Although the argument about which current gen console has the controller best suited for fighting games may still be up in the air, the imposed size limits of XBLA games, and the hurdles that at least one developer must overcome as a result of it is a given. In an exclusive interview with the guys at VideoGamer, the director responsible for overseeing the development of Super Street Fighter II Turbo HD Remix for your 360 and PS3 commented on the challenges he and the rest of Backbone are currently dealing with:
"Yes, it's difficult to store so many 1080p graphics in such a small download size. A lot depends on the specific shading that the final art will have, and how well that shading compresses. It also makes it difficult or impossible to include all the original game's music AND all remixed set of music. We're still doing our best to fit within the limit we've been given."
Interestingly enough, there was no mention of problems with the PSN version. Not having someone bash the PS3 for being too hard to program for was kind of nice for a change. I wouldn't be too worried about the 360's version though, as I'm confident that Microsoft is wise enough to give these guys whatever help they need to make sure that their version isn't outclassed by the one Sony fans will enjoy. In other news, if it's any consolation to the engineers behind the 360's controller at all, David Sirlin thinks that the 360's d-pad has more potential for fighting fans:
"In my opinion, one of the worst ideas inflicted on the Shoryukening gaming public was Sony's idea to turn the d-pad into four buttons with no diagonal piece. I hated it on the PlayStation. I hated it on the PlayStation 2. I hate it on the PlayStation 3. Microsoft's d-pad has a much better shape (including the diagonals) and yet somehow, it isn't any better in practice. There's something amiss about the mechanism underneath the Xbox 360's d-pad that makes it mysteriously imprecise. My final tally is that both d-pads tie for badness.
In the end, Sirlin still thinks that we are better off investing in an arcade-style stick, but they did their best to optimize the controls (special moves) to be more forgiving that past Street Fighter games just in case that's not in your future list of purchases.
And here we thought the whole "space" argument was reserved for Blu-ray vs. DVD gaming discussions. Will the Xbox 360s 150MB limit prove to be too much (more like too little) for team Backbone, or will they manage to deliver an equal experience on both platforms? Stay tuned for further details, as they arrive.
[Thanks Justin and Y0j1mb0]
The reason that PSN is not an issue for them is because they have no such cap because while Sony has just as many Sku's for the PS3..they share one thing in common..a Hardrive.
In this scenario though, like with Symphony of the Night, special exemptions should be made.
If not, I could care less what version of music is in the game.
The first Xbox Live Arcade title to exceed the 50 MB restriction was indeed Castlevania. Remember they had a 50 MB cap before.
The limit has since been increased to 150 MB but Capcom is saying they may need some more elbow room as that might not be sufficient for them.
Besides, MS is supposed to make allowances in special cases. If they need 200-250MB, MS should give it to them.
They had a 50MB limit when there were 64MB memory cards, now that they have 512MB cards the limit should've been raised to 400MB+.
If MS wasn't so greedy with their memory devices they could just let people use USB flash drives and then you could have 4GB of space for like $40 instead of 512MB for $50.
Hasn't Ninty been using the same pad design since then? Don't they have that specific shape they use patented?
I still maintain my opinion that the PS controller is the best for fighting games.
But then, I'd take the Wii's over the 360's any day.
I believe you are correct sir.
Yeah, I tried to play Symphony of the Night and couldn't bear it, just because of that awful 360 D-pad, exactly as Sirlin said, it's not the size, shape, etc. it's just imprecise as hell... another amazing M$ design flaw in the 360...
That being said, the analog sticks are in a much more comfortable position for me than the PS123's
"My final tally is that both d-pads tie for badness" they both suck equally apparently.
Still I think everythign will be fine for everyone, yay rainbows and ponies!
What stick do you have? And do you have two of them? That would be just cruel to make second player deal with the shit controller.
I just thought of something... if Microsoft's XBox originals are exclusive to people with hard drives, why not this game? As I said before, fuck 'em.
Didn't know about the 150MB download limit for XBLA games, but that sucks. Glad I have a PS3, not that I'd consider this for the 360 anyway (I do everything possible to keep me away from thinking about Achievements, even switched my pre-order of GTA IV to PS3 from 360 regardless of the uber content add-ons for the 360).
Such as?
Speaking of D-Pads, I've always loved the PS ones. They're easy to use, but I hate it when games say press the Dpad button and dont show which direction it is when it's left or right, Because on the right button, the pointed end points left. And it confuses me.
160MB is lame. Screw Arcade owners.
Also filesize limit fails.
...You can connect original Xbox controllers to the 360? How does that happen?
How people say the PS controller is "good" for fighting games is beyond me. Makes me think they've never picked up the Saturn (not the original) controller. That thing is practically built for fighting games!