I may never go back to playing this game on the console again.
While I thought it might be very unusual to go from console to PC with a fighting game, I’m now humbled knowing that the most gorgeous version of this game, with a high frame rate to boot, lies solely on the PC. And the move from big screen to nice small screen isn’t as awkward as I anticipated. Sure I lost a little real estate, but what I gained from this game’s visuals more than made up for it. Anyway, the game is absolutely gorgeous on the PC and if you’re looking for the best way to visually enjoy the character animations, the backgrounds, and the game’s creative presentation then look towards the PC version. It’s certainly superior. I can’t believe I ignored fighting games on this platform.
Anyway, the predictable great visuals you should expect from a game on the PC, as all games are born on the PC, but what about the rest of it?
Well, let’s dig right into it.
There are several modes to Street Fighter V: Arcade Edition on the PC, but first, you have to make it through a tutorial, which is incredibly unnecessary. While you’re not forced to actually go through the tutorial, as you can skip it, you’re rewarded with an achievement if you do. Let me briefly get on my soapbox about this.
You don’t need a tutorial for a Street Fighter game.
You just don’t.
We’ve all collectively, and I’m assuming this, played an SF game before at some point in our lives. I was lucky enough to be alive and kicking for the first one (and beyond). I know how to play the game, I understand the dynamics of the new supers and such, so there is little need for a fighting game to have a tutorial. Even if you hide the miserable process through cutscenes and visual gorgeousness, I think a tutorial goes against the entire concept of what a fighting game means. You play the game to learn the game, not be taught the game. There’s a huge difference. Learning the game back in the 80s and 90s means you pump quarters into a machine to beat your best friend, eventually. Being taught the game means you’re forced to get through moves that you may never use.
This is the lowest point of the game for me, and, while skippable, is completely unnecessary. Thankfully, it doesn’t really impact much, but it’s nonetheless somewhat insulting.
Moving on!
Beyond the tutorial, the game is loaded with other modes. Here’s what to expect:
Arcade – You know this mode, you live this mode with all fighting games because this is the very essence of the ‘arcade edition’ part of SFV. Hell, it’s the essence and groundwork for all fighting games out there. The arcade mode is simple, you choose a set number of matches and go at it with other offline fighters. You play through a progressively difficult line-up of baddies until you get to the ultimate one. It’s a simple structure that fits any fighting fan’s need. The challenge from the fighters seems a bit edged off in this mode, so don’t be surprised if you have to up the difficulty a bit. Regardless, it’s a fun mode that keeps the greatness of the series within. To boot, the game also keeps record of your high score upon completion. That’s fun for a competitive reason.
Story – Each character in this mode has its own set of skills that tell a story about why the character is fighting. It takes the essence of the arcade mode and makes it meaningful. It works, it’s simple, and you can revisit any particular enemy fight as you complete them. The joy of this mode is getting to know the characters a little bit more, while also giving them rhyme to their reason. It also adds more depth and story connectivity to the enemies and allies. It’s a good mode, but sorta repeating what the arcade mode is trying to do. Anyway, it’s nice to see more story for a fighting game. People love that stuff, and SFV doesn’t disappoint in that department.
Versus – Go up against a friend. Simple concept that works.
Challenges – I wasn’t crazy at all about this mode. I get that it is supposed to add depth to the fighting experience, but the beginning challenges just feel a bit meaningless. For example, one of the first challenges I had with Ken was to jump punch/medium punch/fireball the hell out of an enemy. If I did it in order quickly enough, then I completed the challenge. Otherwise, the game would reset the challenge and force me to try it again. Again, I get why it’s there, but that doesn’t mean it does much for the overall experience.
Training – I get this mode completely. It’s like the tutorial, but also a guide when you need to practice some moves before a fight. It’s absolutely useful, and it doesn’t get in the way.
Online – There are three specific options here for online play: Battle Lounge (meet/greet/battle), Ranked Matches (where you can earn League Points and ranking status), and Casual Match (no league points or ranking, but hey you get to kick people’s asses). Since there is a competitive circuit sponsored by Red Bull these days, I think this is probably the reason you want SFV: AE. There is a lot going on in this mode and it’s a big part of the selling point. While I am more a traditionalist with fighting games, meaning more offline, there’s some good organization and execution with the online component of SFV. It works and works well. It certainly works better than the mid-2000s when Capcom was just trying to figure out how to handle their SF series via ethernet.
Definitely a good reason to own the game, though, so know that it’s a solid part of the package.
Beyond the above, there’s not a lot of other amenities to Street Fighter V: Arcade Edition, although you do get a Gallery. It is probably the best version of the game in the last 10 years. I think the competitive online component, the smooth offline fighting, and solid controls, make this a great game to own.
Overall, Street Fighter V: Arcade Edition is a shining star in the Street Fighter family. Everything about it feels refined, smooth, and it harkens back to a more concentrated fighting time where the bells and whistles of the fighting experience purely relied on characters and moves. It’s good, folks, especially on the PC.