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New Street Fighter HD download to be built using Dreamcast coding

9:12am 24 Oct '07

Posted by Graham. Filed under G, News. Tagged with , .

SF2HD

It seems that Capcom are pretty proud of their Dreamcast Street Fighter games, as they are using the code, to help build the new Street Fighter II Turbo HD Remix (Is it me, or are these titles getting longer…?) 0r ‘SFHD’ for short.

“That was done because the DC (Japanese version) code is easier to work with, and there was already existing network code within the game to start with because the Japanese version had an online matchmaking service.” Rey, at the Capcom Blog, explains. “Now, before you guys start throwing tables in disgust because we are using the DC version and not the arcade version, realize that the DC version was an arcade perfect version. Or at least it was really close.”

The images, (shown below), are not the final screens, but a preview, of sorts, as to what we should expect for the final version.  As you can see the games graphics have been done up some, with very clear detail.  Changes to the HUD and some detail on characters and backdrops will be touched up even more.  The screenshots come from the Xbox 360 development kit.

SF2HD   SF2HD

SF2HD   SF2HD

Street Fighter II Turbo HD Remix will be available, for download, on Xbox Live Arcade and the Playstation Network… at some point, no date was given.

[Source: GamingBits]

Comments on this article

There have been 9 responses to this article.

Maybe it’s just nostalgia, but I don’t care for the graphical update of Street Fighter II.

udx

Posted October 24th, 2007 at 10:31 am.

Although everyone sees improvement, the update is mainly for the high-def crowd. To put it lightly, HD resolutions tend to not be very kind to the classics.

I believe an completely untouched version of SF2T is included with the package for the purists anyway, though.

Angelo

Posted October 24th, 2007 at 12:16 pm.

My only problem here is that I can see the ‘charge bar’ at the bottom of the screens - so you can do a super powerful move (you know what I’m talking about).

I think that Street Fighter went downhill when they brought that in, so I may not like the new version too much.

Graham

Posted October 24th, 2007 at 12:23 pm.

If it didn’t have the super meter, I would think that Super Turbo had the best balance out of all the Street Fighters.

And are they honoring the Saturn with a lack of translucency in the life and super meters :)

Reset

Posted October 24th, 2007 at 2:19 pm.

The super bar is a Street Fighter standard. It introduced a whole new level of strategy to the games. Theres no way the games went downhill after they introduced it. The super art systems in the Alpha games and in the almighty Street Fighter 3: 3rd Strike added so much to the game play.

Also, I love the new graphics. For those who aren’t aware, the art for the game is done by UDON studios, who produces the Street Fighter/II comics. They also did the ending artwork for Capcom Fighting Evolution/Jam. Awesome. But if you can’t get over the graphics, theres non updated versions of Street Fighter 2 available on Xbox live arcade and Wii virtual console, not to mention the Anniversary collection and Capcom Classics collections for ps2 and xbox.

Neal

Posted October 25th, 2007 at 12:19 am.

Agreed.

cube_b3

Posted October 25th, 2007 at 9:14 am.

Personally after they introduced the whole spuer bar thing - I found it easier to win matches by button bashing, rather than skill alone.
Maybe that’s just me.
It annoyed me, also, how someone could be losing badly, and then unleash an ‘awesome’ super combo move and completely devestate the opposition. It’s like you just need to hold off and charge up the bar - not go all out - and you’d still be able to win.
Whereas before you had to rely on being able to block, avoid and learn the special attacks correctly. At least fireballs and spinning birdkicks were avoidable.

As for graphics - I like the new ones. But I can understand why some may not.

Graham

Posted October 25th, 2007 at 12:15 pm.

It’s odd, but I don’t like the super bar from SSF2 and SSF2T…they did make it easier to win via button mashing, and some of the supers weren’t exactly easy to pull off (Guile and Zangief to name two). Although if you knew your character well, you could still take just about anyone down that resorted to button mashing. Now when it came to SF3, it was totally different: the supers no longer felt ‘tacked-on’. I loved them in 3, and I think it was something that made that series of games a much fuller experience due to their integration into combos. I’m just hoping Capcom doesn’t go the way of Tekken with SF4’s combo system. Button tapping for a combo (i.e., memorizing hundreds of combinations instead of a logical, hierarchical system) is silly to me. And illogical. No offense if you play those games! It’s just my opinion coming out.

DJGeki

Posted October 26th, 2007 at 3:55 pm.

Ive heard rumours that redspotgames is looking to bring this on the dreamcast on gd rom disk

Robert reid

Posted January 2nd, 2008 at 6:36 pm.

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