For somebody who plays as many mobile games as I do, I was perhaps a bit too gullible about what Street Fighter Duel would be in the weeks leading up to its launch. I mean, I probably could have scoured the web for deets on it from its soft launch (or just read the story Chris Moyse wrote on it two years ago), but this fool decided he wanted to go into it blind so as not to ruin the hope that, based on one screenshot of the gameplay, the game would be something similar to Project X Zone.
I literally wrote that a month ago. I shouldn’t have needed hindsight to know that was dumb. Foresight should have been able to tell me that. But I held onto that hope up until I downloaded the game and discovered it’s just another auto-battler blanketed in an obscene amount of menus. A genre that is a dime a dozen on mobile; that should have been the end of it right there. I should have deleted it along with that too-dull-to-bother-with Avatar Generations game or the beautiful Ultimate Sackboy that didn’t wait for me to decide if I liked the game or not before asking for my money.
And yet, Street Fighter Duel has not left my phone, and since I downloaded it in February, not a day has gone by that I haven’t opened it up multiple times to complete challenges so I can earn multiple forms of currency I don’t understand. On paper, I shouldn’t be enjoying this game. But in practice, there is just something so enticing about it.
Street Fighter Duel is like the first 20 minutes of Babylon—visually spectacular but also really gross. It’s a gacha auto-battler where you assemble a team of World Warriors that you earn in-game or receive in blind pulls. Your team will fight on their own, but you can join the battle by activating their specials or
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