With the announcement of a fancypants version of Super Street Fighter II Turbo hitting the XBLA and PSN, millions of gamers the world over took to the streets in a giddy orgy of violence not unlike the celebration following the end of the first Iraq War, or a college football bowl game. I was there amongst them and even though I'm completely fabricating this scenario, I singlehandedly burned three cars and punched a cop in the throat all in celebration of the second coming of what is widely considered the finest 2D fighting game in history.
With that in mind -- and the questions you people kept e-mailing me with the expectation that I somehow magically know things -- I shot a missive to Capcom and they kindly agreed to an interview on the subject. After asking the community for questions and coming up with some of my own I sent them back, and just a few moments ago I received the results.
Hit the jump to get in-depth info on Capcom's most exciting project since the extremely underrated Mega Man: Powered Up directly from producer Rey Jimenez (the same fellow Nick interviewed previously -- feel free to compare and contrast).
Nex: Why choose Super Street Fighter II Turbo to remake instead of a different SF title (such as the amalgam version from the Street Fighter Anniversary disc, or one of the Alpha titles)?
Rey Jimenez: While most people have their own opinion on which Street Fighter is their favorite, we made a very conscious choice when we picked Super Turbo. The old sprite work is absolutely gorgeous looking, but in terms of actually up-rezzing them, an SFII game would have the most dramatic effect since (not counting the first SF game) they had the lowest resolution. Another factor is that Super Turbo is very highly regarded by fans as one of the most refined and balanced SF games out there and the fact that it is still used commonly in fighting tournaments is a testament to how great of a game it is. Lastly, this being the first time we’re trying this, the number of frames of animation used for an SFII game is more economic than doing one from another series.
N: Just how successful would SSF2THDR have to be to convince you guys to remake Darkstalkers (or Final Fight or Bionic Commando ...) in the same stylized HD? Obviously there have been people asking you guys about this sort of thing, right?
RJ: Yeah…we’re getting a ton of requests for other series to do this on. Even on lesser known, but just as great titles, like Saturday Night Slam Masters. Exactly how successful this game has to be is another issue. I really couldn’t tell you, but it’s a pretty safe bet that the more this sells, the better its chances are of happening. [Editor's Note: You will all buy this game to ensure my Marvel vs Capcom 2 HD Remix. -- Nex]
N: When will we finally be playing SSFIITHDR in our own homes?
RJ: At this time, we’ve currently only announced a winter release on the game. It’s a bit hazy at the moment because there’s a lot of fine tuning that we’re working on, especially on the netcode. When that’s resolved, we’ll have a better idea on the release date and make an announcement about it.
N: A large number of the rabid purists in the Street Fighter fanbase took issue with the modernization of the Balrog stage background art you guys recently released. How do you explain to that section of the fanbase design choices that go against almost two decades of gaming history?
RJ: We wanted to keep the aesthetics for the backgrounds the same as we are handling the characters. They are all recognizable as the original, but there are just some changes to make them a little newer and fresh looking. I will say that Balrog’s level will be on the more extreme side of the background changes we’ve made because there are a lot of elements in that background. Others will have considerably less.
N: Taking into account hardware limitations, control options and online presence, which console would be the optimal choice on which to play SSFIITHDR?
RJ: The game will run practically the same on both platforms and have the same features. The only changes between the two I forsee will be in how they handle things like achievements. The PS3 will have it’s own form connected with “Home”, but that’s really all I can think of.
N: Developing for both PSN and XBLA simultaneously must show both the strengths and weaknesses of each system. What was the hardest part about putting the title on each platform?
RJ: For a title like this, the pluses and minuses for the systems don’t really come into play as much. The 360 was started first because the initial development was done on PC and they have similar frameworks. But once a 360 build is made, the architecture of the game makes conversion to the PS3 fairly easily. So the fact that we’re developing for both systems hasn’t really caused any headaches.
N: Obviously with the size limitations in place for downloadable titles -- specifically on the XBLA -- many developers have to cut corners when releasing downloadable titles. Did you have to drop anything you wish you could have left intact?
RJ: There were a couple of features that would’ve been cool to put in the game, but since we’ve had a good idea of how big the game was going to be from almost the beginning, they never really materialized. I heard some stuff from the community that would be cool, like alternate uniforms, but we were limited by the size of the game.
I want to thank Rey for taking time off from his busy schedule of saving kittens from trees and blinding criminals with his glorious smile to answer our petty, mortal questions. While I detest undue hyperbole, I'm more excited about this game than I have ever been about anything in the history of mankind's existence, and I will murder and steal to get a copy as soon as they hit the street.
And so will you, if you know what's good for you ...
Give it to me now!
Plus...I just like hearing anything about this game.
There are so many other questions about this game that I (and others) have wanted answered for a long time. They're not hard to find, either.
What's the deal, guys? Are you getting a backscratch to push this game, or what?
The alternative? Arcade stick. it's the only way to play. I hope my SFAC stick with PS2>USB converter will work on the X-Box.
Let's just hope if they DO remix MVC2 that they replace the music with something that doesn't fail so hard.
I am so sold on this game. I just hope they polish up the net code to make Live play, you know, actually worth playing.
p.s. akuma is fucking awesome... but where is his mouth?
The only thing that looks a little off is the head size, and that's just a side effect of making sure the sprites keep the same hitbox.
The only thing that looks a little off is the head size, and that's just a side effect of making sure the sprites keep the same hitbox.
Now Saturday Night Slammasters on the other hand... that is a badass idea.
While they do look great try displaying the game at a native HD resolution. They look great on SD displays but once you stretch it up to 720p/1080i it starts looking horrible.
And i am totally with you Nex, MArvel vs. Capcom with the second one are the 2d fighting games i have had more fun with.
I realize DToid hasn't "sold out," I was being facetious. Sorry if I hit a nerve.
And I know you can't read my mind, but you *could* read through the hundreds of comments on Capcom's blog that you linked to.
If I'm being a dick, I apologize, but myself and anyone else who've been so brash as to criticize this game (here or elsewhere) have gotten shit upon promptly. It also doesn't help that the cockface in charge of Capcom's blog does whatever he can to scare us all away.
I was pretty low on sleep when I posted that stuff, too. Sorry if my grumpiness w/Capcom got shot your way.
If you read through some of the posts with 200+ comments, you can get a general idea of what's going down.
Basically, all of the people who post there and aren't glowing about the artwork get shit on by the mod and the other community members. The mod (this douche named Brian) likes to delete peoples' comments for being critical of the game, or for arguing with other commenters. But all of the super-positive comments are fine, and he's never even threatened to censor anyone who's flaming the dissenters.
He's gone so far as to put the comments on "approval only" and then delete any comments from people he's marked as "troublemakers," no matter the content. But of course, all of the positive "feedback" gets approved immediately.
Him and a lot of the other commenters there like to paint a picture of the anti-Remix crowd as a bitchy minority, but some guy went through a few posts and actually tallied it up - something like 45% of the people commenting are against the work they've done on the game.
My position on it is that.. I want it done, I'm one of the biggest SF fans ever, I have a damn SF cabinet in my living room. But I want it done right. I don't want a low-budget excuse for a SF game. Capcom's been milking fans' nostalgia for the franchise for way too long now (Capcom Fighting Jam wtf?), and I like the series too much to just sit there and watch them fuck with it.
So, I don't know. It's something that I'm passionate about (as are others, on both sides). But the reason that a lot of us naysayers are so aggressive and dickish is because we've gotten kicked around a lot. On their page, on their forums, on blogs like this. You should've seen us all when we started posting there - we were calm, and friendly, and sensible.
Bleh.