You should also talk about the most recent version of SF2, Ultra Street Fighter II: The Final Challengers which is exclusive to the Nintendo Switch. Since it has the art style from this game.
It sucks it’s a Switch exclusive. There’s a lot of interesting new things, but it’ll be passed over regardless because it made for a pretty mediocre launch title compared to the other ones the Switch had. Making it more accessible would be sick.
This game always felt kinda "uncanny" for me and you nailed it: it's visuals feel like a flash game. Totally true. It's sad that my copy is stuck forever in my 360 account though since they never made it compatible with the newer Xboxes. I can kinda experience it on Switch but it's not exactly the same thing.
If you look at some fo the art before the eventual "downgrade" of how detailed the characters were you can kinda see what they were going for compared to what happened. It was a lot more detailed before hand, but because of time constraints they had to dumb down the look
The art is solid, it just really doesn’t suit the kind of animation a fighting game has. It lacks the same level of color contrast as the original, making the characters feel more flat than they should, and the level of detail paired with the lower amount of frames is jarring. It’s still cool to see regardless. High res art can definitely work in fighting games (like Skullgirls) but I’m unsure if it really does here.
Yeah, I think the issue just comes down to how few frames everything has. With that level of visual fidelity you expect the animation to be equally smooth, but instead it feels like characters are just snapping between frames rather than actually animating, giving it that sort of flash game look.
instead of becoming the definitve version, it ended up as a very divisive game instead graphics, music, balance changes, everything felt a bit off it's a commendable effort but it's definitely not for everyone
Me too. Warts and all. A couple years ago I brought out my old HRAP3 stick out of retirement and gave it an all-button layout _because_ I knew the game didn't have any sort of SOCD cleaning at all. Love those walk-up Sonic Booms!
I could have sworn the game let you play with both original ST balance and the Remix balance. It is a shame HD Remix was so divisive for hardcore fans because I would have loved a Third Strike with a smaller balance patch made with comp players in mind. I know James Chen has talked about how Sirlin didn't seem to take a lot of pro player feedback into account for the patch. I also remember hearing that Sirlin and his team wanted to judt give the sprites an HD makeover and he even offered to self-fund the difference since it would be more expensive than using Udon's art but Capcom refused. I think Udon did a fantastic job but the stages are far too simplistic and not being able to draw new frames of animation makes it feel cheap. If they had the time to really flesh it out it probably would not have looked so bizarre.
This game should have been great, but they failed in the small details: for example, they restored Guile's old voice for his Sonic Boom shout, but his defeat scream still was his SSF2T voice... other than that, the menus were slow, and having the option to use the old sprite models but not the old backgrounds gave a sense of inconsistency... coupled with the weird animation, it sometimes felt like a bootleg version of SSF2T, even though the new gameplay additions were good.
My account got hacked so my downloaded games are lost so after watching this video i never knew it was available on disk so bought one a bit pricey £40 but that was the cheapest some copies are selling fpr £90/100
Probably not. It would have had to come out in arcades and have Japanese players adopt it like with Guilty Gear AC+R to really be accepted, and HDR just looked too different. And whoever was in charge would have to filter out a lot of player suggestions. There's a famous story about Keits adjusting KI Jago in a way that fans initially criticized that ultimately was the right decision.
I respect the efforts of the artists, but never cared for the style used. KoF XIII did the artwork right.... too bad that game's command inputs are ludicrous.
I still can't understand why Capcom never released super Street Fighter 2 turbo for the Super Nintendo back in 94 yep they release Street Fighter Alpha 2 this doesn't make sense. Also I'm surprised nobody over there in the United States has done this yet what will the technology that's around these days I'm waiting for the day that someone does that because I will snap that up straight away $£$£$£.$£$£$£$
Capcom was stuck with millions of unsold Super Street Fighter II cartridges for the SNES by the end of 1994, so it would be financial suicide to proceed with a Super Street Fighter II Turbo SNES release in 1995. If you're wondering why Capcom didn't release SSF2T instead of SSF2 on the SNES in the summer of 1994, the reason is if they did that, SSF2T would have been in the arcades for less than six months before the hypothetical SNES port released that summer, and this would have created a HUGE backlash from arcade operators who couldn't make their money back on the game because the home ports cannibalized their investment.
@@Tempora158SSF2 itself shouldn’t of been released as-is, I don’t know what Capcom was thinking going back to the slow floaty speed of the original SF2
@mikeg2491 Hyper Fighting was an American creation of Capcom USA to counter the Rainbow Edition hacks that took over the USA and Asia outside of Japan. The Street Fighter dev team at Capcom Japan did not like the chaotic nature of Hyper Fighting and preferred the methodical play that they've created in Champion Edition. They considered their Super SF2 to be the true update to Champion Edition, which is why Champion Edition was used as the base instead of Hyper Fighting. Basically, Hyper Fighting is to Ms. Pac-Mac as Super Street Fighter II is to Super Pac-Man.
@@Tempora158 interesting I wasn’t aware Japan didn’t like the turbo sensibilities. I can see why with their culture though, I like Japanese audio equipment like Luxman or Accuphase because it tends to be softer, airier and less “in your face”.
@mikeg2491 Don't mistake Capcom Japan with Japan in general. When Hyper Fighting was eventually released in Japan as Street Fighter II Turbo, tournaments switched over to it completely. That obviously didn't change Capcom Japan's position on the game, and that is how we ended up with the low earning Super Street Fighter II in the arcades and the sales disaster of the SNES/Genesis ports.
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