SF HD Remix Open Beta patched UP!!

Posted by DNA on Thursday Aug 7, 2008 Under ST:HD

Some great news, the patch for open beta will be going up early tomorrow morning at 2 am PST.  All you have to do is fire up the open beta and it should update automatically.

There have been many fixes, but the ones to point out are:

 Ken’s shoryuken shenanigan’s are fixed.

The title no longer crashes when joining games.  So all online functions should work normally, including quick match and custom match.

Netcode optimizations have been made.  Overall, the online experience should be about 50% better.  While they can’t do anything about high ping times, they have optimized the gameplay experience so that it’s less noticeable and smoother.  For example, playing someone with a ping time of 200 with the patch, should feel something like playing someone with a ping time of 100 before the patch.  If you want to see the gameplay without the ”smoothing” just enter the following code to disable it.

Hold the Left Trigger, Right Trigger, RB, LB and while holding down the buttons, hit start.  You should hear an audbile tone.

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Super Street Fighter II HD Beta is go!

Posted by DNA on Wednesday Jun 25, 2008 Under ST:HD

Roll out the red carpet for this one, guys. Ring the bells, light the fires. One of videogames’ finest is back in town: “Super Street Fighter II Turbo”.

But wait! We missed something back there: we need to tag “HD Remix” on the end! Yes, Super Street Fighter II Turbo for LIVE Arcade is the legendary tournament fighter plus enhancements, transforming something stellar into an intergalactic all-conquering grand master of the universe! No exaggeration…

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New SSF2T HD Remix Combo Movie

Posted by DNA on Friday Jun 6, 2008 Under ST:HD


This new video shows off some classic Super Turbo combos (now in glorious HD!) along with some of the new combo possibilities you’ll find in the “Rebalanced” mode in Super Street Fighter II Turbo HD Remix.
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SSF2T HD Remix: Hitbox Mode!?

Posted by DNA on Monday Jun 2, 2008 Under ST:HD

hit-box

It’s Super Street Fighter II Turbo HD Remix producer Rey Jimenez, checking in to detail yet another supercool piece of fanservice he’s packing into the game for you. Can this thing GET any better? Maybe if it made my XBox smell like cinnamon during the download. At any rate, smell what Rey is cooking:

Just wanted to update you guys with a quick look at the new hitbox display feature we’re implementing for training mode in SFHD. Just to give you a breakdown of what’s going on, the blue boxes represent the characters hitbox. This is the areas where the characters can be hit. The red box is the offensive hit box. It shows the areas of the character that are attacking.

Whenever a redbox overlaps the opponents blue box, the result will be a hit. When a red box overlaps an opponents red box, they will almost always trade hits (where both players get hit). There are exceptions to this that I’ll let you guys figure out when the game comes out.

For those looking to become great at the game, you’ll find this to be an invaluable tool to figure out spacing (very key to the game) and exactly when and for how long a move is able to hit the opponent.

Well, that’s it for now. Be on the look out very soon for more assets being released on the game. You guys haven’t been using the blog to ask questions lately, and I’d like to open the blog back up to that sort of dialog. I’ll do my best to address what I can in the comments (except for the release date ;P).

On behalf of all my fellow fighting game scientists out there, “Thanks Rey!”

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guile This is part twelve in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The previous articles can be found here.

This week’s article discusses America’s supersonic superstar, Colonel Guile. Already armed with the best haircut in fighting games, HD Remix Guile is powering up in a few new ways. Read all about it:

Part 12: Guile
Guile is a solid mid-tier character in Super Street Fighter 2 Turbo (ST), but it takes quite a bit of player-skill for him to fulfill that potential. As a mid-tier character, he’s eligible for a few upgrades, especially in his bad matchups. More than that, he’s eligible for some fun.

Crazy New Flash Kick
Guile’s roundhouse flash kick goes straight up very high in ST, and has no use I’m aware of. I’ve never seen a good US or Japanese Guile player use it in a real match, so it’s a ripe place for some new spice. Instead of traveling straight up, it now travels very far forward and diagonally up just a bit.

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t.hawk

This is part eleven in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The previous articles can be found here.This week we revisit the enigma wrapped inside a mystery that is T. Hawk, the world’s biggest Native American (who is apparently from Mexico). Hawk has spent a lot of time in the rebalancing lab, and Sirlin walks you through the dizzying highs and devastating lows of trying to get him juuuust right.

Part 11: The T.Hawk Chronicles

T.Hawk has been one of the hardest characters to balance (along with Fei Long and Honda). On the one hand, he has an extremely damaging command throw, a great Dragon Punch-type move, and an aerial dive. These moves could conspire to make him terrifying, so I understand why the original SF2 developers were so careful to keep him check. Hit the jump to get the full story…

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This is part ten in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The previous articles can be found here.

Much time has passed since these articles were first written, but tweaking of the game has continued non-stop, even for the characters whose changes have already been revealed. As a result, in honor of the tenth article, this article provides a quick recap of “the changes to the changes!”

Part 10: The Story So Far

A lot of time has passed since I wrote the first parts of this series about the balance changes in Street Fighter: HD Remix (remember, I wrote them many weeks before they were posted). Some things have changed since then, so here are the updates.

Ryu
No change. He still just has the fake fireball, and it’s great. It tricks people like Honda into jumping at the wrong times and Zangief into doing lariat at the wrong times. He can also use it to pressure with stuff like low roundhouse, cancel into fake fireball, walk up throw.

ryu-sthd

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Fei-long

This is part nine in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The previous articles can be found here. This week focuses on the character so cliched that he stands out even among a strong field of cliche contenders: Hitenryu kung-fu master Fei Long!

Balancing Fei has been a long and rocky road, so this is a long entry, but it’s also a ton of fun for Fei Long fans and game design nerds alike. Read on!

Part 9: Fei Long

Fei Long is usually considered one of the five worst characters in the original Super Street Fighter 2 Turbo, but he’s still pretty deadly if he can get close to the opponent and get his offense going. The trouble is, it’s very hard for him to ever get close enough to most characters to get it going. Also, his Flying Kicks move (aka Dragon Kicks, aka “Chicken Wing”) is just too hard for most players (including myself) to physically execute. Unlike the other Tiger Knee-like moves, the Flying Kicks required you to start with *back* on the stick, then go down/back, down, down/forward, forward, up/forward + kick.

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SSF2T:HD Remix beta going Commando on XBLA

Posted by DNA on Thursday Mar 13, 2008 Under ST:HD
It also turns out that when you buy Wolf of the Battlefield: Commando 3 on Xbox LIVE Arcade, you’ll automatically be eligible to take part in the network 8 Week Beta test of Super Street Fighter II Turbo HD Remix. This will be the first Beta test for a LIVE Arcade game ever.
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Super Street Fighter II Turbo HD Remix: State of the Union

Posted by DNA on Thursday Mar 13, 2008 Under ST:HD

Here’s the straight story on the glorious highs, devastating lows, and delicious middles behind making Super Street Fighter II Turbo HD Remix, from the game’s producer, Rey Jimenez:


Long time, no see Street Fighter fans. Sorry for not writing in a few months, but hopefully David Sirlin’s articles have been keeping you in the loop on HD Remix news. The reason I haven’t posted in a while is that there has been a lot of changes in HD Remix and we really had to focus on what was going on with the game. But now, I think it’s time I give you guys the run down on what’s been going on the past few months.

First of all, creating HD Remix has turned out to be a much more difficult task than we could’ve anticipated. There have been many recent challenges ranging from developing rock-solid netcode from the ground up to creating super-polished art for that truly lives up to the name Street Fighter. If we had gone the “good enough” route, you probably would be playing the game right now, but that wasn’t the route we wanted to take here at Capcom.

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