Street Fighter 6 may still be at least six months away, but you wouldn’t know from the way Capcom has been rolling out the trailers, theme songs, show demos, and character reveals since the fighter’s official announcement. And for many people, (yer boy Moyse included), the legendary developer has done an amazing job at keeping the hype engines running on overdrive.
Every trailer, every roster reveal, and every playtest report, only heightens my anticipation for SF6. As regular readers will know, I’ve been playing fighting games since 1990. The drop of each and every iteration of the World Warriors has always been an event — bringing with it nerve-wracking excitement and the promise of many long nights, intense practice sessions, competitive online and offline tournaments, and, most importantly of all, the opportunity to choose new artwork for my fightstick.
Now, it needs to be made absolutely clear that I like 2016 release Street Fighter V. And, on occasion, I truly love Street Fighter V. But, inarguably, that game had a disastrous launch, perhaps the worst in mainline SF history. I don’t need to waste your time with the rap sheet, but in-game ads, two forms of digital currency, a lack of single-player interest, myriad “real money only” DLC, PC-invading kernels, Ken’s weird head, controller incompatibility, “censorship” controversies, and atrocious online at launch all saw SF6 stumble out of the starting blocks and struggle at the cash registers. To this day many players — both veterans and part-timers — agree that the game only really came together years on from its initial launch.
The Street Fighter 6 development team, led by new director Takayuki Nakayama, appears to have taken the poor launch of SFV to heart, openly
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