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It's a good mode to learn the game, and afterwards, it's also a good mode to chill out after facing the tryhards in Ranked
You can pack crap in colorful package, but at the end of the day - it is still crap.
In fact I have two, male and female. It fits better when you switch between master styles.
But is it a good game? Like strip away the Street Fighter name and pretend this a Final Fight reboot instead. I'd think it was pretty clunky and repetitive with a mod-quality story, like from one of those games where players can write and create their own quests. In general I just don't think fighting games mesh well with any other game format. It feels like they should, but they never do. It always ends up like this or something like Virtua Quest, something that's almost good but would be better if it was built around a combat system designed for it, like Yakuza.
The main thing I wonder is, if you took all the people who worked on this game mode and instead had them creating fighting game characters, how much larger would the base roster be? World Tour was clearly not a small side project. I don't consider it a failure. But the longer it went on and the more effort I sensed had been put into it, the more characters I added to my mental checklist as having likely been cut to make room for this within the same time and budget constraints. How large you think that number is likely determines whether you think it's worth it.
This started becoming a trend in fighting games since the PS2 era. The only people who focused on Single Player/story around then were Arc System Works. Tekken 3 was the best in the series for Single Player and they only just started to make a better Single Player again. Super Smash Bros. Melee had the best Single Player in any fighting game despite lacking a story and Brawl toned down what made it good and Ultimate stopped trying outside of World of Light. At least modern games usually have better teaching materials. Even combo trials were rare in the Playstation 2/3 era. It's been a slippery slope overall since the before the Playstation 1, most fighting games were more simple as well.
I would rather have world tour than a larger base roster. The larger the base roster gets, the harder it gets for new players to deal with all the diversity at launch.
My wish for World Tour is that they offered more master specific training, like a middle ground between WT and combo trials. Maybe master specific arcade trials that exercised certain combo routes.
I'm nearly finished and have been using Chun Li style, but only learned a tiny percentage of the character. OTH, charge fireballs are trivial now and I learned a combo link into spinning bird kick that works most of the time.
the third option can be easily patched in, the former two might need some time.
but the wt mode is really really good. my favorite part is, as you go deeper into your mentorships, not only do you learn more about them, you also get their special moves which can be mixed and matched onto other characters. you can create true frankenstein monsters in both looks and playstyle. and it's beautiful.
Everything changed for the worse, singleplayer-wise, when Midway kickstarted Gamespy for MK online and Microsoft came up with Xbox LIVE, which led to the revival of the genre in the form of Street Fighter IV.
But things got MUCH worse than that once ♥♥♥♥ like EVO became what it is. Prior to that, stuff like Frame Data didn't even exist, for example.
Now, thanks to all them crappy tourneys, you have banned fighting games that won't ever see a sequel again (Dead or Alive) and the fiasco of Street Fighter V's launch, where Capcom pretty much forced everyone to become a tOuRnAmEnT pRo. Hopefully they were put down in their place for good and learned their lesson otherwise the damage would've been WAY worse.
Know this: Casuals make the genre and if it were not for the casuals the genre would be long dead by now.
Don't believe me? Browse Reddit and GameFAQS. Threads about literally ANYTHING gets lots of answers. On the other hand, people couldn't care less about tOuRnEyS and TiEr LiStS.
Nowadays the developers know full well that people wanna feel like they're evolving but without making the hobby become a second job. Hence the protected ranks, win-streaks bonuses and shortcuts, to name a few examples.
It's not enough, though. Genre still needs lots of QOL changes such as the option to block mirror matches, blacklist characters, automatically block wi-fi, if playing on Ranked and offline ranks, for when the online becomes ultra ♥♥♥♥♥♥.