TNL News » SSFIIT: HD Remix

Chris Scantleberry

The question is: when will it arrive?

It’s no secret that Super SFII Turbo HD is a dire need of a patch. Random disconnects, health glitches and audio quirks are the most commonly known gripes experienced by the community on a daily basis. Diehard fans fortunately have opted to stick it out in the hopes Capcom would eventually answer their cries with an update. Well, that time has come today and Producer Rey Jimenez assures everyone that the digital gloom is about to end.

No official details have been disclosed at this time. In fact, we’re fortunate to even be aware that Capcom and Backbone have actually been working on the patch. Apparently there’s some corporate process which must be adhered to before a developer can even confirm the patch’s existence. I am willing to bet there’s a LOT more going on with this highly anticipated update beyond the widely known issues. Recently Capcom put out a call for the community to express their concerns with HD Remix. With David Sirlin no longer part of Backbone, it’s safe to assume there will be no additional character tweaks made to the game. I can live with that, though it would have been sweet if they could seriously consider the following improvements:

Offer more lobby music options — I used to love Ken’s theme song, but now it’s become annoying. It greets you everytime the game boots up and even worse — it’s the only track played throughout the entire multiplayer session. There needs to be an option where you can create your own Super Street Fighter II Turbo playlist based on the 20 characters featured in the game to prevent that Ken track from becoming stale. Oops… too late.

Get off my lawn block — Ever come across some self-righteous player who thinks he’s the best Street Fighter player online but refuses to leave? Yeah, I am sure we’ve all experienced our fair share of those type of people. We need the ability to kick players out as we see fit. In fact, if you want to keep it diplomatic, offer the ability for the rest of the members to vote on whether the alleged unwanted player can remain.

No, I really don’t want to play you – Microsoft created a feedback system where players have the option to prefer or avoid a player on Xbox Live. The only problem with this feature is… it doesn’t really work. HD Remix should be one of the first games that could actually give some new meaning to preferred player and avoid! Until then, I recommend making full use of the Mute feature for those players who are often challenged with the English language and could only speak in tones that usually involve maternal upbringing or distrubing phallic imagery.

Instant replays - Ok. I know that this is reaching, but c’mon — who doesn’t like instant replays? I couldn’t look at sports broadcasts the same way if it wasn’t for this awesome highlight to relive those timeless moments. One day, Capcom should seriously take this into consideration and incorporate it into one of their next fighting game projects. Development challenges be damned… I want to live in the moment! :)




Chris Scantleberry

Face off against Capcom and Backbone Entertainment on Xbox Live.

If you haven’t heard the news, Capcom and Backbone Entertainment will be hosting a brief evening session in Super SFII Turbo HD tonight on Xbox Live. This is an exciting opportunity for those of you who’ve been eager to show off your skills against Capcom Community Manager Seth Killian, PR head honcho Chris Kramer and select members of the Backbone development team. The fun kicks off tonight at 10PM thru 12AM EST.

If you wish to participate, simply send a friend request to one of the following Gamertags below. (I expect they’ll be getting a LOT of entries, so don’t take it personal if you don’t get a shot). If you get a response, it obviously means you’ve been accepted. Play your best, keep the trash talking clean and go for broke.

Gamertags

Clothhand
KramezLive
SFHDProd
Capcom DEREK
HIERO 9D3
BBEDev01
BBEDev02
BBEDev03
BBEDev04
BBEDev05




Chris Scantleberry

David Sirlin reveals issues with getting HD Remix properly off the ground.

I hope a lot of you appreciate all the hard work and sweat that went into making Super SF2 II Turbo HD a reality. It was the type of project that was truly developed out of a labor of love, and if not for one talented David Sirlin, the powers that be would have kept the dream on the cutting board. Sirlin introduced several significant alterations in the game including new moves, easier command motions and various gameplay. Coupled with the new HD-visuals, old-school fighting vets and casual players alike had an all-new reason to hop on Xbox 360 and PS3 this holiday season.

By now, the diehard fighting game enthusiasts (and well, not so diehard) have become well aware of his departure from Backbone Entertainment. Naturally this posed a lot of questions amongst his friends and supporters as to the reasoning. Sirlin was recently approached by Videogamer.com where the actual truth behind HD Remix (among some other surprises) reveals what was truly going on behind the scenes. Can you believe that they wanted him NOT to rebalance the game? For those of you who’ve actually come to cherish all the extensive changes, could you imagine if they were non-existent? I can’t… I LOVE Chun’s new changes and it’s hard to imagine going back to the classic style aside from has a nostalgic moment.

This is just the first part in an extensive interview which already has me wanting to throw stones at Backbone for being so well… bullish in their decision-making process and creating such an awkward hardship in getting one of Capcom’s most anticipate releases this year. It’s the sort of thing that really makes you wonder how some companies can claim to have a connection with their audience but are obviously viewing the outside world with beer goggles.

I rather not give anything away, but be sure to pay a visit over to Videogamer.com, bookmark the site and keep your eyes glued for the forthcoming updates. And keep your head up Dave, there’s a whole community out there who totally appreciate all your efforts for making this game possible for us. (Oh, and our review is coming — I am just having a hard time getting time away from the game.)




Saya Thang

Now with prices (and slightly updated)!

Amazon released prices and pictures of the SFIV peripherals on their site for pre-orders! Some changes were made since we’ve last seen them, but they all seem to be good ones (except the price). The FightPads has ditched the Neo Geo-esque “click sticks” in favor of a more traditional d-pad. While I think the click stick would have been a lot more interesting, more people are likely to be happier with this change; especially with the d-pad being made to be close to the awesome Sega Saturn controller. The FightPads will retail for $40 with (currently) 5 different character editions (Ryu, Ken, Akuma, Chun-Li, Blanka). Expect the other characters to be represented later down the line, too. (more…)




Chris Scantleberry

Has all that waiting finally paid off?

Yes, it’s another Street Fighter II-related post. Like many of you, I’ve been eagerly awaiting this release LONG before SFIV was officially on the radar. Earlier today, IGN published one of the first official hands-on reports of the PS3/360 release launching next week. (No, a PC version isn’t in development for those of you wondering). I won’t give away the final verdict, but the tone was mostly in favor of the new next-gen sheen and tweaks introduced by David Sirlin.

What I don’t get is why there wasn’t enough discussion about the animation bugs that greatly impacted fans from enjoying the beta. Were those fixed? How does the game truly handle under network issues with the PS3 and Xbox 360? Well, ok, the editor did state his connection was solid and suggested people with slower speeds settle for local matches. Looks like the verdict is still out for how the GGPO-esque connection fares for the console build.

Click here for the full IGN report.



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