David / Waveshaper
Dávid Balázs   Gyor-Moson-Sopron, Hungary
 
 
"Be humble for you are made of earth. Be noble for you are made of stars."
- Serbian proverb

Config:
ASUS GeForce GTX 1060 STRiX 6Gb
Intel core i7 2600k
8Gb RAM
Currently Online
Favorite Game
221
Hours played
57
Achievements
Favorite Guide
Created by - David / Waveshaper
1,388 ratings
I wanted to create a guide for every aspect of the game, including the very basics such as business model, what to expect from the game (much like a review), then go into detail about each ingame activity, feature, tips and tricks and whatever. As an Elite
Review Showcase
707 Hours played
Street Fighter back in it's full glory. After the disgrace that 5 was - in terms of mechanics it's the least liked SF game, in terms of PC port it's the worst - Street Fighter 6 not only restored the glory of what the 4th generation was, but surpasses it in many ways already with tremendous more space to to grow. This is going to be a longer review so I'll break it down as follows:
* New player experience
* Mechanics
* Content
* Monetization
* PC version

New player experience
Fighting games are hard, that is the common view of them, and Street Fighter was always among the more difficult: there is no dialing up combos then watching them play out (like Mortal Kombat / Injustice), you have to time all the unique moves after each other (linking) or cancelling into each other (cancel) in the right moment. This requires either prior knowledge from previous games as experience between games carry over well, or learning by experience or from various guides.

Street Fighter 6 does everything to hold your hand. There is a very long tutorial explaining how Street Fighter games work, there is one that explains each and every new mechanics in SF6 - there are actual descriptions that tell you THIS is how it works, WHY it works that way, HOW and WHEN to do it. At any point you can stop it's AI demonstration any try it yourself. Then there are individual guides that go over nearly every move of every single fighter, explaining everything in the above manner. Then there are the traditional combo trials for each character, and an extremely indepth training mode where you can even display frame data of every move on the go. On top of it all, Street Fighter 6 introduces the world's first open world exploration for a fighting game: you'll have 2 medium sized cities and almost a dozen smaller other areas around the world to visit in a purposefully silly-written, very early 90s style sort of JRPG with itemization and consumables too, which is just a love letter to the fans of the characters as you get to see them live in their own world, and as you keep doing missions and using their battle style (even mix and matching special moves from all of them!) your "bond" increases with them which unlocks new moves, they come to your aid in need, tell you about their life stories and give you silly lovely little things like a concept art about how Ryu got his first modern jacket from Chun Li because him wearing his gi all the time caused him problems on the airports. It's just heartwarming extra for us long time fans, and a very smooth introduction and casual fun for new players. The story is all kinds of goofy wonky silly fun, but it puts a smile on my face way more often than expected. And I'm teaching Ryu how to use a smartphone as if he is my grandpa while he teaches me how to break ribs.

There is a new Modern control scheme that transforms SF from a 6 button game to a 4 button game, making it so much more easier for absolutely newbies to enjoy the game. However you should quickly drop this for classics, or otherwise you'll miss out on certain moves and will suffer a permanent 20% damage nerf (as long as you use Modern controls). Also there is an Auto control scheme for those who just want to mash buttons and the AI helps you to autocreate combos - this is banned from online and there is no way to allow it, thank god.

Mechanics
The new Drive system allows you to cancel any normal move (on hit/block) into a forward dash, gaining frame advantage and making normally impossible combos now connect. For this, you'll use a Drive meter, which constantly regenerates, but doing EX moves also consumes this, parrying also consumes this, and blocking also slowly eats it up: the whole match is about managing this meter, as an extra layer of strategy on top of the already bottomless depth of mindgames present in any Street Fighter. Should you empty your bar, you'll enter burnout state when you are a bit slower, you start to take minimal damage even on block, and you guessed it: it reloads faster if you go on an offense, however if you entered burnout, you cannot use any of your Drive features until it regenerated back to full. It's a quite fantastic system that carries the best elements of SF4's Focus Attack Dash Cancel system (there is a focus attack that consumes 2 hits now, but only breaks defense if it pushes you to a wall) and 3rd Strike's parry.

Content & Online
* There are 18 fighters in the base game, with more coming
* BattleHub: Online space / lobby in an arcade building to socialize and look for opponents and friends, fight with your custom avatars or play classic matches. Also several 90s CAPCOM games are available on solo arcade machines
* Character trials
* Training mode
* Ranked / Unkranked, you can quoue up for both at the same time in any (non-campaign) mode.
* Ranked points are now individual by character, no longer you need to fear demotion for wanting to learn somebody new
* Large gallery of videos, concept arts, playable retro CAPCOM games
* Extreme modes for those who want to go 0-100 silly real fast: rolling barrels or shocking tesla coils dropping from the sky, or a bull charging through the stage - you have many modifiers to have fun with.
* Online netcode is perhaps the best of any fighting game I ever played (SF4, 5, MK9, MKX, Injustice 2, SF6). There is a separate indicator of connection for those who play on WIFI.
* Arcade mode for so many additional unlockables
* Titles are unlocked by challanges and character "kudos" you earn with trials, watching guides, tutorials, and playing online.

Monetization
* Alternative colors are bought with ingame money earnable through challanges
* Alternative costumes are unlocked through max bond with characters in campaign OR alternatively 1$ per costume
* There is a premium currency for buying alternative costumes (50 / costume, smallest pack is 5$ for 250 premium currency)
* DLC characters are bought either in seasons (4 packs) or individually with premium currency(?), none released yet.
* BattlePass: The best BattlePass ever made. This is a BattlePass made for the shareholders and investors who told the devs they must do it. Devs said "ok", and made trash cosmetics for your avatar and some titles, all of the real game is uneffected, no character skins, etc.

PC version
* All platform crossplay
* Full steam integration for achievements, guides, DLC etc.
* Rock solid 60 fps for all classic modes
* Campaign open world is worse than some PS2 Spider Man games at times, and runs terribly. Campaign battles may run in slow motion regardless of graphic settings / fps, in case that happens you need to lock campaign battles to 30 fps (there is a separate setting for this in options) which is still a poor experience, but you can get used to it. Or just ignore the campaign like everyone.
* FPS drops happen in intro/outro videos of characters, but does not effect match start.
* Full keyboard support, every button, you can use as many as you want like in 4 (to hell with you SF5 PC port)
* Easy plug and play support for X360 / X1 controllers, did not try others
* DEMO available
* BENCMARK available (separate download from official site)

As a veteran of Street Fighter 4 from release to the end of Ultra Edition, sinking 4000 hours into it from Games for Windows Live times to full steam integration across 8 years, I very much disliked SF5: it's battle system, poor PC port regarding keyboard support, laughable netcode and plastic-doll effect graphics style, Street Fighter 6 is everything I wanted 4 to grow and evolve into. It's a masterpiece that puts back Street Fighter on the throne of all fighting game tournaments with at least 5-7 years of support coming. I don't ever buy full priced games anymore, but this is the one exception I made and I have no regrets. However you should avoid the bigger editions for now, and wait for price drop on DLC characters.
Favorite Game
821
Hours played
78
Achievements
Screenshot Showcase
Withering flower
1
Review Showcase
221 Hours played
What is Death Stranding?
A combination of Facebook, Elite Dangerous, a stealthy TPS, a managment game, social experiment, and a deeply personal and touching story that's missing from all the above.

Imagine a society that is so fragmented, it mostly communicates through online means. Where people terrified of the dangerous outside - be that insecurity, self image issues, lack of confidence, people hurting each other to feel any satisfaction or power - that everyone is fine in their own personal bunker, hiding from each other, but having deep conversations online and mimicing the passion and empathy they should live their lives with in practice, only through online forums. I believe a large part of today's actual, real society is like this. Replace the real dangers with a post-apocaliptic sci-fi dangers, and you get Death Stranding's world.

While I'm only 8 hours in with most of the game and promised mindblowing surprisies and catharsis moments yet ahead of me, it's already brilliant how the game is quite literally putting the weight on our shoulder to GO OUTSIDE in a world where nobody leaves their rooms, and try to reconstruct a real social network to encourage the people of Earth to leave their shelters, go out, build happiness, have children, and so on. Our protagonist has his own set of issues, terrified of human touch which makes him even more special in a sense that he has the courage to do all this, and the game immensely rewards him (and us players) with positive feedback. There isn't a single word that's negative or threatening, everyone is glad and thankful to see us but differently than in most games where people need the player as their only hope. We know other postmen are out there, doing what we do. Other players, and in fact we can interact with them through the ingame social network, giving out likes on their posts that warn us of dangers or shortcuts ahead, or we can show appriciation for a well placed ladder left behind to make our struggles easier. And it can be You who leaves that ladder behind, makes that little sacrifice to help the next postman who comes this way, so you can help someone else feel grateful in time of need just like you were.

The game also features a quite serious management part where you have to manage your weight distribution, enviroment building (constructions, recharge stations etc.) which is shared across players of various sized instances (though nobody else appears, it's singleplayer only), and you have to plan your journeys ahead with mark on map, provisions and preparations. It's similar to Elite in this sense, and that you have to imagine all the people living in cities going on with their lives, but it's much more satisfying here because the shared online world and actual meaningful conversations and script is with you all the time instead of being generated randomly. I love that I can take part in carrying something on my back someone had to leave behind for other priorities, and while I may just have to do the same and drop it eventually as I brought it a bit closer to the package's destination, a third player may pick it up and deliver it eventually, and all of us get rewarded for it. Through mechanics like this, the game helps you to learn to trust people and let others close to you, and emotionally rewards you for being brave enough to do so - just what your protagonist needs.

And while you are experiencing all this, there is the world of Death Stranding that's a mystery in itself, because another Big Boom that spiralled the universe into existence just happened and torn the world as we know it apart, messing with the rules of time, space, gravity, the very foundation of how life and death works.

It is most certainly not a game for everyone, but if this little review got you excited or even interested, it's well worth picking up. The PC port is flawless both in performance and control customization, device support.
Recent Activity
161 hrs on record
last played on 20 Apr
707 hrs on record
last played on 19 Apr
53 hrs on record
last played on 19 Apr
David / Waveshaper 20 Feb @ 7:39am 
Kenne ich dich?
PearFinch 18 Feb @ 2:22pm 
Hallo, wie geht's? :Prinny:
Zada 14 Nov, 2024 @ 1:52pm 
I SMOKE WEED
Dunkler Messias 17 Oct, 2024 @ 12:08pm 
There is no reason to scan data leaks anyway. At least in the early game. There is one story mission where you have to scan a leak, but they tell you that you may have to use an EMP bomb to create leaks.

Also, you can always just ignore missions and do something else. So if you have troubles with your current ship, you can do other missions first, buy some miner ships to work for you to earn some money, so that you are able to upgrade your ship or even buy a new ship for yourself.

And no, dropping EMP bombs doesn't anger the station. But if the little police ships watch you doing that, they may get angry and attack you. But it's not like the whole station attacks you.

If you have some problems with the game and can't find it out, make sure to check the guide section, the game forum on Steam and Reddit. Other people probably had the same question, too, which was answered.

We know that X4 is a bit hard to get into it, but it's worth it. Don't hesitate to ask for help. :-)
David / Waveshaper 17 Oct, 2024 @ 11:46am 
Hey, thanks for reaching out. Sadly, I did not troll or even made an overstatement. I really did spend 10 hours with that, seeing how I have 10 hours more in the game than I had before my attempted big restart, and how I played it in 1 hour pieces after work over the course of a month.

I did finish the tutorials so I know how it should look like, but unfortuntely the story mode character does not start with an EMP bomb (that I know of), nor does the game communite that data leaks are not guaranteed. I was going mad over this because I found it once before on the very same station. I'd like to stick to the story mode but with the beginner ship I feel gravely underequipped to even attempt anything that might anger a station and shoot me to pieces, and an EMP bomb doesn't sound like a friendly tolerated activity.
Dunkler Messias 16 Oct, 2024 @ 1:44pm 
In an X4 news you wrote as comment: "I spent 10 hours looking for a data leak around a station and quit."

Not sure if you are trolling. But in case you are serious and exaggerated a bit: Data leaks are not guaranteed. If you really, really want to scan a data leak (to get the blueprint of a module) you can craft (or buy) an EMP bomb which you can drop on a station module and detonate to create several data leaks.