Not sure if I asked this before, but...
Going back to the PS2/GC/XBOX era of fighters, most of the "real" fighters barely, if ever had "story modes". I mean, I think it was only the 3D Mortal Kombat games that did (Deadly Alliance, Deception, Armageddon). But other than that, for the likes of Street Fighter, Soul Calibur, Tekken, and DoA, you had to mentally piece together what's fluid (or wait until the devs confirm what's canon in the next game).
But then we had the influx of fighters based on anime/manga licenses, many of which were criticized for being quick cash-in's on the license (unless you were DBZ: Budokai 3). Yet, unlike most of the titles above, some of them had an actual story mode. Like below:
Granted, in DBZ's case, they retold episodes of what those games were based on, but they also had 'what if' scenarios dug in.
Then a gen later, and often we see one western developer get most of, if not all the credit for implementing such a feature, starting with...
And it's not just the implementing of a story either, even mechanics have gone more simplified now, mainly with how 'Finishing Moves' or 'Ultimate moves' are done, even though a common criticism with the licensed fighters is how easy and lacking of depth they were. It's just as easy to do these...
...like it is these (not complaining as I couldn't elegantly pull off a complex input for a Shinku Hadouken in Street Fighter to save my life unless it's the 3DS version, just surprised is all), in that once you fill up a certain meter (or get your ass kicked to a certain level in Tekken 7, press/hold a button, maybe two and.... BAM!
In short, I ask: Are fighting games of this gen and the last adapting quite a bit from their licensed bretherin (which are quite often dismissed as shovelware)?
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