Ryu is a clunky character to control, with input lag so severe you wonder if it’s the hardware causing the problem but given my initial play of all versions this is more likely that it’s just programmed that way. This is why game reviews and playing games specifically is much more useful than screenshots, because while Street Fighter can look the look and talk the talk, it sure doesn’t walk the walk. Heck, even looking at screen shots it appears to be an archaic (but appropriate for the late 1980s) version of the sequel that may have you dusting off your Wii to check it out as you gaze upon the very shots in this article. This is the part that will look and sound quite familiar, complete with picking the areas of the globe you want to fight in, taking on some fighters you may be familiar with (like Birdie or Sagat), and even having the ability to do all of Ryu’s signature moves (Dragon Punch, Hurricane Kick, and Fireball). You play as Ryu, the famous character that is most often linked to the Street Fighterfranchise, in a series of one-on-one fighting matches. If you’re a fan of Street Fighter II, the concept of getting to see where the series starts is tempting to say the least (and now completely possible without expensive hardware thanks to the virtual console and Capcom Collection), but you’ll soon find that Street Fighter is much more of a proof of concept rather than a fighting game that pre-dates the record setting sequel. One of the most common questions I have been asked in regards to fighting games is, “why is Street Fighter II a sequel? Where is Street Fighter?” An understandable question, especially when you consider that the original Street Fighter was released in arcades a whopping four years later, plays completely different from its sequel, and was called Fighting Street in its only US console release (on the Turbografx-CD no less).
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