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I would even buy a DLC, that's how much I liked it.
But yeah the real purpose is to teach you the basics and essentials of the game, along with some helpful folks like Honda teaching you the right mindset for the online grind.
On top of that, it's just fun to build your own custom fighter with a hodge-podge of specials from different masters, beat up random people on the street and try to guess if Chun is more into energy drinks or icy-hot pads.
Is it fun though? ♥♥♥♥ yes. You can make almost any character you want with how creative the avatar maker allows you to be. Mixing character movesets is fun to experiment with and tons of fun, I abused marisa superman punch -> wall crumple SPD/zangief level 3 for basically the whole campaign. Randomly punching bystanders just to kick the ♥♥♥♥ out of them is fun for basically the entire game too. It can be fun when you run into genuinely difficult AI/boss fights, not to actually fight because they input read pretty hard, but to treat them like a puzzle and figure out what sort of cheese works against them with your current toolset.
I'd say it's good in terms of just dumb fun basically. I played it once, had fun, and went back to normal SF after. It allows you to be creative with how you design and play your OC, which is pretty cool to me. Play it once or twice and enjoy it for what it is.
It's fun how you can mix the styles of different roster characters to make your own broken one.
The story could be better though.
You can find the DLC characters there. Do their missions and learn their style, even if you didn't buy the DLC.
If your character is high level, you can farm kudos for the battle pass faster than playing online.
As a Street fighter fan since the 90s, I never expected an SF game to feature a story mode like this, and it was pretty awesome to be able to walk around and interact with the world that previously I'd only experienced by way of small 2D backgrounds. Also as someone who put way too much time into the World Tour mode of SF Alpha 3, seeing the modern interpretation of that was pretty awesome.
I was also really impressed with the size and scope of it. When I thought it was probably going to wind down... entire new areas became unlocked and it just kept going.
In short, I loved WT because it just kept surprising me. A 2D Japanese fighter with a story mode at all is unusual to me. Add in that it is a light-RPG where you create a character? And you get to walk around a small open world in Metro City (and beyond)? And it is way bigger and has more content than I was expecting? It was an easy win for me. That said, I went into SF6 expecting it would only have an arcade mode, and maybe a crappy cinematic story (like SF5) added a year or two later.
Things I didn't like:
WT was pretty darn easy. There were a couple of fights that gave me some trouble, but they were the exception and not the rule. I would have liked the mode to offer a bit more challenge, even if the challenges came in the form of optional fights with exciting rewards.
The quests in the game start to feel pretty "fetch quest" pretty quickly. The game is rather simple overall, and there isn't much to interact with beyond "go here, watch cutscene, push button and/ or fight person". In this way, the mode's length almost works against it. I recommend playing it in small chunks to best enjoy it.
As a tutorial... WT drip feeds you info far too slowly, I feel. You can be 20-30 hours or more into the mode before it starts teaching you how to fully use your drive gauge. If WT is all you play, and you are new to fighting games, you won't notice. But if you engage with all the content that SF6 has to offer (Battle Hub, online play, arcade, combo trials, etc.), WT is going to feel like it takes WAY too long to take the training wheels off. The game's actual tutorial mode and character specific tutorials/ trials will teach you more about the game in 90 minutes than WT does in dozens of hours. I feel the mode suffers by trying to be both a lengthy story-based campaign, and a protracted tutorial mode. It should have focused more on being a single-player story offering, I feel, and left the tutorial offerings to the opening act and the game's actual tutorial.
The mode would greatly benefit from a NG+ option or the ability to replay the mode with new difficulty settings. Sadly, that isn't present at the moment, but someone can dream...
If you're an old head who knows their way around the game and picks up the new systems easily? It's just kind of a silly time-waster.
Having said that, after completing the main story I have only played it in small doses, so I'm still level 76 and only a few Masters fully completed.
It's a great way to farm Kudos when the BattlePasses are active, I only play WT nowadays during these times, making small progress each time.