| 1 year ago :: Jul 07, 2008 - 11:36AM #1 | |
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...but were afraid to ask. All right, folks, here's a comprehensive summary of what we know about Super Street Fighter 2 Turbo: HD Remix (SFHD) so far. I was inspired to create this thread after Sven requested that I bring this information over from the Shoryuken forums. We are resource constrained. This project already has gone over the original budget (we had a new budget approved to accomodate our dedication to its quality and the new features… there were even a few we wanted to do that had to get cut in the end… more on that in a post mortem blog or something). Anyway, we wanted to do a beta to test the new network features but even if it were possible for Sony to do, it would require 3 submissions (US, Europe, Asia/Japan) to reach the same global audience we can with MS in a single test and global submission. Commando 3 is now available on the Xbox LIVE Marketplace as of Wednesday, June 11th, 2008, for 800 Microsoft Points, which equates to $10 US dollars. The beta has been active since Wednesday, June 25th, 2008 and will run for approximately eight weeks. Here are the design goals: In this mode, we can assume that inconsistent properties such as random dizzies will be fixed in the game. Characters who did not have reversal supers can now perform them (we saw Ken do a reversal super in the SF:HD footage that Rey Jimenez revealed). Most interesting is what was revealed in a 1up.com preview article. The game will feature a "rebalanced mode," which will not only attempt to eliminate significant advantages between characters, but also simplify move inputs for casual players. Svensson stresses that all original button combinations will still remain intact, but those looking to pull off Zangief's typically complex piledriver move or one of Akuma's three-button attacks with one fewer button press will have that option. Sirlin revealed in a Capcom blog the extent of these changes. Brian mentioned that we are basing the game off of the Dreamcast version. That was done because the DC (Japanese version) code is easier to work with, and there was already existing network code within the game to start with because the Japanese version had an online matchmaking service. Now, before you guys start throwing tables in disgust because we are using the DC version and not the arcade version, realize that the DC version was an arcade perfect version. Or at least it was really close. Some “dip switches” were changed for the DC version that gave it some of its interesting quirks. For SFHD, we are simply flipping those “switches” back to their original settings so that the game plays like the arcade version. Also, we are making fine adjustments as needed to make sure it plays exactly like the arcade. So, while it is true we are basing the code off of the DC version, the end result will play arcade perfect. Updating the Fighters This list will be updated as more character changes are revealed. According to Svensson, the art is behind schedule and Capcom won’t release the game until it’s ready. The team at Udon was previously doing all character art, all static portraits, all backgrounds and all key frames. "What’s likely to happen is we’re going to have Udon do every single frame. As a result, we’ll get a better product, but it’s going to take more time." Svensson stated that the art budget alone surpasses what most companies spend on an Xbox Live Arcade game in its entirety. Rey Jimenez revealed in the Capcom blog, "The HUD and fonts are very early. We haven't done anything to jazz it up yet. So I know it looks boring now, but it's something we'll be working on." Because we at OC ReMix worked within the basic framework of the past game, keeping things to about a minute to 90 seconds long, the OC ReMix soundtrack is basically paced the same way. We got hired in the first place off the strength of Blood on the Asphalt, so 8 of the stage themes are adapted from that, and we're proud Capcom felt our work on that album was what they were looking for with HD Remix. So I'm glad we got to adapt a lot of our work for this particular title. 3 more are from other OC ReMixes, and 6 were created from the ground up. Nothing's been set yet on an album release for the soundtrack, but I'm sure once something is finalized, you'll definitely know! For Guile's stage, the lead is an electric guitar synth. But since then, artist Big Giant Circles actually bolstered up the track by getting his colleague Justin R. Coleman to add some real electric guitar in. So the melody's now Justin's live guitar doubled by the guitar synth, for a more realistic tone and beefier sound. Once you hear the finished cut, I think you're gonna be feeling it even more! José the Bronx Rican handled most of the ending themes, and those were kept fairly straightforward since they were so brief in the first place. Those are all about 30 seconds long. Widescreen Mode Stat Tracking We'll ultimately have to wait to see if such prognostications pan out, but one feature we expect to be completely fascinating is the addition of robust stat tracking tools. "Think of it as your Halo 3 service record," says Svensson, referring to Bungie's mighty collection of highly specific in-game statistics. Either through the game or via a web-based portal, HD Remix players will be able to check out a heap of stats, broken down by character, country of origin, and even move type. "If I want to see the top Cammy players from Canada, I can do that," he says. "If I want to see who has the most throws in the world, period -- I can do that." That's all the information that I have at the moment. I'll keep updating this post as more information is revealed. To all Capcom staff, if there is any information that is missing or inaccurate, please let me know so that I can correct it. If you made any changes to this post through your mod powers, please let me know so that I can update the sister thread on the SRK forums as well. |
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| 1 year ago :: Jul 07, 2008 - 11:48AM #2 | |
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Finally someone posts the dates for Evolution 2008. Shoryuken's lame front page acts like everyone already knows it's August 8-10th and doesn't add that to their large announcement about Evolution. =P |
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| 1 year ago :: Jul 07, 2008 - 1:18PM #3 | |
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that's because www.evo2k.com is the official site for evolution. Granted, wiz hasnt been doing much updating to the main srk page, mainly due to the part that no one looks at it. People tend to go straight to www.shoryuken.com/forums. If you go there, there are evo2k8 banners with info all over the place. |
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| 1 year ago :: Jul 07, 2008 - 1:37PM #4 | |
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lol then why have a front page in the first place?, it isn't hard to include " (August 8-10) " =P |
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| 1 year ago :: Jul 07, 2008 - 1:43PM #5 | |
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no doubt. But the information is not particularly hard to find either.... |
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| 1 year ago :: Jul 07, 2008 - 2:32PM #6 | |
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this needs to be stickied |
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| 1 year ago :: Jul 07, 2008 - 2:57PM #7 | |
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agreed, a sticky for this info would be nice |
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| 1 year ago :: Jul 07, 2008 - 3:44PM #8 | |
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Awesome post. |
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| 1 year ago :: Jul 08, 2008 - 12:02AM #9 | |
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Great post (stickified!).
Christian Svensson
![]() Now Playing: WoW, Fat Princess, MvC2, Magic: The Gathering, Age of Booty (360) |
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| 1 year ago :: Oct 01, 2008 - 10:54PM #10 | |
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Can't waitil this gets release... |
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