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| while this news isn't exactly hot-off-the-presses new, it deserves to be here. concept shot of the Ryu sprite compared to the old sprites http://img2.kult-mag.com/photos/00/0...00818216_2.jpg http://www.racketboy.com/images/ryu-sprites-large.jpg http://www.joystiq.com/2007/04/13/su...bla-announced/ Super Street Fighter II Turbo HD Remix for XBLA and PSN announced With 13 years of competitive play under its belt and counting, Super Street Fighter II Turbo is widely considered to be 2-D fighting perfected. A high octane, extremely offense-minded fighter, how is it that Capcom plans to improve upon perfection? By bringing in the comic masterminds at UDON to redraw the entire game, pixel-for-pixel. Super Street Fighter II Turbo HD Remix (wow again) for Xbox Live Arcade and PSN mirrors the same tactic Capcom utilized with their Hyper Fighting release - the goods you remember, only with online play. This time, however, Capcom is taking care of business in-house and utilizing the insight that 13 years of worldwide, top-tier competition has brought to the game. They aren't ruling out making slight changes to the game. It will be lost on the average player, but when the faithful get a load of the slight but ***y frame tweaks, they'll freak out. And they will love it. Capcom didn't have anything to show on the project, but they did say that the entirety of the game is being redrawn, from the character select, all the way through to backgrounds and endings. While it would be heaven in a download if they could also work in the original SSF2T, it is something they are currently considering. Capcom is aiming for a release this Fall. [Update - If you were interested in seeing just how super this remix is, the folks at GameKult snapped a picture of the presentation slide during the announcement. Capcom to Sammy: "In yo face!"] ______________ http://xbox360.ign.com/articles/780/780524p1.html Super Street Fighter II Turbo HD Remix Announced Ryu and company return to the XBLA this fall. by Erik Brudvig Street Fighter II on the Xbox Live Arcade has generated more revenue than any other XBLA game, according to Capcom. That can only mean one thing: more Street Fighter games are on the way. Along with an updated version of Super Puzzle Fighter II Turbo, Capcom announced its intention to bring Super Street Fighter II Turbo HD Remix to both the PlayStation Network and Xbox Live Arcade this fall. Though Capcom did not have the game on hand to show the audience, they did promise that all of the art is being redrawn by Udon Entertainment so that it will look crisp and clean at resolutions up to 1080p. A few samples of what Capcom is aiming for were shown and it was quite easy to see the vast improvement in the level of detail and polish over the original graphics. Like Street Fighter II for XBLA, this remake will include both online and offline play for one or two players. We'll have more on Super Street Fighter II Turbo HD Remix when it's up and running. ______________ http://games.teamxbox.com/xbox-360/1...urbo-HD-Remix/ One of the most popular games of the early '90s is reborn! Super Street Fighter II Turbo HD Remix, originally developed by Capcom for the arcade, makes its downloadable debut on the Xbox LIVE Arcade. Capcom will stay true to the foundation of the popular game by utilizing the original game code, while creating a fresh upgraded experience with new artwork and high resolution 1080p graphics. All of the art will be completely redrawn and created by UDON Comics, which currently publishes the official Street Fighter comic and is responsible for the new contemporary look of the Street Fighter franchise. ______________ http://www.racketboy.com/retro/2007/...g-sprites.html Super Street Fighter 2 Turbo HD & It's Massive Sprites You may have read about the upcoming, remastered version of Super Street Fighter 2 Turbo that will be coming out on both the XBox Live Arcade and the PS3's online service. Since the initial announcement, we have learned a few more details and I've been able to piece together my thoughts on the developments. First of all, Gamekult posted a "confidential" slide from the Capcom press conference that actually showed off the new Ryu sprite and how it compared to the original sprite in addition to the previous standard of high-resolution fighters, Guilty Gear X. I took the liberty of cleaning up that slide and adding some fresh comparisons so that it is easier to see the difference. I've even added the Ryu sprite from Street Fighter 3 - the largest Ryu sprite until this generation. http://www.racketboy.com/images/ryu-sprites-large.jpg When I laid my eyes on this new sprite, I really had to do a double take to make sure that I was reading it correctly. But indeed, the new character sprites for SSF2T HD are so big and detailed, they don't look like sprites at all. It looks like one of my remake dreams that I thought would never come true is actually becoming a reality. As good as this single sprite looks, the true test will be seeing it in action. The number of frames in the character animation can make a huge difference. If they could exceed the animation in Street Fighter 3, I suppose that would be excellent. It is also worth mentioning that the new sprites and artwork featured in this high definition remake is by UDON, the masterminds behind Capcom's beautiful Street Fighter and Darkstalkers comic books. When an iconic game like Street Fighter 2 receives such an overhaul, there is bound to be some gamers that are concerned. I thought this was addressed well by this comment made by Velops on the Joystiq post... "There is also a risk that fans will not like the changes made to the animations. Hardcore fans have honed their skills based upon the the exact number frames for each attack animation. This includes hitbox sizes, reaction, and recovery times. If the change is noticeable, it could completely change the tiers for competitive online play." At the same time, I don't think people should get too worried. Those dedicated to the original version will still have it to enjoy for their tournaments. Plus, there is nothing wrong with learning something new. A true fighting master should be able to learn different battle systems and adapt accordingly. To ease the worry about how authentic this remake will feel, David Sirlin has confirmed that he is working on this project. He has worked on ports of Street Fighter 2 before and is an expert at the game himself. Needless to say, I'm more that glad to see this true high-definition remake process turn into a continuing trend. Obviously, it would not be practical for every game, but it would be great to see some of the truly great games get a high-def makover while keeping the original feel intact. (High-res Sonic Trilogy, anyone?) In case you missed it, we have an ongoing conversation about the Street Fighter remake going on in the forums. I'd love to hear your thoughts! http://www.1up.com/do/previewPage?pa...=0&cId=3158732 Previews: SF II HD Remix High-res 2D Street Fighter! First details and interview. By Matt Leone Any time Capcom announces a new Street Fighter, it's a big deal. But what happens when that game is not actually new, but looks as different as anything the series has seen? We're about to find out. At a press conference yesterday, Capcom announced Super Street Fighter II Turbo HD Remix, a downloadable version of the classic fighting game for Xbox Live Arcade and Sony's PlayStation Network. As the title indicates, the game will introduce an entirely new look for the series, with new art and high-resolution character sprites drawn by the artists at Udon Comics to allow the game to run comfortably in 1080p. In a slide on display during the conference, Capcom showed character sprites from an older Street Fighter game and Guilty Gear next to the projected quality of what the company is looking to create with this HD Remix version -- which in the slide simply looked like hand drawn artwork. The point behind it all is that the company intends for the visuals to be the next step up from Guilty Gear as 2D fighting games go. While the game is very early in development at this point, Capcom has confirmed online play, a training mode, voice chat, rankings/ leaderboards, different matchmaking options, and stat tracking, with a Fall release planned. Because of timing differences in the download schedules on PS3 and 360, the two versions may not hit on the exact same day, but according to Capcom senior director of strategic planning and research, Christian Svensson, "We will be coordinating such that they are within a week of each other." After the conference, we sat down with Svensson to discuss the game. 1UP: From what I've heard [all development is underway at] Backbone. Is that correct? CS: The programming and the project management is all being handled by Backbone, but there are multiple people working on this project. As I mentioned [in my speech earlier], Udon Comics is handling the majority of the art tasks as far as root creating all the art. Backbone will be pulling it all together, and making it all work. 1UP: Which team is this? CS: This is one of the Emeryville teams. And specifically, it's a team that actually has some members of EVO on it, so the point is it's a team that has people who are going to be as critical of what the end product is as anyone out there would be, and that's important to us. 1UP: It's the same team working on Puzzle Fighter and Street Fighter? CS: It's the same team. 1UP: [Are the HD Remix versions of Street Fighter and Puzzle Fighter] going to be strictly downloadable games? We're not going to see an arcade version of Street Fighter or something like that? CS: They are strictly downloadable games. There are no arcade plans for either of these projects. 1UP: Are these planned for a Japanese release? CS: It's something we're still discussing. You know, a lot of the projects we have make sense for Japan, but frankly they have some different sensitivities and we need to make sure that it's okay for their market before we actually go stepping into it. 1UP: For Street Fighter, it seems like an ambitious plan to get these new sprites that we haven't seen in 10 years or however long... why the decision to apply them to a classic game rather than a new game? CS: The nice thing is that we know the mechanics works, and there's a lot less uncertainty in building on top of something that already exists than starting from scratch and worrying about game balance and things of those nature. The nice thing that Super Street Fighter II Turbo gives us is we know it works. Everybody loves it. So that's a starting point. What the future holds -- we'll see how we do with this. 1UP: When you say "it already works," does that mean pixel for pixel this is going to control the same exact way? CS: The exact, exact way. Pixel for pixel. 1UP: Roughly how long has Street Fighter been in development at this point? CS: We have been moving forward officially for about a month and a half, so it's very very early. We'd actually done some exploratory work on some of the art side before actually we'd gotten the full green light, because we had to pull together all the materials for actually getting everything approved internally and budgets set, etc. But full actual, full speed ahead, we're going -- about a month and a half. 1UP: And it's going to look better than Guilty Gear? CS: I will tell you that our sprites will be far more detailed, far larger, and again, [feature] 1080p support. | |||
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| AirRaid wrote: > while this news isn't exactly hot-off-the-presses new, it deserves to > be here. > > > concept shot of the Ryu sprite compared to the old sprites > > http://img2.kult-mag.com/photos/00/0...00818216_2.jpg > http://www.racketboy.com/images/ryu-sprites-large.jpg > > > http://www.joystiq.com/2007/04/13/su...bla-announced/ > > Super Street Fighter II Turbo HD Remix for XBLA and PSN announced > > [SNIP] > Lovely Jubbly! Always been a fan of SF. | |||
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