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Numerous menu items are, for example, greyed out. You’re told that you’ve unlocked a new costume for purchase in the in-game store – which doesn’t launch until next month The game is a statement of intent rather than anything resembling a final delivery. And now, on arrival, the Street Fighter V of February 2016 is plainly unfinished, with many of its modes and functions unavailable. Capcom has been unable or unwilling to fund the game’s development alone, forging a financial partnership with Sony (thereby preventing the game from coming to Microsoft’s console). For the first time in the history of the series, there will be no release in the arcade, that frontline of competitive play where Street Fighter has, traditionally, always debuted. Street Fighter V’s launch, by contrast, feels lacklustre. In this way the game attracted a devoted community of competitors, who trained with the dedication of real-world martial artists, and who now compete in professional tournaments for enviable prizes. By simplifying the game’s move lists it lowered the entry bar to newcomers, but it then also offered a long, deep learning curve for those willing to set out on the warrior’s journey. Capcom’s hyperactive martial arts series had been absent for close to a decade and, under the enthusiastic watch of producer Yoshinori Ono, its return was a triumph. S even years ago, Street Fighter IV felt like a spiritual revival.
