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Ocelot
12-01-2008, 12:08 PM
http://wa1.images.onesite.com/capcom-unity.com/user/jimmyrey/large/ryu_color_cut_copy_small.jpg

Just downloaded this off Xbox Live, and I'm pretty impressed. From what I've played, seen and heard it's much more balanced. The online play is a lot of fun, with all the competition, good and bad, migrating here from SFII. It is also available on PSN for those that have the PS3.

Here's what's changed:


1) Two games in one. You get the gameplay of the classic Super Street Fighter 2 Turbo, just like the arcade, and the brand new sequel to that game, Street Fighter HD Remix, both in one package. (They are called Classic and Remixed in the menus.) That means you get the nostalgia of the old, awesome gameplay AND you get a new, rebalanced game guided by the wisdom tournament pros have accumulated over the last 14 years.
We simply cannot overstate how much help the Street Fighter community was in creating the Remixed mode. On the development side, we have David Sirlin who’s made his name in the tournament scene playing Super Turbo for over a decade now. Here at Capcom, we have Seth Killian, who’s not only a cynical community manager, but also has a long history with the Evolution (http://www.evo2k.com/) tournament scene and has represented the US at international Super Turbo tournaments. To round out the internal cast, we have the QA lead Derek Neal who is frustratingly good at the game and has an almost OCD affliction to creating combo videos. He has a number of highly regarded videos on youtube (http://www.youtube.com/watch?v=4WyEbSgTOMs) and has created the combo videos that you’ve seen on SFHD so far (http://www.capcom-unity.com/derek/blog/2008/11/07/capcombo_video).
Apart from guys actually paid to work on the game, we’ve also received help from guys that you’ll see top ranked in almost every SF tournament they participate in. Just to name a few names, we had help from John Choi, Alex and Graham Wolf, Tokido, and Jason Cole.
The goal of all this effort was to bring you a new mode to the game that is effectively a new Street Fighter II game. For more detail, check out previous blog entries on the changes. (http://www.capcom-unity.com/go/network/search?terms=behind+the+scenes+remix&type=blogs)





2) HD graphics. Every single piece of art in the game is redrawn in 1080p HD by the folks at Udon Comics. (http://www.udonentertainment.com/) That includes backgrounds, characters, endings, menus, and—well—everything. When we started the project, we started talking to fans very early. We got both good and bad feedback on art very early and some of this feedback made it into game.
http://wa2.images.onesite.com/capcom-unity.com/user/jimmyrey/bisonvsdhalsim3.jpg?v=202200 (http://www.capcom-unity.com/jimmyrey/gallery/view_gallery.one?pid=44154461)




3) Remixed music. All the music in the entire game is new. Every stage, every ending, and the menus. All from the guys at www.OCRemix.org (http://www.ocremix.org/). They are a community of musicians that have love of video game music and creating their own spin on it. We had tossed around the idea of adding Remixed music to the game, but didn’t have the time or the resources to make it happen. When the artists at OCRemix came to our attention, we realized that they would be perfect for the job. We loved their music and they were passionate about Street Fighter.
You can check out an original track (http://www.youtube.com/watch?v=sK9eYCndpy0) and the Remix version. (http://www.youtube.com/watch?v=-vtaH-Y7Qw0)





4) Widescreen mode. On an HDTV, you can play the game in its original 4:3 aspect ratio, or switch to widescreen mode to fill your screen during gameplay. Widescreen mode zooms in and has slightly different camera behavior, but has no effect whatsoever on gameplay.
http://wa1.images.onesite.com/capcom-unity.com/user/jimmyrey/10.226.4.125-image44.jpg?v=202200 (http://www.capcom-unity.com/jimmyrey/gallery/view_gallery.one?pid=44154531)
http://wa2.images.onesite.com/capcom-unity.com/user/jimmyrey/10.226.4.125-image45.jpg?v=202200 (http://www.capcom-unity.com/jimmyrey/gallery/view_gallery.one?pid=44154581)




5) Every combination of the features above. Whether you’re playing Remixed or the Classic game, you can turn HD sprites on or off. If you turn them off, you’ll get the original game’s sprites scaled up in all their blocky glory. This has no impact on gameplay, it’s just visual. Regardless of whether you play in Classic/Remix and HD sprites on/off, you can also turn remixed music on/off. If you prefer the original game’s tunes, go for it, it’s up to you. Finally, no matter which of any of those modes you’re in, you can play in widescreen mode or 4:3 mode. All of this stuff is independent so you can customize these options however you want.
Also note that when you play online, your opponent won’t even know what your choices are regarding HD sprites on/off, remixed music on/off or widescreen mode on/off. All three of those affect your experience only, and your opponent might have different settings for those options on his end.
http://wa2.images.onesite.com/capcom-unity.com/user/jimmyrey/10.226.4.125-image50.jpg?v=202200 (http://www.capcom-unity.com/jimmyrey/gallery/view_gallery.one?pid=44154641)





6) Advanced networking. The delays in this project gave us a chance to experiment with several different networking techniques and we chose the best. We went with a predictive/rollback system that has the advantage of reducing input delay. I know that sounds pretty jargon-filled, so in plain English, it makes the game feel responsive and look smooth, even during lag. We were able to refine this from the feedback on our open beta test, and also from a few experimental things we tried in the patch to the open beta.
The final version of the game has another feature called “smoothing” that lets you turn the input delay up or down. We found that best results were when there’s a very small input delay of 2 frames. It’s a small delay that is still responsive, but can help mask network lag. But you can set this to suit your own tastes.
We once again reached out to the Street Fighter community for their input on this. Tony Cannon, another EVO founder and overall nice guy, created the PC based networking gaming code known as GGPO. He was extremely helpful in giving us suggestions to improve what we had in SFHD. We’re confident in saying that the result is unquestionably the best console online fighting game netcode to date.





7) Double-blind character selection online. When you’re playing online, don’t you hate it when your opponent refuses to pick a character until the last possible moment because he’s trying to make you pick first? He wants to see who you pick so he can pick the best character to beat yours. In HD Remix, all online play has double-blind character selection. That means that you cannot see who your opponent picked or even where his character selection box is until both of you finish picking your characters. Now there’s no reason to stall on this screen, you might as well just pick your character right away.





8) 8-player tournaments, Ranked Matches, and Unranked Matches with up to 4 spectators. As you saw from the open beta test, you can create your own 8-player, single elimination tournaments as well as Ranked and Unranked Matches. The results for Tournaments go to the leaderboards but those results don’t contribute to any kind of actual rank (you get to choose who enters your tournaments so we can’t really make them ranked) but after the tournament is over, anyone can see the bracket to verify who won. Ranked Matches of course will track your win/loss record and assign you a rank based on your record and who you’ve played.





9) A new announcer. We got overwhelming feedback that people did NOT like the voice of the high-pitched announcer in the original game. He’s usually referred to as “Big Bird.” We replaced him with a more gruff sounding voice. While we were at it, we replaced Guile’s girly sounding “Sonic Boom” with the more manly version from Street Fighter 2: Hyper Fighting. Give this one some time, and you’ll realize that almost anything is better than Big Bird.





10) Revised endings. Udon revised and rewrote the story and text of the endings to make it consistent with the current canon. And of course they redrew them, too.
http://wa1.images.onesite.com/capcom-unity.com/user/jimmyrey/akuma1_end_final_copy.jpg?v=134400 (http://www.capcom-unity.com/jimmyrey/gallery/view_gallery.one?pid=44154711)





11) Original costume colors. The original game has 8 costume colors for each character, but these costumes do NOT include the original iconic colors from the first Street Fighter 2. So if you want to play Ryu wearing white or Ken wearing red, your only choice was to play the “old” versions of those characters by using a code. The old versions had slightly different (usually worse) gameplay. First of all, you no longer need a code to select the old characters in Classic mode, you choose between two different game logos: Super Turbo and Super SF2.
The cooler news here is about the costume colors in the Remixed game though. You can’t play the old characters at all in that game, but of course you want to be able to pick those iconic colors. You can. Select your character with the jab button to get that character’s old-school costume. If you want the color that used to be on jab, hold any punch button for 2 seconds. That means in the Remixed game, you have access to 9 different costume colors in total.





10) The CPU difficulty. In the original game, the difficulty of the computer AI is ridiculously hard. It’s harder than in any other Street Fighter game ever. Beating the first opponent is hard and beating the third one is usually beyond hard. Well, it’s just as hard as ever if you pick Classic mode, but in Remixed mode, we fixed up the difficulty so that easy is actually easy, medium is actually medium, and so on. Try playing the HD Remix arcade mode (where you fight all the CPU opponents), then if you want to risk breaking your controller in frustration, switch to Classic arcade mode.





12) Hitbox display. In training mode, you can turn a display of the game’s hitboxes to see what’s really going on under the hood. Blue boxes are where your character can be hit and red boxes are where you can hit the opponent. This is our gift to the hardcore community, so they can refine their strategies more than ever.
http://wa3.images.onesite.com/capcom-unity.com/user/jimmyrey/10.226.4.125-image57.jpg?v=202200 (http://www.capcom-unity.com/jimmyrey/gallery/view_gallery.one?pid=44154751)





13) Game speed. The game speeds match the arcade version of the game, but this is confusing so bear with me. In SF HD Remix, speed 3 is the default and is intended for tournament play and online play. It’s the same speed as Japanese arcade speed 3, which is also known as US arcade speed 2. You don’t really have to understand what’s going on with all that, just play at the default speed 3 and be happy that it matches the arcade.
Furthermore, there is a speed 0 in there for the hardcore players. On all speeds except 0, the game uses its own system of dropping frames in order to increase speed (we didn’t touch this, the arcade version did it too). This does affect whether some combos are possible/impossible. Speed 0 is slow, but it will let combo masters and makers of combo videos take frame-dropping out of the equation when they are trying to figure out which crazy combos are possible.





14) Dipswitches. The Dreamcast version has several secret dipswitches for turning bug fixes on and off. We took the dipswitches that actually affect gameplay and put them in a menu for you to adjust, if you want. These only affect offline matches, so you can’t use them online. Note that the default setting for many of these is for a given bug to be fixed in Remixed mode but still unfixed in Classic mode (have to stay true to the original!). Here’s a rundown of all the dipswitch settings:
Ability to throw an opponent who was dizzied by a throw
Ability to store Honda's super
Ability to store Honda's command throw
Ability to store Chun Li's super
When Bison does a headstomp that hits a rising opponent only a few pixels above ground level, he briefly pauses
Old Characters in Classic Mode can cancel the same normal moves into special moves as...Super/Super Turbo characters
Slowdown during hit-stun
Percentage chance that the first frame of Old Ryu's air hurricane kick is unblockable
Percentage chance that the first frame of Old Ken's air hurricane kick is unblockable
Percentage chance that the first frame of Akuma's air hurricane kick is unblockable
Percentage chance that the first frame of Blanka's horizontal ball is unblockable
Percentage chance that the first frame of Blanka's vertical ball is unblockable
Vega's super drains the meter when he...touches wall/grabs opponent
Ability for Sagat to perform a reversal Super
Can do Sagat’s super using a kick button during a 1 frame window
Dhalsim’s reversal super
Ken’s reversal super
Some moves, such as Chun Li’s throw, which normally require a forward/back input can be done with an up input.





15) The dipswitch “hat.” We didn’t want to have to worry about tournament situations where someone changes the dipswitches to their advantage without anyone realizing it. In SF HD Remix, if you change even one dipswitch, a blue dot with a chrome enclosure will appear at the top middle of the screen, above the KO. It looks kind of like a hat for the KO icon. Anyway, if you see that, you immediately know that someone has changed the dipswitches.
http://wa4.images.onesite.com/capcom-unity.com/user/jimmyrey/dip_hat.jpg?v=64288 (http://www.capcom-unity.com/jimmyrey/gallery/view_gallery.one?pid=44154811)





16) Button config. You get the best button config screen we could think of. Both players can set their buttons at the same time. It’s NOT that horrible kind of button config where it lists the buttons, then you have to scroll through various functions for that button. That kind is bad because when it says Y Button, or whatever, you might not even know which button that is if you have an arcade joystick. Even if you know, it takes a moment to think about it and figure out what is what.
Our button config works like this. You don’t have to know what any buttons are called and you don’t have to care about the layout on your controller or joystick. You simply press the buttons on your controller in this order: jab, strong, fierce, short, forward, roundhouse. That’s it. You don’t even have to tap down in between: we do that for you automatically. Furthermore, after you press those 6 buttons, you’ll end up on something called “unassigned.” If you press the remaining two buttons on your controller, we’ll unassign those for you so they don’t do anything if you accidentally hit them. If you unassign those (so you did 8 presses total) then we’ll move the menu highlight to ACCEPT for you automatically. Also note that we even support mapping more than one button to a function if you want. If you want two fierce buttons, then go for it!





17) Bragging rights. Aside from the in game leaderboards/scoreboards, we are going to be supporting an external website that will track your rank and records. This website (URL to be announced) will not only track your win/loss record, but will go into granular stats, like how many times you’ve thrown a character or how many projectiles you’ve launched. This website will be the definitive place to flaunt your Street Fighter prowess.





18) Timer in the character selection screen. This is pretty much a no brainer, but something our last online fighting game didn't have. There wil be a timer during the character selection screen to prevent any griefing.




19) Competition. Everyone is going to be playing this thing, so you’ll have no problem finding competition. Super Street Fighter Turbo is still played in tournaments 14 years after its release, so we hope that you’ll be playing SF HD Remix for that long as well.
I’m sure there’s stuff we’re missing too, but even with that, it’s pretty easy to see that SFHD is more than just Super Turbo with a new coat of paint. Like I opened, it’s been a long road, but one that I’m confident has created a Street Fighter worth waiting for.
Lot’s of thanks all of you guys, the fans, for being patience and still keeping up the hype. From working on this game, I’ve personally met a lot of cool SF heads I wouldn’t have met otherwise and I have to say, the Street Fighter franchise is fortunate for having you guys to support it. I'll be in and out of this post today and try to answer any questions you guys may have.

Source: http://www.capcom-unity.com/jimmyrey/blog/2008/11/24/hyper_mega_post_of_super_street_fighter_ii_turbo_h d_remix_for_your_reading_pleasures

Skybase
12-01-2008, 06:08 PM
I downloaded the demo on Xbox Live and was unable to play it. My second controller was not anywhere near my system and thus I couldn't choose multiplayer.

This is strange to say the least. The demo REQUIRES two players locally. Can't play online either of course. So after downloading the demo I have no idea if I want to spend the money on it.

Change
12-01-2008, 10:13 PM
i'll wait for it to come down in price before i grab it.

Ocelot
12-01-2008, 10:23 PM
Yeah the price was a bit much I have to say, but they worked their asses off on this and it definitely shows. It's a bummer you can't play single player in the demo (I noticed this myself) and I think they'll lose a lot of sales because of it. (It should have had a computer opponent imo).

So for $15, you'll be getting an old game with rebalance, a ton of bells and whistles, and a very slick coat of fresh paint. There's definitely going to be reservations, but the competition is definitely there, and it's definitely a ton of fun to play.

Change
12-03-2008, 10:40 PM
Yeah thats 15$ USD it'll cost me about 30$ here.

Skybase
12-03-2008, 11:00 PM
Yup, I'm a glutton for marketing. If I'd have been able to play the demo I'm almost positive I would have bought it. They get me hooked easily that way. . I'm compulsive.

But now I'm just over it and move to the next demo. . . (and have been happy enough waiting for SFIV anyhow.)

Evil
12-06-2008, 12:12 AM
A friend of mine got this a few days ago (xbox version) and it looks great, but plays like shit with the xbox controller (tied for worst 2d fighting game pad ever with the dreamcast one).

I really want this, and street fighter 4 when its released, but the fucking hori arcade stick costs like $80 here. And its just about unplayable with the xbox controller.

Change
12-06-2008, 02:21 AM
ever tried using the analog stick?

Evil
12-06-2008, 08:50 AM
Both the digital and analog are pretty shitty for this game.

And you basically have to sacrifice one of the attacks, the RT is just awfull for SF.

The ps3 pad would be much better.

Ocelot
12-07-2008, 08:13 PM
I have the Hori fighting stick Ex2 for the Xbox and it works pretty good for me. Of course, I'm a scrub more or less, but I'm enjoying the hell out of this game. I plan on picking up the Official Street Fighter IV stick, which surprisingly enough is going to be made by Mad Catz, as it uses the same parts as the Arcade version. I think it'll cost about $150 (if I remember correctly, that sounds about right though). Hopefully it'll be worth it but for now this Hori Stick is great. I can't imagine ever using the Xbox controller.

Evil
12-07-2008, 08:23 PM
the the $150 is stuck + game or just stick?

Skybase
12-07-2008, 10:08 PM
From what I'm hearing around, Mad Katz has changed gears as a company and is no longer focusing themselves as a gimicky or cheap controller company. They're moving toward quality, more expensive lines. I'd started reading about this when I'd heard about the Rock Band Cymbals being licensed exclusively to them as a company. I wasn't sure what to make of it myself and actually wrote to Mad Katz and had a small back-and-forth discussion with (supposedly) their Head of Marketing. They appear to be getting the licensing for many "Official" accessories as of late.

If this is in fact the case, I may find myself actually looking at Mad Katz accessories again. I'd be interested to see how that stick turns out, for one.

Izayus
12-07-2008, 10:19 PM
God I wish I was a console gamer sometimes. Misses Street Fighter I does.

Change
12-08-2008, 01:06 AM
From what I'm hearing around, Mad Katz has changed gears as a company and is no longer focusing themselves as a gimicky or cheap controller company. They're moving toward quality, more expensive lines. I'd started reading about this when I'd heard about the Rock Band Cymbals being licensed exclusively to them as a company. I wasn't sure what to make of it myself and actually wrote to Mad Katz and had a small back-and-forth discussion with (supposedly) their Head of Marketing. They appear to be getting the licensing for many "Official" accessories as of late.

If this is in fact the case, I may find myself actually looking at Mad Katz accessories again. I'd be interested to see how that stick turns out, for one.

Fuck Mad Katz! I brought like 6 of their shitty PS2 controllers and none of them lasted more then a month.

Skybase
12-08-2008, 01:34 AM
Fuck Mad Katz! I brought like 6 of their shitty PS2 controllers and none of them lasted more then a month.

That is essentially how my conversation with them started. Maybe not word for word of course. I'm still a bit hesitant however I've already caved being as how I really wanted the Cymbals.

the creeps
12-08-2008, 04:36 AM
mad kats shit is just that. shit. save your money.

Mustard
12-08-2008, 04:38 AM
This game lacks suffixes.

the creeps
12-08-2008, 04:42 AM
someone forgot to add "hyper" in there somewhere.

Ocelot
12-08-2008, 10:43 AM
the the $150 is stuck + game or just stick?

It's only the Stick.

http://ecx.images-amazon.com/images/I/41nsPYfEzCL._SS500_.jpg

The official Street Fighter IV FightStick Tournament Edition controller for Sony PS3 was designed for fighting game fans to recreate the quality, gameplay and precision found in arcades. Using the exact Sanwa joystick and 30mm buttons found in official Street Fighter IV arcade machines, along with realistic spacing and an eight-button layout, the Street Fighter IV FightStick Tournament Edition brings the true arcade experience right into your home. With separate turbo settings for each button and the best components, prepare yourself for hours of competition, no quarters necessary.

http://www.amazon.com/Street-Fighter-FightStick-Tournament-Playstation-3/dp/B001M25AY6/ref=sr_1_1?ie=UTF8&s=videogames&qid=1228751378&sr=8-1

I agree with the discussions about Mad Katz. After I bought a couple Nintendo 64 controllers (3 total) from some third party, and all the joystick became extremely loose, and some of the Z buttons got stuck, I vowed never to get another third party controller ever again. Such a waste of money. Considering these are "official" sticks, I have changed my mind about this product specifically, but will still be watching closely to make sure they will be able to survive more than a month in my hands. I don't think I'll be purchasing any other controllers other than things like this from anyone that is a third party distributer.

Evil
12-08-2008, 10:59 AM
That looks pretty sweet.

Is it ps3 only?

Ocelot
12-08-2008, 12:17 PM
There is an Xbox 360 Stick as well: http://www.amazon.com/Street-Fighter-FightStick-Tournament-Playstation-3/dp/B001M22WN8/ref=pd_bbs_sr_2?ie=UTF8&s=videogames&qid=1228757108&sr=8-2

Looks the same only with an Xbox button instead of the Playstation one. Price tag is pretty steep so hopefully they're making these things right.

Skybase
12-08-2008, 06:23 PM
They'd better be. Mad Katz has to be on just about everyone's shit list. If theyr'e going to continue making accessories they'd better change their stance.

Again, they're getting the "Official" Licenses from many of the bigger companies right now, so that's either saying that they're proving themselves to the right people, or the major companies are just getting cheap.

I'm just hoping it's not the latter.

Evil
12-08-2008, 08:00 PM
They are also doing pads (they look just like the saturn pad, and very similar to the capcom dreamcast pad)
http://www.amazon.com/Xbox-360-Street-Fighter-IV-FightPad/dp/B001M241KU/ref=pd_sim_vg_2

And a cheaper stick
http://www.amazon.com/Xbox-360-Fighter-IV-FightStick/dp/B001M22VCU/ref=pd_sim_vg_4

Change
12-08-2008, 08:39 PM
So is this even worth getting if i only have the standard 360 controller to play it with?

Skybase
12-08-2008, 08:43 PM
I personally don't mind the standard controller for fighting games as a lot of ppl do. But then again I'm more of a casual player. Perhaps if you're Super Hyper Ultra SF, then it wouldn't be as worth it?

Ocelot
12-08-2008, 09:38 PM
I think it's only worth getting if you plan on going hardcore like Skybase said. I personally use the Hori Fighting Stick EX2, which I think is okay to get even for the casual fighting fan. The Soul calibur one was like $10 bucks cheaper than the one without a graphic on eBay. it works great, and I prefer it to the controller. I would really recommend it (it's about $50 on Amazon, can probably find it cheaper elsewhere). Will probably help the longevity of your regular controllers too, as you wont be killing the joystick on them.