It made the moments where everything was running fine-usually in its smaller, more isolated areas designed around the game's stages-feel abnormally fast and regularly tripped me up. ![]() Turning on shader precaching in the settings helped with my open world traversal, but I still regularly suffered from battle slowdown. I frequently suffered frame drops while running around, and dropping into a fight would slow the whole game down considerably, causing my character to fly around the screen in slow motion. It's especially prevalent in the mode's two large and open locations. My biggest gripe is that, for how well-optimised every other part of Street Fighter 6 is, World Tour can be a bit of a chugfest. Other minigames focus on spacing and footsies, or dealing big damage and combos all at once. I'm too embarrassed to admit how much of my playtime was spent on Hado-Pizza, a minigame dedicated to practicing input execution, which screams "Buono! Buono! Buono!" at me every time I do a good job. There are even part-time jobs, minigames that give me precious currency for outfitting my avatar or buying gifts for my pals, but once again masquerade as fun ways to teach fighting game fundies. ![]() It was a great way of subtly sneaking in how Street Fighter 6's numerous mechanics work, when best to use them and just reminding me that they existed in the first place. Numerous side missions focus on putting the game's various mechanics into practice-like hitting drive parries, triggering pressure time and performing hard knockdowns-exploring defensive play and ways to find openings in my opponent's offence. World Tour is also rather cleverly disguised as a great mode to teach core fundamentals.
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