This thread is a continuation of the previous SFHD Thread
. I decided to start a new thread because I can no longer update the first summary post with any more information because of VBulletin's character limit for a single post. Therefore, the summary information from the last thread has been split into two posts in this thread.
What We Know about SSF2T:HD Remix (SFHD) So Far
Before I begin, make sure you check out Capcom's main Super Street Fighter 2 Turbo: HD Remix's FAQ
and the State of the Union address
in the Capcom blog before you ask questions about SSF2T:HD Remix (abbreviated to SF:HD from this point on). Chances are that your questions are answered there.
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. Christian Svensson indicated in the Capcom BBS
that the price will not be $10. Capcom 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.
The final version of Super Street Fighter II Turbo HD Remix will be available for the Playstation Network on Tuesday, November 25th, and on Wednesday, November 26th on Xbox Live Arcade.
Capcom announced that those who purchase Wolf on the Battlefield: Commando 3 via Xbox LIVE Arcade will be able to access an eight-week SFHD Beta where Ryu and Ken will be the only selectable characters. The purpose of this beta is to test the game's network connections. Some have complained that PS3 owners were left out of the beta, but Christian Svensson explains why that happened
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.
If you are participating in the beta, be sure to leave your feedback, suggestions, and constructive criticism (Capcom won't respond to flames) in their beta forums
Sirlin revealed his design goals
for the remixed mode.
Here are the design goals:
1) Make the game easier to playmore inclusive rather than exclusive
2) Make the game even more balanced for tournament play
3) Add fun as long as it doesnt 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
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.
Easier Moves Overview
Dragon Punch timing more forgiving
360s alternate motions
Tiger knee motions removed
Mash moves easier
All 3 button moves changed to 2 buttons
You can read more about the changes in this post
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.
Updating the Fighters
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.
Sirlin has posted how the ST cast will be changed in the Remixed Mode. Here's a list of changes revealed so far.
Complete Change List
This list will be updated as more character changes are revealed.
According to this Game Informer article
According to Svensson, the art is behind schedule and Capcom wont release the game until its ready. The team at Udon was previously doing all character art, all static portraits, all backgrounds and all key frames. "Whats likely to happen is were going to have Udon do every single frame. As a result, well get a better product, but its 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."
Capcom revealed how the HD art looks like now in the State of the Union address
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.
Many have complained about Guile's wimpy "Sonic Boom" voice in ST, and Backbone has listened as Guile now has his original "Sonic Boom" from his Hyper Fighting days. Backbone also added a new announcer to yell out "Round x" and "Fight!"
Larry Oji, the assistant music producer for the remixed soundtrack of HD Remix, wrote about
what to expect from the remixed soundtrack.
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!
For Vega, our main bro, Jos the Bronx Rican, tweaked his version up as well since the demo footage went out, adding some Latin style plucked strings to hook things up nicely and stay loyal to the Spanish influence while doing his own thing. For a hip-hop style piece, I actually thought it fit really well, especially the string intro as the fight is introduced, which was some amazing synergy.
AE and Prozax's menu music remixing Ken's stage is just for the menu, so that explains why there's balls-out guitar soloing that we'd NEVER drop into the actual Ken stage music, since it would be a major distraction. But it's a done deal, for sure. We are using Sixto Sounds' "Made in USA" from Blood on the Asphalt for the actual stage theme, also.
Jos 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.
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. Its not a stretched mode, but something similar to whats been suggested on many forums as a widescreen option. Essentially, its 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
Capcom has revealed that there will be an 8-man tournament option in the game.
There was a very good suggestion for a blind selection option. Setting it so that players wont 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.
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 dont want to play. Also, if someone drops out, someone can join a game thats 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.