There is a lot to cover in each mode, and while I will not be covering specific game balance or character tiers here, I’m in awe at how content-packed Street Fighter 6 is right out of the gate. The online in this mode includes casual matches, ranked matches, and custom rooms. Fighting Ground is what you’d expect a normal fighting game to include with arcade mode, training, tutorials, versus mode, special matches, and online. Battle Hub is Capcom’s take on what we’ve been experiencing in Arc System Works games’ online lobbies, but with a Capcom twist. World Tour is a very lengthy single-player mode where you create your own avatar and find out what strength is while interacting with various Street Fighter characters across the world. Street Fighter 6 is split up into three main modes: World Tour, Battle Hub, and Fighting Ground. In my Street Fighter 6 review, I’m going to cover the single-player content, how the full game held up both online and offline pre-release, the final build’s visuals and music, and also what I hope Capcom addresses in post-launch updates. Having spent over 60 hours with Street Fighter 6 over the last few weeks on PC, Steam Deck, and console, Capcom absolutely nailed it. Having played the various betas and free demo, I knew Street Fighter 6 would deliver in many ways, but I was hoping the full game would see Capcom stick the landing. Street Fighter V launched in a bare-bones state, and despite enjoying my time with it quite a bit right from the start and through the many updates, we needed the next generation of Street Fighter. The company has been on a roll since Resident Evil 7 seeing franchises like Monster Hunter, Resident Evil, and Devil May Cry see superb new entries and remakes. Right from its first trailer reveal, Street Fighter 6 has looked like the most confident Capcom fighting game release yet.
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