Posted by DNA on Wednesday Jul 2, 2008 Under X-BOX LIVE
Yet another legend arrives on Xbox LIVE Arcade, a Hall Of Fame masterpiece worthy of a roster that includes Pac-Man and Castlevania: Symphony of the Night. The game is Namco-Bandai’s Soulcalibur, which pushed the boundaries of 3D fighting games back in 1998, and still looks and plays magnificently.
Ahead of it’s time? We certainly think so. A decade ago this was showcase software for SEGA’s last ever console Dreamcast. Time has flown while Soulcalibur has remained a stand-out moment in gaming history. You can see how the characters look terrific, but you’ll find the rewards for mastering their moves against friends are untarnished. Playing Soulcalibur you’ll be sampling a great moment in history, but also getting some practice for Soulcalibur IV due next month.
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…
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. Read More
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!”
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.
Posted by DNA on Thursday Apr 24, 2008 Under ST:HD
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…