It’s based in Final Fight’s Metro City, so there’s some fun crossover from that part of the Capcom universe. It’s not quite as alive as Kamurochō but it is full of interesting people and places to visit. Its structure is very similar to that of the SEGA-owned series where random folks have strange requests to be fulfilled and roving goofy gangs are out to pick a fight with your character if they stray too close. I mean it as a compliment when I call World Tour mode a Yakuza-lite experience. It features a sizable hub city and some smaller-scale places abroad. This character then goes into a 3D fighting RPG story where the aim is to become the strongest fighter alive. World Tour sees players create their own original Street Fighter character by using a pretty solid character creation system. The other two parts are offline and online respectively, but share plenty of D.N.A. If ever there was a sign Capcom knew exactly what needed to be addressed in the next Street Fighter, this statement of intent is perhaps the strongest there could be. Interestingly, the whole of what Street Fighter V ended up being is in Fighting Grounds. Street Fighter 6 is positively stuffed by comparison. It’s worth remembering that Street Fighter V essentially launched with fewer features than this one segment of Street Fighter 6 alone. Fighting Ground is your basic Street Fighter experience with an arcade story experience, online and offline fights with the roster of characters old and new, and practice modes to refine your skills. Street Fighter 6 is split into three distinct parts.
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