The Xbox 360 version has a 83 average (based on 45 reviews), so the critical consensus is that it's a good game.
lol, professional reviewers don't know the first thing about fighting games. They only know how to analyze the superficial features. Compare those scores to the user metascores. The game is ASS.
http://www.metacritic.com/game/xbox-360/street-fighter-x-tekkenhttp://www.metacritic.com/game/playstation-3/street-fighter-x-tekkenMicrotransactions--Capcom really trying to milk this, first with it's 12 "locked" characters on disc but also with the "gem" system. The gem system was supposed to help the casuals and hardcore alike but now you have some 30-40% damage increase gems that you can "buy" giving one "set" of players an extreme advantage over the other. For Evo, the officials decided to Ban Gems.
Yeah, this is an annoying thing. I should point out the primary reason for not using gems in tournaments is the ridiculous amount of time it takes to set them up, though.
Pre-programmed combo system--an "feature" in the game. *Also note it's another microtransaction for Capcom*. Pretty sure at EVO they disabled this system as well.
Actually that's bad and useless, since it takes meter to do something you can do normally without it. Somebody accidentally hit the button combination to activate one in the top 4, and he not only lost the meter, but got punished for it.
Timeout--so many matches end in an timeout.
Yep. There's a lot of running away in the last 30 seconds of matches.
The whole, if one character is defeated than the match is lost. Especially evil in an partner 2vs2 game.
I don't think this is necessarily a bad thing. You have to make a lot of judgment calls with your character switching. One of the rare occasions where the game makes you think. Tekken Tag Tournament works the same way.
Where the game really stinks is at the basic nuts and bolts of the game:
- Throws are next to useless. They have horrifically short range and really long startup time, making them very difficult to land, and they damage off of them ain't great. How many throws did you see at EVO? What's going to stop someone from just blocking most of the time until a timeout?
- Anti-air moves seem to be weak to nonexistent on most characters. Either you let the other player jump in and initiate stuff on you all the time, or you're forced to pick one of the few characters that can deal with it.
- JABS. JAB JAB JAB JAB JAB JAB. The advantage time off of jabs is ridiculous. The defending player often can't do anything when caught in a jab string, maybe a too-risky reversal or something. And if they touch, it's easy to hit confirm into whatever combo. Bleaauugh
So basically this alternate version of EVO grand finals:
http://www.youtube.com/watch?v=WAJUelWRWBs