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.
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.
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.
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
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.
According to this Game Informer article:
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.
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.