fighting
Udon Drawn SFII Turbo HD Remix Looks Amazing
Posted by Flynn De Marco at 3:20 AM on March 14, 2008
As any of you who have read my previous posts, I'm not scared to embarrass myself in front of my gaming brethren. That being the case, I feel no shame in telling you I am terrible at Street Fighter. And I mean really bad. So when I saw that Super Street Fighter II Turbo HD Remix (Could that be longer?) was being shown at Capcom's Digital Day I was reticent to try it out. Not only that, but the line for it was huge and I could tell that I would have had my arse handed to me in front of my peers in a matter of minutes. So to save myself from that mortification I decided just to stand back and watch.
I think at this point everyone knows how Street Fighter works, so I'll stick to talking about the HD graphics which were all redrawn by the folks at Udon (artists of the US Street Fighter comic). The new sprites looked amazing and almost even more impressive were the backgrounds. Perfect lines, no jaggies, sharp and colorful. They looked simply spectacular.
The particular stage I saw was the one with the people jumping up and down and cheering on the back of a boat. It not only looked great but a fellow journalist and I got a kick out of the fact that even though the art itself had sharpened up, the animations were still olde school rudimentary with each jumping background character only having three or four positions making up their animations. It was a nice nod to the original game while still improving its look. Very retro modern.
The graphics will support a widescreen mode, but there will also be a 4:3 mode for purists who can also revert characters to the original 2D sprites for the full "original" experience. Players will also be able to choose from the original game music or newly remixed versions.
As far as gameplay goes, online versus play will be available along with in-game voice chat, matchmaking, and worldwide rankings. A "Quarter Match" mode has been added which will allow two competitors and up to four spectators to use virtual quarters to buy into two player matches.
There will also be an optional "Rebalanced" mode which makes changes across the board to many characters. The changes were implemented in response to testing by the world's top ranked Street Fighter players. Most of the differences involve a lot of character fine tuning to some of your favourite (and not so favourite) fighters. Balrog, Cammy, Blanka, Ken, T. Hawk and Ryu will all be receiving "character balancing." There is much minutia in the changes that many of the more hardcore SF fans will certainly be interested in. So if this describes you, you will probably want to check out this series of articles by SF tournament player and the new game's design and gameplay overseer, David Sirlin.
All will be revealed when the game hits XBLA and PSN later this year. But for those of you that can't wait that long, the purchase of Wolf of the Battlefield: Commando 3 will come with an entry into the Super Street Fighter II Turbo HD Remix beta test.

Comments (AU Comments · US Comments)
There are currently no AU comments for this post.
ggodo
Posted 10:52 PM 19/3/08
@Mogare6: Because it's SFII not capcom vs SNK!
ggodo
Mogare6
Posted 10:52 PM 19/3/08
This street fighter looks good but why didn't they add the super combo like cap-com vs snk???
Mogare6
hamster78
Posted 10:52 PM 19/3/08
@grasp: You pretty much said the same things I was thinking. Though I'm sure I'll still love the game and when you're in the motion of playing the game you really aren't going to notice... the fact that the game was compromised is a bit of a dissapointment.
For those that would comback at this claim that the game wasn't compromised with the news releases from the talking heads at Capcom and Microsoft saying that this game as well as Commando will not be subject to XBLs cap and that neither version of the game would suffer... comparison of the Ryu graphic scrapped version with the revised version speaks volumes.
The only thing I can really think that could have been difficult really in working with the more detailed art style is file size.
Microsoft may have conceded lifting the 150 Meg cap on the game but I'm betting they didn't completely blow it away but rather just raised it.
My suspicion is that in coming to this compromise, Microsoft would never allow for a game to be released that has such a blatantly superior simultaneous release on the PS3. Since Microsoft holds the keys to the deal with the bargaining chip of a large developed community that makes up XBL as well as the final say in allowing for the cap limit to be raised or not, I'm sure they applied pressure to make a compromise.
Capcom is not going to go against them on this for this reason I believe. Capcom also wouldn't want to release any statement to the contrary if any of the above were true since in the end, Capcom is here to make money as can be seen in the decision to have Devil May Cry 4 go multi-platform.
So what do they do? Release a statement saying that neither version will suffer even though the pictures they release tell a whole different story.
hamster78
mackincheese
Posted 10:52 PM 19/3/08
@grasp: I think that's a pretty well-based suspicion. I hadn't heard that they scrapped the original drawings, but then I haven't been following this game very closely. I'm still impressed with it in motion, though. Are there pictures of the original drawings available anywhere?
mackincheese
mackincheese
Posted 10:52 PM 19/3/08
@ChiltonGaines: Glad someone said it before I had to.
mackincheese
VakeroRokero
Posted 10:52 PM 19/3/08
I wish they make Street Fighter 2: The Movie: The Game in HD next!!
VakeroRokero
cherrybomb
Posted 10:52 PM 19/3/08
@grasp:
pretty much the run down of a good explanation
cherrybomb
cherrybomb
Posted 10:52 PM 19/3/08
@wicko:
if you were @ shoryuken ---> insta ban;
you have no appreciation for some of the work udon did despite being outsourced to other artists as well. weak
cherrybomb
seraph_harim
Posted 10:52 PM 19/3/08
For the love of all that is holy, please tell me we'll have access to Ken and Ryu's classic colors!
For some reason, it's really unsettling to see Ken in white, and ryu in orange or something.
Otherwise, this looks A.W.E.S.O.M.E. !!
seraph_harim
grasp
Posted 10:52 PM 19/3/08
I don't know man. I was really looking forward to the HD version of Street fighter as drawn by UDON. Reading Capcom's blog about this though - well the first 2 images tell the story. We're not getting the original really cool HD vision of SF. If you look at the image of what they originally stated they were going for, and then look at the art now - it's night and day. The detail is completely gone - look at the musculature in Ryu's Arm and the shading on the clothes - or look at the hair or wristbands etc.
Capcom seems to state in the blog that they got UDON to do the keyframes and then sourced out the remainder of the art to some other company that didn't produce as they wanted. They went back to UDON to simplify the artwork and then re-hired a non-UDON art collective to do the work, but with someone at UDON watching the process. Now looking at the art they came up with, it looks horribly simplified. They state that they found it too tough to do the really nice stuff, so they scrapped it and started fresh with the easier art. All the while they mention that they are doing this because they don't want to put out a "good enough" game.
My suspicion is that with MS having a cap on downloadable game size, and SF not fitting, they had to simplify. I would mention that the new SF doesn't look near as impressive as the other artwork would have. I wonder if they would have scaled back the pallette if they only were developing for PS3?
Not as impressed as I would like to be, sure the art is better than the original stuff, but I wouldn't even put UDON on this stuff... it just smacks of comprimise and I'm surprised that I haven't heard enough about this controversy.. Especially because CAPCOM has commented that neither version would suffer, and both would be the same - but they clearly post images of the original art and the new, bastardised, simplified art.
Okay, end rant - this is turning into a book !
grasp
Dangeresque: I know Gundam is dirty but I love 00
Posted 10:52 PM 19/3/08
@ChiltonGaines: Seconded. Don't be a prickface toward the non-hardcore. Hell, I probably couldn't name all the characters in SF2 if pressed.
Dangeresque: I know Gundam is dirty but I love 00
Korbei
Posted 10:52 PM 19/3/08
When are we going to get some real screens in 1920x1080? Then I'll be able to see how this game really looks.
Even Wii games look good as thumbnails.. They look like garbage by the time they see my HDTV.
Korbei
hamster78
Posted 10:52 PM 19/3/08
@huph: I'm guessing that you've never actually played or been to a big Street Fighter tournament such as EVO, MWC, or ECC.
I can tell you with absolute certainty that high level 3S play does not go down the way that you described (parry battle).
I'll take a guess and say that you are probably referencing stuff like the countless YouTube videos of Daigo's comeback on Justin Wong at EVO 2K4 (which I was at). What you see in that video is only one aspect of high level play.
Notice in that video that Daigo is not reading down to the frame but rather he's fishing for the super. You'll see he taps forward quite a few times when Justin tries to fake that he's going for the super (either buy rapidly crouching or buffering in from whiffed moves like standing jab).
If Daigo were able to see moves come out in as little as 3 frames, he would be able to hit confirm a low short into super. This is obviously not the case since if you remember earlier in the match Daigo guesses wrong doing a low forward cancelled to DP which Justin blocks on quite a few occasions.
Step back from that for a second and realize something else. What I just described was offensive reaction timing.
Defensive reaction timing is going to be slower then offensive since offensive reactions, you know when a move is coming. Defensively there is extra time that is taken to recognize that an action is coming.
On yet another note, on your arguement on adding frames and comparing the SF2 series to the SF3 series, realize that in the jump fro Super Street Fighter 2 Turbo (the last incarnation of the SF2 series) was on the CPS2 system hardware while the SF3 series jumped to the CPS3 system. One of the upgrades of the system was games running at 60 frames per second as opposed to the old 30 frames per second. More frames were added to animations in the 3 series but the time to execute those frames was cut in half. Making it pretty much impossible to "see" the quicker moves coming out and parrying them.
What you are actually seeing most of the time, is a player guessing at the opponent performing an action to be parried. Often times this would come in the form of parry bait (sticking out a move that seems to have slower recovery what it actually is). To prove this point, in an intermediate level fight with a shoto (Ryu, Ken, Akuma -- NOT Makoto) do a crouching forward on your opponent (NOT computer) when the opponent blocks this attack, tap down. You may be surprised how often you'll end up parrying an opponent trying to hit you back with a low forward of their own.
This is why you will see intermediate players (we'll label scrub busters) as the people you see at your local mall arcade that seem to be able to parry a lot of stuff that everyone else throws out there. This breeds the misconception that the game is based around the parry. It is for this reason that you will see that these intermediate players will get destroyed when they go to big tournaments since most of the opponents they face there are aware of these things and don't fall for tricks like these.
hamster78
excaliburps
Posted 10:52 PM 19/3/08
Holy Crap! That looks amazing!
Reminds me of the time I went to the beach and flexed my guns, gave everyone within 10feet orgasms. True story!
excaliburps
Scyzm
Posted 10:52 PM 19/3/08
LOL read that second name as 'CapcomHomo002'. In closer inspection though I think it says 'CapcomHome002'.
Damn, that looks awesome.
Scyzm
huph
Posted 10:52 PM 19/3/08
About the animation frame rates: If you weren't heavy into SF, you probably weren't aware of how upping the frame rate in SFIII *drastically* shifted the game play. High level players are usually watching for tiny frames of animation they recognize in order to pre-emptively react to an attack (pretty much what real world boxers do). In SFIII, the framerate was so high, it was pretty easy to spot incoming attacks way before the "hit frames" of the animation. In the old SFII, there was often only two frames, usually only one, before the hit-frames began, and many animations were shared between different attacks, thus creating a layer of "guessing confusion". In SFIII, there would be something like 4-12 frames of animation before the hits. It was so well animated, that a seasoned player could usually determine the exact attack about to be performed. And with a parry system that could be exploited in this manner, it kind of broke the game at higher levels. Every fight became a parry battle. Although it was *still* a great game!
huph
pogfreak
Posted 10:52 PM 19/3/08
Got my custom stick ready to go. Cant wait for this. Hope the netcode is as good as ggpo!
pogfreak
polarity55
Posted 10:52 PM 19/3/08
@gique: Uh, nobody will listen because you're wrong. Udon were originally only doing the keyframes, with most of the art being shopped out to another animation studio, but that is no longer the case. All the art assets in the game have undergone a total re-draw after the debacle with the leaked art (which looked awful). That's the reason this game will be released probably a year over its original release date.
polarity55
Robotube
Posted 10:52 PM 19/3/08
This game overall looks fantastic, but there is just one nitpicky thing in the screenshot above: the guy in the red shirt sitting at the table has got some funky proportions going on. If he stood up, his upper body would be gigantic, and his legs would be super short!
Robotube
Robotube
Posted 10:52 PM 19/3/08
@wicko: It's the same animation it's always been. They can't really change the frame quantity, because that would change all the gameplay drastically. Most combos and strategies are reliant on frame count.
Robotube
Dave Silva
Posted 10:52 PM 19/3/08
@wicko: Yes, because the animation is much more important than the gameplay.
Dave Silva
Rebelphoenix83
Posted 10:52 PM 19/3/08
Screw Ken and Ryu. Where is Cammy!
Rebelphoenix83
DigitalHero
Posted 10:52 PM 19/3/08
The game looks great, but all the animation frames are exactly the same as the old one. The bad side is that it doesn't use the latest technology to the fullest. The game doesn't even have better animation that the Street Fighter III series. The good news is that the gameplay/timing is basically identical.
DigitalHero
ChiltonGaines
Posted 10:52 PM 19/3/08
@Zenocide:
You may be a dick who knows a lot about SF, but how about you read up on not getting the banhammer, so you don't sound like a jackhole when you post about things.
ChiltonGaines
StrangelyBrown
Posted 10:52 PM 19/3/08
As impressive as the backgrounds may be, they appear to be more repetitive than a Hanna Barbara cartoon.
StrangelyBrown
Wolf_Dog
Posted 10:52 PM 19/3/08
@Flynn De Marco
(Could it be longer)
Super Street Fighter II Turbo High Definition Remix? :P
Wolf_Dog
dudeman5000
Posted 10:52 PM 19/3/08
@dead_red_eyes:
Same here dude. Let's get some release dates on these!
dudeman5000
dead_red_eyes
Posted 10:52 PM 19/3/08
Hell yes ... I can't wait for this. It seems that I've been waiting forever for this and Castle Crashers to come out.
dead_red_eyes
techknight
Posted 10:52 PM 19/3/08
The identical number of frames of animation aren't a "nod" to the original SSF2T.
SSF2THDR is literally the same underlying game with a few tweaks - the new art falls within the same hitboxes as the original because to do otherwise would break the experience.
techknight
reywing
Posted 10:52 PM 19/3/08
"So when I saw that Super Street Fighter II Turbo HD Remix (Could that be longer?)"
Super Street Fighter II Turbo High Definition Remix ... yeah, it took me 10 seconds to right that! =( 8 seconds longer than it should be.
very pretty pictures though... ty
reywing
gique
Posted 10:52 PM 19/3/08
I guess i could keep saying "udon drew very little on this project" til i'm blue in the face, but I guess none of you will listen.
but then again, if the majority can't see the jarring differences in style, i guess i'm wasting my time.
gique
slikz21
Posted 10:52 PM 19/3/08
@wicko: Lol. I don't think thats a big problem of SF fans...
slikz21
Zenocide
Posted 10:52 PM 19/3/08
"The particular stage I saw was the one with the people jumping up and down and cheering on the back of a boat."
You mean Ken's stage. You might suck at Street Fighter, but at least read up on the game so you dont sound ignorant when you write about it.
Zenocide
Enix XIII
Posted 10:52 PM 19/3/08
@emag: Yeh i know but it is ,i prefer to play SOUL CALIBUR with a pad rather than a stick, much much easier for me to handle.
Enix XIII
ProdigalMoon
Posted 10:52 PM 19/3/08
Man I can't wait for this but why are we not getting any details on the release date?
ProdigalMoon
emag
Posted 10:52 PM 19/3/08
@Enix XIII: Buy a stick. Playing fighting games (except Smash Bros.-esque-quasi-fighters) with a gamepad is as bad as playing Time Crisis with a gamepad.
emag
jpxdude
Posted 10:52 PM 19/3/08
Short video of SSFIIHDREMIX
+ Watch video
jpxdude
dazyluz
Posted 10:52 PM 19/3/08
Amazing, i only wish that gameplay and framerate remains the same as in the original TURBO
dazyluz
wicko
Posted 10:52 PM 19/3/08
Too bad animation is shit.
wicko
Enix XIII
Posted 10:53 PM 19/3/08
Looks amazing, hopefully the controller is fixed LOL!
Enix XIII
lilaliendog
Posted 10:53 PM 19/3/08
confirmed that yes djay was shown before, ... I WANNA SEE CAMMY
lilaliendog
lilaliendog
Posted 10:53 PM 19/3/08
isn't it supposed to be "super" street fighter II turbo HD remix?
lilaliendog