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Super Street Fighter II Turbo HD Remix Preview
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Jeremy




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PostPosted: Wed Jul 02, 2008 5:11 pm    Post subject: Super Street Fighter II Turbo HD Remix Preview Reply with quote

Super Street Fighter II Turbo HD Remix Preview by Jeremy
PALGN Preview: That brings us to how many releases?
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LeonJ




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PostPosted: Wed Jul 02, 2008 5:36 pm    Post subject: Re: Super Street Fighter II Turbo HD Remix Preview Reply with quote

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Buttmouth
Jeremy wrote:
Given that Street Fighter II has essentially been done to death, Super Street Fighter II Turbo HD Remix is a strange release, and one that is difficult to look forward to


Nice preview.

You're point is valid but I think the *real* appeal here is the amazing face-lift Capcom are bringing to the table. 800 points (or $15 AU PSN) it looks to be a steal and gives the fans what they have wanted for a long time (well, what I wanted away!). It looks amazing and the characters are so detailed and colourful. I love the remixed soundtracks as well and believe this makes the title feel really fresh. But again, strictly a title for the fans though for sure.

I personally never really played much of Super SF (being stuck in my Turbo ways in the SNES era and generally not considering Super SF worthy as an upgrade) so I am looking forward to playing this.

I think they are adding a host new features online as well for this title. So that could be interesting. They should have learnt a lot from the disater that was SFII:Turbo online (XBLA).
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PostPosted: Wed Jul 02, 2008 5:47 pm    Post subject: Reply with quote

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It looks great. I think I'd prefer the HD Remix to SF4 tbh.
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PostPosted: Wed Jul 02, 2008 5:51 pm    Post subject: Reply with quote

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^ As would I. I played Super SF 2 to death back on the SNES and I’m surely going to do the same once this comes out on XBLA. It’s great to hear that both remix and original port’s are available.
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ugh the boot




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PostPosted: Wed Jul 02, 2008 5:54 pm    Post subject: Reply with quote

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A mate and I played the beta last weekend, we actually played it for liek 40 mins going "man look at this stupid cash in, i'm not buying it for shit". Yea there was some stupid widescreen support turned off by default and when we made it fullscreen it looked all streched and crap, and we went online and it lagged hard to the point where it was unplayable, we had a few online games aswell and eveytime it sucked, even hosted it sucked.

I understand it's a Beta but really for a game that's that old, with just a facelift....I really expected a lot more. I'll still probably pick it up (would great to see new art for all the old stuff) but I really don't know how much i'll play it, it'll be more like a collectible for me.

If it wasn't for Street Fighter 4 i'd have the shits badly cuz imo this isn't enough of an improvement.
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PostPosted: Wed Jul 02, 2008 5:56 pm    Post subject: Reply with quote

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^ It doesn't run at 16x9? full screen?
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PostPosted: Wed Jul 02, 2008 5:59 pm    Post subject: Reply with quote

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Yea I don't think so, not sure what resolution Zarn runs it at but it's all maxxed on his monitor so I figured that would be the default. It has stupid borders on the left and right of it so we made it widescreen and yea the vertical axis got stretched hard to the point it actually looked crap and I wanted to change it back, but yea just kept playing it like that.
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PostPosted: Wed Jul 02, 2008 11:39 pm    Post subject: Reply with quote

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yes there. SSF2T HD Remix has not be remade into a 16:9 game. The game still uses the 4:3 ratio for the screen. If the user selects "Widescreen" mode on, the game engine will zoom in so that horizontal field of view reaches the edges of the screen, but in doing so you lose some of the vertical. This makes the sprites ALOT bigger, and also brings the life gauges and super gauges closer.

There was no way to make the game true 16:9 as that would ruin the entire game balance favouring projectile characters.

Since this beta is a build from 2 month ago (it took that long to get MS certified), there are LOTS of bugs. The idle animation is very jerky, and there are freezing/crashing connection bugs. Also Ken's Medium Dragon Punch is unbalanced - Ken can juggle the opponent twice using a deep M DP timed correctly. This will pretty much kill the opponent and usually puts them into a dizzy. The idle and DP problems have already been addressed in the current build of the software that Backbone is closed beta testing.

I too got crazy lag while playing it online, so i haven't tired it out since then.

Also something that has been reported by tournament level players is that the speed is 6% faster than the US arcade version speed 2, so this is being looked into by Backbone also.

For people saying that it is just a face lift: The Remix mode is actually gameplay balance changes. Lower Tier characters will be getting boosted while top tier characters will be getting their abused tactics nerfed a little. Command input is being made easier also.

The characters in the beta have these changes:
Ryu:
* fake fireball (QCF + K)

Ken:
* MP Dragon Punch juggles for 2 hits
* HP Dragon Punch juggles for 3 hits, has a wider arc and more damage
* HK Hurricane Kick travels faster
* Crazy kicks are easier to do (QCF + K)
* Knee bash range reduced

Personally I'm looking forward to the finished product of this, even if the graphics quality did come down a slightly (changed from 8 shades per colour down to 4 shades). The rebalanced gameplay will make it much more fun to play.

More so I'm looking forward to SF4. My friend who played it in Japanese during the open beta testing said it was dreamy and the screen shots just didn't do the game justice at all.

Actually, something I'm a little bit disappointed at. If anyone has seen KOFXIII, you'll know what a next gen 2D fighter should look like. It's like Garou spliced with Guilty Gear, then taken to the next level and then some. It's silky smooth.
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PostPosted: Thu Jul 03, 2008 12:15 am    Post subject: Reply with quote

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I wish that one day someone would release a "Marvel vs. Ultimate DC vs. SNK .vs. Capcom Chaos Evolution HD Remix". I've always had trouble following which one was which and a combination of all of them woul be sweet. It can be simply abbreviated into "MudscceRMX". It would be the 2D sprite fighter to end all 2D sprite fighters

Every time I see a purchase of one of these games in the newest purchase thread I think to myself "oh was that that really rare one that people are always talking about how they regret not buying when they had the chance or was that the one that had Jill from Resident Evil in it?"

To combine every single 2D sprite fighter into one massive game would be heaven. Of course I'm just dreaming here. The likelyhood of anything like this happening can be comparedto something like Shigeru Miyamoto and Ken Kutagari coming out together and confessing to a forbidden love. In other words, not happening.
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PostPosted: Thu Jul 03, 2008 12:46 am    Post subject: Reply with quote

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Yo PALGN staff and anyone else, add my XBLA tag so I can test this against some Aussies as well.

DarkYoshii

I'm enjoying what little I've played of it so far. The connection issues are a tad odd and it's a little annoying having to reset my console all the time. But it is a Beta so that's more than understandable!
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PostPosted: Sun Jul 06, 2008 1:27 am    Post subject: Reply with quote

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How actually "HD" are the graphics?

So much so that they wouldn't work on the Wii? It could have been a nice WiiWare title as well.
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Eggy




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PostPosted: Mon Jul 07, 2008 2:47 pm    Post subject: Reply with quote

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doofus wrote:
How actually "HD" are the graphics?

So much so that they wouldn't work on the Wii? It could have been a nice WiiWare title as well.


apparently they are True HD (1920x1080) in scale, so scaling them down to Wii's resolution of 640x480 would be going down to Guilty Gear sized sprites.
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