resolve this situation. We thank you in advance for your patience and hope you continue to enjoy DoA6.”
“Misstep”? Bullshit. They knew EXACTLY what they were doing. To me, it seems as if they decided to push the envelope anyway to see if they could get away with it, and if they couldn’t? Well, just pass it off as a glitch or a harmless error of judgment. This isn’t an “issue” or a “situation”; it’s straight-up taking the piss and it isn’t even funny anymore. Previously, we would joke about DoA being a shopping simulator or a dress-up game but I’m not laughing now. The joke isn’t funny.
I’ll be voting with my wallet and continuing to not purchase a copy of Dead or Alive 6.
I’ve recently earned my first ever platinum trophy in a Playstation game. Bearing in mind that I’ve been playing trophy-compatible Playstation games since the PS3 days, you might be wondering just why has it taken me so long. The short answer is that I simply didn’t care about trophies, no matter how much bragging I read about trophies (or Xbox Gamerscore) on the gaming forums I was once heavily into. I was finished with a game once I’d completed the story or gotten bored of messing about in a post-credits open world. My trophy count didn’t even factor into it. They were simply annoying little “ping!” sound effects that disturbed the game.
But it seems that I’ve finally succumbed to the pull of trophies…sort-of. I lost my platinum V-plates thanks to Spyro: Reignited Trilogy but it should be noted that the three games included in this remake package are EASY to plat’. Many of the requirements for unlocking trophies are insultingly easy and involve menial, non-skillful tasks. I achieved most of them by pure chance for example, including 97% trophy completion for Year of the Dragon, on my first run-through, without even looking at the trophy list. What I’m saying is that I don’t really class this very first platinum trophy as an “achievement”. Yes, there were a few fiddly trophies that took several attempts to snag but, overall, the difficulty level was nothing to write home about.
I completed the Reignited Trilogy last year but, on a whim, I decided that I fancied another run of the game before I got into another story-driven or open-world game. Knowing that I’d almost accidentally platinum-ed the game(s) the first time around, I thought it would do no harm to have something extra to do on my second visit. So it was that I decided to fill in those blanks and collect that first platinum trophy.
More importantly, this made me think about how my attitude toward trophies and achievements has mellowed over the years. Hence why this topic is going to be first in an ongoing “Shifting Perception” series; a series that aims to examine how many of my gaming opinions have altered over the years.
How I used to think
At the start of this post, I implied that I had traditionally been indifferent towards trophies and achievements but, while that is certainly true, I also used to be strongly against the concept. Y’see, I’m not a show-off or a braggart, and I’ve certainly never been interested in trying to beat other gamers when it comes to high scores or – in this case – an achievement tally. I’ve always been more interested in simply enjoying a game myself. I never understood why some people were so hardcore when it came to their virtual trophy cabinet or the size of their Gamerscore.
So, while others were embracing the concept, I was actively trying to avoid it. After all, it added nothing of value to my gaming experiences. I was more annoyed at how some PS3 games used to briefly stutter when a trophy notification was popping up!
It also didn’t help that I became aware of a particular breed of gamer during the PS3/Xbox 360 era: the species of gamer that put their achievements before the pure enjoyment of the hobby. These were the gamers who would intentionally buy crap games, childrens titles or movie tie-ins that came with easy trophy/achievement lists. A few hours “work” and they could max these games, boosting their platinum trophy collection or Gamerscore with little effort. I even frequently saw articles in gaming magazines and websites that promoted this sort of thing by listing off ten or twenty games that you could buy cheaply on the used market and quickly max out.
In my mind, it invalidated the entire trophy/achievement thing and made a mockery of it. Some games were incredibly difficult to achieve the platinum trophies or full achievement score on, requiring multiple play-throughs or genuine skill and persistence to get. With these games, maxing them out MEANT something. But what did those hard-earnt platinum trophies count for when Dave down the road had three, four or five times as many for beating a big stack of bargain-bin games designed for kids below the age of ten? At a surface level, you can only see the number of trophies attached to another gamer’s profile so, unless you dug deeper, you wouldn’t see that Dave’s trophy collection was just a superficial front.
I just didn’t get it, and this dark practice did nothing to make me want to join in.
How I’ve changed
Over the years, however, my attitude has changed somewhat. I have less gaming time on my hands these days so I tend to want to play less and get more out of what I do play. It’s why I’d rather play a handful of games and invest in the DLC, if it’s any good, rather than trying to rush through as many new releases as possible.
I suppose this is the main reason why I’m not so against the trophy and achievement systems anymore. After all, it’s something that helps you get more out of games before putting them on the shelf or trading them in. As long as I can maintain a nice balance and not end up becoming one of those sorts of gamers that I’ve just criticised, then it could be fun going forward.
It also takes me back to the days when I didn’t really have a disposable income and therefore had no choice but to replay games and squeeze every last drop of value from them. It’s a more humble and balanced approach in my opinion and beats the alternative of having shelves upon shelves loaded with more games than I’ll ever have the time in my life to play, let alone complete. Been there, done that.
Sometimes, we wonder how gamers in the 70’s, 80’s and 90’s had the patience or skills to complete some of the most unforgiving, balls-hard games ever coded. The answer is that they weren’t spoilt or drowning in cash. They had a game and it had to last them so they had to get good at it. If trophies or achievements had existed back then, you can be sure that gamers would have wrung even more out of those old cartridges/tapes/floppy discs and maxed out those brutal games.
Yes, posts have trailed off here on Darkstalker90 Gaming but that doesn’t mean that I haven’t still being playing videogames. I’ve just been spending less time with them, and have had even less time to write about playing them. But I thought it would be a wasted opportunity NOT to look back at this year and the games I’ve played.
First of all, this might be first year that I’ve not played a single new release. Everything that I’ve spent time with or completed has been pre-2019. On the flipside, I’ve also not spent much time at all with retro games. 2019 has been about catching up on my backlog and playing stuff from recent years that I just hadn’t gotten around to until now.
My list of completed games looks like this (links to my reviews where available):
So, not very many then but that’s an accurate reflection of the sort of year I’ve had: not many games completed and most of those that were finished took me ages to get through, purely due to a lack of time and, in some cases, motivation. I can’t lie: I did fall out of love with gaming at several points in 2019 and simply couldn’t be bothered with it.
But what I did play, I really enjoyed. Spyro Reignited Trilogy and Crash Bandicoot N Sane Trilogy were two mighty fine remasters that I heaped praise upon. Spyro Reignited in particular impressed me no end. The Spyro games were, after all, some of my absolute favourites of all-time so I was concerned that the Reignited Trilogy might do too much meddling and piss all over my happy late-90’s memories. I needn’t have worried though. Yes, there were some unforgivable glitches and, yes, there were a few small alterations to pander to our overly-sensitive modern society, but otherwise this was how you remaster games.
I’m very much looking forward to getting around to the Crash Team Racing and Medievil remakes in 2020 when I finally pick them up. Hopefully, the positivity can continue (I haven’t read any reviews of either and I’ve mostly avoided gameplay videos).
Finishing Yakuza 5 after starting it years ago (literally!) felt like an almighty relief. I’m a completionist you see, and Yakuza 5 is possibly the most bloated of all the games in terms of 100% completion requirements. In the end, I had to just give up and complete the main game to get it out of the way but I did achieve well above 90% completion. I never did manage to catch that damn Ito fish nor beat the toughest difficulty of Winter Combat, though. As for the Japanese gambling minigames? I’ve decided that I’m never going to bother with these, even if it does mean forfeiting 100% completion in all Yakuza games going forward.
There was more Yakuza to come in 2019, however. After a little break, I decided to get into the PS4 generation of games and play Yakuza 0/Zero. What a game this was! First up, there was still a lot to do but Zero was nowhere near as vast as Yakuza 5 so it was definitely a less intimidating challenge. Again, I skipped the gambling games and just went for my own custom “100%” completion and did manage to complete everything else. The storyline – set in the 80’s bubble of real estate and excess – was fantastic and really helped flesh out the events of the Yakuza canon prior to the original game. The combat was much improved too with a selection of different fighting styles to master. All in all, Yakuza Zero was more of the same but, paradoxically, felt incredibly fresh, despite it being the sixth installment in the series that I have played. It’s a true testament to the quality and consistency of these games that I can play what is essentially the same thing for well over a decade and still be utterly absorbed by the experience.
So I give my Game of the Year award to Yakuza 0.
2019 was also the year in which I reacquainted myself with Platinum and their signature brand of off-the-wall, crazy action games. I started by replaying Anarchy Reigns (PS3) and finding – much to my pleasure – that I enjoyed it a lot more the second time around and, despite the many flaws, I was able to appreciate it for what it was. I then moved on to the Bayonetta games. Yes, I was well behind on playing these but that didn’t detract from the experience. The first game, for example, blew me away with its amazing style and challenging gameplay. The sequel was more of the same but not quite as impactful in my opinion. It was much more sedate near the beginning and, on the default difficulty, I didn’t die a single time, rarely having to dip into my swollen stash of health-restoring items. That said, I still got a lot out of Bayonetta 2 and, in a way, the lesser challenge allowed me to enjoy experimenting in battle a bit more. Overall though, I believe that the original is still the best.
Aside from games that I can actually say that I completed, I also put a lot of time into two fighting games this year: Soulcalibur VI and Street Fighter V. I won’t go into great depth about either here (because I’ve done enough of that this year on this blog) but suffice to say, I have really enjoyed both. Street Fighter V was a game that initially didn’t sit well with me at all and, while there are still numerous elements that I will likely never accept, I gave the game a second chance and did at last gel with it in terms of gameplay.
Soulcalibur VI, meanwhile, has retained its crown as my favourite fighting game of the current generation (out of those I have actually played of course…). The DLC has never failed to please me and the gameplay itself is just so much better for feeling closer to SCII/SCIII than the deflating SCV. The support shows no signs of slowing down either with a second season of DLC right around the corner kicking off with Samurai Shodown‘s Haohmaru, SCIV veteran Hilde, new moves and more customisation items. I can’t wait.
In closing, I won’t make any resolutions or promises for 2020 because I know that I likely won’t stick to them. However, I feel that I played far more games this year that I enjoyed as opposed to games that I didn’t, so if I can have a similar strike rate for next year then that would be enough for me.
I honestly thought that I was done discussing this game. I’d spoken at length about my problems with Street Fighter V in general THEN I gave the uprated Arcade Edition a second chance before finally reaching my concluding sentiments towards Capcom’s flagship fighting game. I didn’t think I’d be making any further posts about SFV and that I’d simply enjoy playing the game from time to time (because Soulcalibur VI is just BETTER and enjoys more of my attention).
But then Capcom decide that they are going to release ANOTHER subtitled entry into the Street Fighter V series – Street Fighter V: Champion Edition…
The gaming world be like:
Now, some people are pissed about this and some aren’t but before I get into that, let’s have a look at what the Champion Edition consists of, shall we? Essentially, it’s as close as you can get to a “complete” edition of SFV. CE includes all of the currently available DLC characters, stages, costumes and new V-Skills. The only bits not included are the Fighting Chance costumes, collaboration costumes and Pro Tour DLC. Even so, that’s one whopper of a deal.
Price-wise, Champion Edition will weigh in at £24.99/$29.99 for the physical edition (out February 2020) or £19.99/$24.99 for the digital upgrade kit. If you want to simply upgrade whatever version you currently have then you can do that now and get ahead of the physical release, though it’s worth remembering that the “physical” version is likely going to be a tea coaster of a disc with a voucher code in the box for the content, so the digital upgrade is worth considering.
Additionally, everybody – regardless of which version of SFV they currently own – will receive a free update that adds the new V-Skills and balance changes to their game.
Finally, there are going to be two new DLC characters added to the game and the first one is an absolute tool that Street Fighter veterans will have to remove their forcibly-erected mental blockades to recall. I am, of course, talking about the ultra-cheap Gill – one of the most notorious and cheesy bastards from the entire fighting game genre. I personally hate Gill. I LOVE playing Third Strike…but I don’t like reaching the end of an arcade run-through and dealing with THIS shit:
Hopefully, they tone this guy down for SFV. I mean, it’s kinda cool that he’s back at last – after years of being exclusive to SFIII – but he just needs to chill the fuck out.
But let’s get back to Champion Edition‘s bundled content because many are (understandably) not too happy about this. Anybody who is familiar with SFV will know that it isn’t a cheap game. Gamers who have stuck with it since launch will likely have spent a pretty penny on DLC OR earnt the add-on content by grinding away online and using hard-won Fight Money to purchase new characters, costumes and stages. Characters tend to cost around the £5 mark while costumes are (at least) a few quid apiece, as are stages. Even colour swaps cost money (remember when you had those just for using different buttons to select characters? Ah, the old days…).
So £25 for the whole shebang is a bit of a kick in the teeth for long-term players. For one, complete newbies will be able to rock up to the party late and purchase everything for this budget price. Secondly, can you even forgive Champion Edition‘s existence and low price-point when it makes a mockery of how much you’ve paid over the years for add-ons? Let’s not forget that the disc version will likely get even cheaper once it’s been on the shelves for a while.
And it isn’t as if Capcom are rewarding your loyalty because the digital upgrade to your existing copy is a mere £5.00/$5.00 cheaper. In my opinion, the discount should be a lot bigger than that. After all, that difference will be negated in no time once the retail edition’s price drops.
Of course, there are a few things to remember. Firstly, if a Street Fighter V player has been playing the game, buying bits and pieces of add-on content here and there, and feels like they’ve had their value (regardless of Champion Edition‘s devaluing of existing DLC prices), then that’s fair play. Not everybody cares about being outraged over stuff like this.
Secondly, nobody ever puts a gun to the head of a gamer and forces them to buy DLC. It is – and always will be – entirely optional. It is – as depressing as it is – just the way that modern gaming is and the way that publishers make money. If you feel that strongly about a publisher’s business model for their game, then don’t buy what they’re peddling.
Lastly, Capcom have some form with this. If you were naive enough to believe that THIS time it would be different, and that THIS time, Capcom would “play fair”, then I only have one response for you:
This is the company that charged full price again and again for multiple updates of Street Fighter II back in the 90’s. It’s the same company that promised that it would be different with Street Fighter IV…before they released Super, Arcade Edition and Ultra flavours. And it’s the same company that APPEARED to be doing something different with SFV, and though they technically haven’t gone back on their guarantee of the base version being the only disc you will ever need to buy, they are still trolling those who spent a fortune on DLC by packaging it all up in a cheap bundle.
I’m not defending Capcom at all but what I AM saying is that the consumer needs to accept some of the blame for trusting them over and over and over. This shit? It was always going to happen. Menat could have seen it in her crystal ball thingamagic. The smart people are those who avoided the game until now because they knew that this would happen. Those people are set for a hell of a deal if they pick up Champion Edition and obtain everything for £25/$30.
Am I annoyed? Of course I am. I only recently bought the Arcade Edition, after all, and I have purchased several characters and costumes throughout Street Fighter V‘s life. But I’m still going to pick up Champion Edition because the content I haven’t yet bought far outweighs what I have, so that £25 price point still represents big value (and I will make sure to pull the trigger once that price has dropped even lower). But I went into this game knowing that Capcom would pull these sorts of stunts; I expected it to happen so how can I be outraged? This is what they DO and people are furious every single time as if they expected something different. I mean, if being charged for fucking palette swaps didn’t alert you to that fact, then what would?
In conclusion, Champion Edition is Capcom at their trollish best and I absolutely don’t blame anybody who is angry. The discount for going digital and upgrading early isn’t big enough and the package is an almighty kick in the balls for anybody who has already sunk a lot of money into DLC. That said, perhaps it’s time to finally wise-up and take Capcom’s promises with a pinch of salt when the inevitable Street Fighter VI arrives with the ‘promise’ of there being no revised versions down the line.
Almost two months ago, I decided to give Street Fighter V a second chance after ditching the pre-Arcade Edition version some time ago on the grounds that I just didn’t like what Capcom had done with it. I chronicled my thoughts, justifications and rants (mostly just me moaning, then…) in a dedicated post which you can read here, if you missed it. I signed off with an intelligent cheap “Meh” meme and these words…
…I still don’t really feel anything when I’m playing. It’s a solid game but that’s all. There’s a certain magic that I feel whenever I play Alpha 3 or Third Strike for example but not here. As with my first tour of Street Fighter V, I feel that there is a good game suffocating beneath all that F2P and online-biased structure.
But I carried on playing and thought I may as well share my final verdict now that I’ve played the expanded Arcade Edition.
And, well, it’s a good job that I’m feeling hungry because there’s a plate of humble pie in front of me.
Yes, that means I enjoyedSFV.
There – I’ve said it.
That doesn’t mean that the game is completely off the hook though. I still rank it below the other Street Fighter games (with the exception of the EX spin-offs), including Street Fighter IV, which in itself polarised opinion amongst the fanbase. To recap the things I didn’t and still don’t appreciate:
Being charged for everything, including simple colour swaps (seriously?)
The silly amount of in-game currencies, fortune tickets and all that BS; basically the smoke and mirrors that attempt (and fail) to disguise that SFV is an F2P game where you will simply end up paying real money for stuff.
The shift in focus to the online/tourney scene. Understandable but a definite thumbs-down from me.
The hack-job censorship applied to characters like Cammy and Mika…because we can’t scare the kiddies now, can we? Screw that shit.
And there’s a new one for the list that I hadn’t included before because I needed more time with the updated version of the game; the new characters. I’m assuming that Capcom has run out of ideas because the brand-new characters are just crap in my humble opinion. I’m not necessarily talking about their play style; more their look and inspiration. There’s ‘G’ who looks like lanky riff on Uncle Sam for starters. I thought it was a joke to begin with. At least his theme is cool.
Falke and Ed are just…whatever…more ‘tragic’ Shadaloo experiments. Abigail is Hugo on steroids and Zeku is Guy’s master from Street Fighter Alpha 2 but still not very interesting (why not just give us Guy?). His link to the Strider clan is a neat move on Capcom’s part but I still struggle to care about the guy (no pun intended). Then there is Necalli. Does anybody give a shit about this bloke or his story? I suppose somebody must…somewhere.
Finally, I really, really fucking hate Kage. Talk about lazy! I suppose his design is supposed to be ‘epic’ but really, it’s just yet another Evil Ryu with familiar moves. You know, I like Shoto characters, with Akuma being one of my go-to Street Fighter favourites, but I think I’ve had enough of all these new ones. Aside from the powered-up ‘Shin’ versions, there has also been various versions of Evil Ryu, a Super-Saiyan Akuma by the name of Oni, Violent Ken and now Kage. Just stop…
I’m undecided on Menat. She seems to have become popular enough but, eh…she’s just a new version of Rose, isn’t she?
The only new characters I’ve warmed to on any level are Laura and Kolin, though you could argue that the latter isn’t technically a new character since she was Gill’s assistant in SFIII, albeit non-playable.
ALL of that aside, I have enjoyed playing Street Fighter V. The Arcade mode has to take the lion’s share of the credit here because it finally allows me to do what I wanted to do in the first place – just have a few run-throughs with my favourite characters in the same format as Street Fighters of old. Prior to this mode’s addition, I was stuck playing Survival in the offline mode and while that was okay, it wasn’t really the same given the different rules. Arcade gives me – a non-online player – something to do and it has been an absolute godsend.
I enjoy getting good as my favourite characters and adjusting the CPU difficulty to suit but I know I’m not good enough to take it online. I’m just not that serious about fighting games anyway, and never have been. While the gameplay ‘feel’ is damn important, I’m more about the characters, design and art direction when it comes to fighting games. If all of that is spot-on, then I’ll get a lot out of a game.
With that said, I know I’m in a minority so I DO understand that I’m not Capcom’s priority or target audience anymore. My refusal to go online, for example, would probably render a lot of my complaints irrelevant in the eyes of many and I get that – I truly do. Nonetheless, I’m still a paying customer and long-time veteran supporter of the Street Fighter franchise so i’m going to give my opinion, no matter what it’s worth.
In summary, I’m not in love with Street Fighter V, but I have found myself losing more time to the game than I’d expected. I like how the game plays and the aesthetics are pleasing enough to my eyes. The game is now back in ‘rotation’ on my gaming playlist and that’s not something I could have imagined myself saying earlier in the year when the box was sitting, forgotten, on my shelf.
Moral of the story: don’t rule out giving games a second chance.