New Street Fighter 2 HD Remix details at Capcom Gamer's Day
David Sirlin, designer and competitive gamer extraordinaire, has updated his blog with a few new details regarding Super Street Fighter II Turbo HD Remix. Apparently, amidst all the hoopla surrounding the announcement of Street Fighter IV, we've overlooked the fact that SF2HD was actually playable(!) at Capcom Gamer's Day in London, albeit with only Ken and Ryu selectable.
SF2HD is newly re-balanced from the original, and features "tons of changes" according to Sirlin. The HD remix will also now include support for widescreen 16:9, and feature remixed music. And, as originally hoped, included in the package will be an arcade-perfect version of Super Street Fighter II Turbo, with no changes made.
In order to achieve the best online fighting experience possible, Capcom is attempting to duplicate (rather than license) the networking technology of GGPO, which attempts to streamline online gameplay in fighting games for the least lag possible. Sirlin himself is a game designer currently hard at work balancing the gameplay of SF2HD, so when he says it's looking great, he would know.
SF2HD is newly re-balanced from the original, and features "tons of changes" according to Sirlin. The HD remix will also now include support for widescreen 16:9, and feature remixed music. And, as originally hoped, included in the package will be an arcade-perfect version of Super Street Fighter II Turbo, with no changes made.
In order to achieve the best online fighting experience possible, Capcom is attempting to duplicate (rather than license) the networking technology of GGPO, which attempts to streamline online gameplay in fighting games for the least lag possible. Sirlin himself is a game designer currently hard at work balancing the gameplay of SF2HD, so when he says it's looking great, he would know.




















(Page 1) Reader Comments
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RYU > KEN. WOOT!!!
(Assuming I didn't get the symbols mixed up)
*throws it at you*
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"I'm sure a lot of you have experienced the lag-free gameplay over at ggpo.net, which is definitely the best fighting game networking technology in the world. It's battle-tested and proven at this point, delivering a staggeringly low 1-frame of input delay, even across oceans. You'd think we'd be using that, right? Or should we try an untested solution that will, in theory, be as good? I'll let you draw your own conclusions there."
By the way, ridiculous is spelled with an "i."
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How much do the realistic arcade sticks run?
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Check here. They vary. I sold mine for around 120, but it fluctuates.
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At all.