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Super Street Fighter 2 Turbo: HD Remix
Things we know THUS far.
Here's what we know about SF:HD so far based on what was said by Sirlin, Rey Jimenez, and other Capcom/Backbone employees.
SF:HD is considered to be the next entry of the SF2 series, making it the 6th installment of the series (Hyper SF2 is not considered a new SF installment). There will be actually be two games in SF:HD: the original Super Street Fighter 2 Turbo and a remixed gameplay mode with rebalanced gameplay tweaks. Fans will be able to play the game with the classic ST sprites or the new redrawn HD graphics (drawn by Udon artists) in either mode (however, the backgrounds will remain in their redrawn HD state regardless of sprite-style selection).
The game will be released as a downloadable title for both Xbox LIVE Arcade and Playstation Network (XBLA and PSN), but a price has not been determined yet. Capcom has revealed that both versions will be identical, as Microsoft has granted Capcom an exception to the 150MB XBLA size limit that could have limited the XBLA version of the game.
Release Date
Sirlin has stated that the game will be released in Summer 2008. It was announced as one of the games in this year's Evolution 2008 tournament, which takes place August 8th-10th at Las Vegas. It is assumed that the game will be available a few weeks before the tournament, probably either June or July.
1) Make the game easier to play—more inclusive rather than exclusive
2) Make the game even more balanced for tournament play
3) Add fun as long as it doesn’t interfere with #2.
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.
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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.
More surprising than the slight modification of existing moves is the addition of new ones -- both those taken from other, non-numbered series entries (such as Ryu's fake fireball), and some that have been created from scratch for HD Remix. According to Svensson, "almost every character, especially the less popular characters, has been given some new toys." Several of the world's top Super Street Fighter II Turbo players have been consulting to help maintain the integrity of the experience during this rebalancing process.
Sirlin revealed in a Capcom blog the extent of these changes.
Brian Dunn revealed this in the Capcom Digital Blog, "This game uses the Dreamcast version as a base. Basically it uses the same base code (with improvements and new features and additions), with all of the "art" files replaced with new ones for the updated look." Rey added the following in this Capcom Digital blog post after some objected to the use of the DC version of ST.
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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
Sirlin has posted how the ST cast will be changed in the Remixed Mode. Here's a list of changes revealed so far.
This list will be updated as more character changes are revealed.
Graphics
According to this Game Informer article: Quote:
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."
In a reversal to what was announced previously, remixed tunes will be available in the game. According to the 1up article, Christian Svensson hints that the community will come into play somehow with the creation (or selection) of the remixed music tracks. Rey Jimenez said in the Capcom Digital Blog, "You'll also notice the new Ken level music. Again, this is an optional feature, but I am working with a bunch of talented individuals to get new music in the game. I'll let you know who they are later as we get closer to release."
In recent gameplay videos, the remixed tracks for Ken's, Vega's (claw), Fei Long's stages were modified tracks from the Blood on the Asphalt remix project. It was also confirmed that players can play with the classic or remixed soundtrack in either Classic or Remixed mode.
No word yet if Guile will have a manly "Sonic Boom" voice this time, but Ken and Ryu were using their CPSII voices in the SF:HD footage. It has been requested by many fans that Guile's and Balrog (boxer)'s voice be changed from the current ST announcer's voice.
Widescreen Mode
In another reversal to what was said previously, SF:HD will have a widescreen option. According to Rey Jimenez, "As you may remember, we weren't planning on including any sort of widescreen support that would extend the edges of the playing field to the edge of the screen. But the community voiced that they wanted it really bad, so we decided to put it in. The mode is optional, so you can play in standard 4:3 if you want to. It’s not a stretched mode, but something similar to what’s been suggested on many forums as a widescreen option. Essentially, it’s a zoomed in mode, with a portion of the top of the screen cropped off." Sirlin at one point in his blog said, "The widescreen mode zooms in the camera but does not change gameplay. I was skeptical at first, but it's turning out surprisingly good. Even hardcore players seem to like it, even prefer it to the regular 4:3 mode."
Remember, widescreen mode is optional.
Tournament Options
Capcom has revealed that there will be an 8-man tournament option in the game.
Online Matchmaking
There was a very good suggestion for a blind selection option. Setting it so that players won’t know whom their opponent selected until the versus screen will prevent players from playing chicken on who picks first (and the other picking a counter-character). Definitely set blind selection as a default option for ranked matches.
In this Videogamer.com interview, Sirlin confirms that a visible time limit will appear on the character selection screen. It will visibly dissuade opponents from staying on the versus screen indefinitely (like those in Hyper Fighting who pick up wins from quitting players who are tired of waiting) and also advise indecisive Super Turbo players how much time they have left before the game chooses a fighter for them.
Speaking of quitting, Sirlin has stated that quitters will be dealt with (most likely with an automatic loss). Some have also suggested adding a disconnect stat (like DoA4) so that you can see if an opponent likes to quit mid-match a lot.
Rey Jimenez revealed that ranking system will no longer just track win/loss ratios. It will be a system similar to chess' ranking system. Some have suggested implementing a decaying rating system, where rating points for everyone goes down after a week or so (or just for those who haven't played in a week). It prevents people who begin with an awesome record to permanently remaining on top of leaderboards if they never play again.
Furthermore, there will be two leaderboards, one for original ST, one for Rebalanced/Remixed ST.
Quarter Match
Rey Jimenez confirmed that Quarter Match will be available, and according to a Game Informer article, it's going to be expanded. The Quarter Match lobby can now hold six people with four spectators and two players. Spectators can hang out and opt out of gameplay if they don’t want to play. Also, if someone drops out, someone can join a game that’s already in progress.
Winner Stays as Same Character Option
Ultradavid had a really good suggestion of adding a "Winner Stays as Same Character" option for the Quarter Match lobby. In the arcade, you were not allowed to switch characters if you won a match and were challenged again, so you could recreate that in a Quarter Match lobby with this option. Players could search for Quarter Match lobbies with a filter for this option on, off, or either.
Allow Guests in Non-ranked Quarter Matches
This feature was missed in Puzzle Fighter HD, and I'm sure some would like to bring their guests online, especially since there are six slots in the Quarter Room. Since guests can only play in non-ranked games (like Halo 3), you don't have to worry about people using their local friends to do some unscrupulous stat-boosting.
Play Arcade or Training Mode While Waiting for Online Match
A common complaint among online fighting game fans is the inability to do anything while hosting a room and waiting for a match. A good way to kill time is to allow the player to play Arcade or Training Mode while waiting for a challenger to enter the lobby. When a challenger enters the room, the "Here Comes a New Challenger!" message appears, your arcade/practice session ends, and you are back in the lobby with your new challenger.
Netcode
In the 1up.com preview article, this interesting tidbit was revealed.
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While Svensson can't detail just what it is that the developers are doing to counteract such issues with HD Remix, he offers a bold, potentially reassuring statement: "It's network code that's never been seen in a commercial fighting game before, and it will hopefully provide, even under relatively poor network connections, a much better experience than any fighting game that's ever existed."
Why is Svensson so confident? You might assume that Capcom will license the GGPO algorithm, since it has been proven to provide almost lagless online play for fighting games. However, to date Capcom has not committed to using GGPO, despite its excellent reputation among the hardcore players that use it.
Why would Capcom invest their resources in reinventing the wheel if GGPO is already out there? Don't expect an official answer from Capcom or Backbone, but some speculated that Capcom did not want to pay to license GGPO (this is merely conjecture and has no factual basis). Nonetheless, if we raise a stink in the Capcom BBS and the Capcom Digital Blog, there's a shot (albeit a long one) that Capcom would reconsider using GGPO for SF:HD (and maybe even SF4). Polarity already started a GGPO thread in the Capcom BBS.
Costume Colors
The removal of the 'Old' characters from the Remixed version most likely means the return of the original costume colors for the ST cast. Some have suggested that Backbone use this opportunity to provide 14 costume options instead of the standard 8. A good way to provide more colors is by holding a button. Here's how I would set up the extra colors:
Jab - Original Color
Hold Jab - ST Default Color
Hold Strong - 'Old' Alternate Color
Hold Start - ST 'Hold Button' Color
Hold HP, LK, MK, or HK - provide four new color schemes, or three new schemes and a *gasp* custom color slot (or two new schemes and two custom color slots)
Backbone has not indicated if custom colors will be implemented, but it has been constantly requested in the SRK forum. If Backbone does implement custom colors, an option to disable it for online play should be considered.
Combo/Reversal Message Tweaks
Some have suggested that when the computer performs a combo or reversal, the Combo or Reversal message should appear similar to when a player performs a combo or reversal. Others have suggested that when a player performs a reversal throw, a Reversal Attack message should appear.
Replays
Halo 3 has shown how popular video replay sharing is, but I doubt Backbone is going to have the resources to host Super Turbo replays. Nonetheless, the option to save replays (and sending them to your friends if possible) would be welcomed and greatly appreciated by ST fans looking to improve their game (or gloat).
Display XBL/PSN Names during Match
Fans have suggested that, similar to the Xbox KOF games, player's XBL/PSN names (and maybe even connection status: green dot - good connection, yellow dot - average, red dot - not so good) should appear under the lifebars. In a Videogamer.com interview, Sirlin confirmed that gamertags will appear under the health bar during online matches.
Theatre/Gallery Mode
Fans have also suggested that once you beat the game with a character, you unlock his/her ending and additional artwork in this mode. It will give players an extra incentive to beat the game with every character.
Training Mode
It has been confirmed that hitbox display will be an option. Still no word if frame data will also be shown.
Some have suggested that Capcom should take notes from Virtua Fighter 4: Evolution's training mode. Rey said regarding this subject, "I've seen some very good suggestions using the training mode style from the SF EX series or VF 5, but I'm not sure if we have the time or extra file size to support such a feature."
At the very least, the option to turn off dizzy should be available. Others have asked for a recording option similar to the one in Capcom vs SNK 2's training mode (dummies perform the correct move even after being crossed-up, recorded actions loop). The Mullah suggested taking the recording option one step further by adding the ability to set the 1p action (block, stand, jump forward/backward/straight up crouch etc) while recording the dummy.
Stat Tracking
From the 1up.com article:
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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." Custom Button Configuration Profiles
The Furious One suggested that SF:HD should also have the ability to save and name profiles of custom button configurations. Set up the buttons the way you like and give the configuration a name. Provide six to ten slots for these profiles. During local matches, have an option to allow users to choose their button config profile before the match begins. It eliminates the need to go to button config screen every time a new player joins the fray. Super Smash Bros. Brawl has such a system, so Backbone should definitely take notes from that game.
Controller/Arcade Stick Recommendations
To celebrate the release of SF:HD and commemorate the 20th Anniversary of Street Fighter, Capcom should strongly consider working with Sega again to release a version of the Sega Saturn controller for both Xbox 360 and PS3, similar to the PS2 Saturn Pad Vampire Edition. It would make a lot of pad people happy.
As for joysticks, Capcom should work with Sega to release a Street Fighter version of the Virtua Stick High Grade arcade stick for the Xbox 360 and PS3 (and perhaps call it Street Fighter High Grade). Capcom and Sega could improve on the original design by incorporating a longer cord, a more common button configuration, and easier access to the inside of the joystick (like a HRAP). It would be a shame if Capcom skimps on providing a Street Fighter-licensed joystick by going with another variation of the Hori EX 2.
New SF:HD Training Videos
Sirlin revealed in a recent Gametrailers interview that he would like to offer character-specific tutorial videos as a separate download pack. No official word if this desire will actually happen.
Xbox LIVE Camera Support
Burnout Paradise had an excellent use of the camera by taking a snapshot right when you crash another car (or you are on the receiving end of a crash), which makes for great reaction shots. Backbone could so something similar by taking a camera shot right when the final KO occurs. You could also activate the camera in the Quarter Match lobby. I wouldn't make this feature a priority, but it would be nice to implement it IF all the other wish-list features have been completed.
More Win Quotes
The idea of permitting custom win quotes was shot down by the Capcom blog, but Sirlin has revealed in this SRK thread that he may incorporate three win quotes for every character in the original mode (some of the new quotes are translated from the Japanese version of the game). This change may bring the possibility of even more win quotes in Remixed mode. Raisin had some good suggestions for various win quotes--by providing either character-specific win quotes or win quotes based on how the player won (narrow win, normal win, or dominating win). In a SF:HD gameplay video, Ken was shown using one of his Alpha 3 win quotes.
Different Backgrounds After Each Round
The time of day in certain SF2 backgrounds changed after each revision (Ryu's Stage: WW - sunset, HF - night, ST - dusk), prompting some to suggest that the time of day for many (if not all) backgrounds should change after each round in SF:HD. This concept is not new, as the time of day in certain backgrounds in Fatal Fury Special and King of Fighters would change after every round.
Multi-button pause
It would be more for local play, but this was suggested to prevent accidental pauses during matches. This should be an option and not the default choice.