Super Street Fighter II Turbo HD Remix Review
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Of course Super Street Fighter II Turbo HD Remix is stupendously brilliant. It's yet another refinement of the Super Street Fighter II fighting engine, perhaps the greatest fighting engine ever created. In all honestly, Capcom could fart out a Street Fighter II game and we'd dive under the covers and take a big sniff. The question is, has the long, long wait been worth Backbone, Udon, OverClocked ReMix, producer David Sirlin and Capcom's time?
At first glance, the answer is a whole-hearted yes, and that's because the graphical upgrade is so striking, so shiny and crisp that you can't help but admire Udon's comic-book-style redrawn art. Anyone who's been paying attention to Capcom's drip-feed of assets will know what to expect - dark outlines, stark colours, beefy limbs, gorgeous backgrounds, revised, canon correct endings - Udon hasn't just given Super Street Fighter II Turbo an HD anime lick of paint, but chucked the whole pot on.
Cammie's England stage, with Northern Lights intact, is a highlight. Chun-Li's China stage, complete with chicken wringing bloke, stands out, and Sagat's Thailand stage looks like a work of art, but there are one or two missed opportunities. Fei Long's Hong Kong stage is as static as ever and Dhalsim's trumpeting elephants are quite possibly even more annoying than before.
As it should be though, the characters steal the HD show. Zangief's bulging biceps look brilliant, as do Guile's, and the bosses - Balrog, Vega, Sagat and M. Bison - are all upgraded for the better. HD Remix will leave no fan wanting in the graphics department. It's gorgeous, slick and, put simply, the best-looking Street Fighter game ever released on home consoles.
There were concerns that Udon's work would play havoc with the hit boxes that have stood the Street Fighter series in such good stead for 17 years. Well it hasn't. HD Remix, essentially, plays just like SSF2T did back in the day. Everything works just the way it should - the pace, the feel, the incredible control and perfect collision detection - it's all there, confidently in place even after all this time. If you're one of those lapsed Street Fighter players who hammered the SNES and Mega Drive d-pads till their thumbs bled back in the mid 90s, then, like riding a bike, everything will come flooding back to you in a wave of d-pad nostalgia.
First it's quarter-circle forward fireballs, or charge back then forward projectiles. Then, without knowing it, it's Dragon Punches, and Flash Kicks, and even three hit combos. And then somehow you're stringing six, seven, eight hit combos and finishing opponents with Supers before you can say Hadouken.
If you find yourself pulling off moves that, back in the day, you struggled with, it's for a good reason: Sirlin's rebalanced every character, tweaking this and that, righting a few wrongs (or, if you read internet forums, wronging a few rights) and, generally, making the more complex moves a lot easier to pull off. For example, Guile's Super is now charge down back, then down, down forward, forward, up forward and a single kick. In the original Super Street Fighter II Turbo, Guile's super was charge down back, down forward, up back or charge down back, down forward, down back and any up, and because of that complexity, was hardly ever used.
You'll find almost every character's more difficult moves have been tweaked so that they're slightly easier to do. Ryu's Super is now two fireballs and a single punch. Even Zangief's classic health bar destroying Spinning Piledriver, what was a 270 degree spin and a punch, is now half circle back, forward and punch or half circle forward, back and punch.
Sirlin's design philosophy is this: Street Fighter II should be more about anticipation, quick reflexes and good decision making than being able to input incredibly complex commands on demand. While this is certainly an admirable ideal, and, actually, a reality since HD Remix does level the playing field somewhat (experts can perform special moves at will anyway), it's still a relatively hardcore fighting game that's unlikely to attract anyone who hasn't dabbled in Street Fighter II before. This is no Mortal Kombat VS DC Universe.




User Comments
oats
AlexinWorcs
Rant over
Happy new yr everyone.
Still awaiting Super Street Fighter 2 HD Remix.
SpikeyMike
wyp100
During our tests of the game, which was conducted the day the Xbox LIVE version was released in Europe (this is a UK-based website, the game isn't even out on PSN here yet), we experienced no lock-ups and pretty much zero lag during about 90 per cent of matches played. I've continued to play the game since then on a personal basis, and have yet to experience any of these lock-ups or serious bugs you have reported and 90 per cent of matches are lag free.
Bloodstorm@ Hamster 78
I keep getting that on my xbl account, i go on ANY option on the main menu and it crashes, i have to go on my brothers account to play.
Hamster 78
Backbone has a history of releasing to production poorly tested code. When Super Puzzle Fighter II Turbo HD Remix was patched on PSN, the aim was to provide some form of client-side disconnect resolution. What was immediately noticeable to all users who downloaded the patch was that there was a bug in the match making screen where both users' names were being cut off before the last character.
This issue was a minor nuisance, but was amplified by the fact that the main goal of the patch, better disconnect resolution, did not work since disconnect abusers were still able to disconnect with 100% success without getting detected.
What the player base ended up with was a patch that introduced new bugs and didn't solve the original issue that was the focus of the patch.
My question on all this is, what happened to the game journalists that were supposed to act as guardians to warn consumers of poorly written games? A 9/10 rating for a game with multiple severe level bugs (hardware lockup) seems very off target. (The lag free remark also seems quite a bit off target)
There have been quite a few debacles this past year in gaming journalism which have called into question the integrity of reviews of many different sources. I feel that in this recent review, giving a 9/10 rating, for a game that clearly does not deserve it, is a large misstep.
Bahn
Uh, the super has always been two qcf motions with one punch. It never required an additional punch button. The editor must be thinking of Alpha 2.
hadokenneth
Bloodstorm
Any time you're able to play on friday or sunday just say, i'll be there!
wyp100
FantasyMeister@ Bloodstorm
Quote:
I notice that Wes has now won 20 ranked online matches, whereas Bloodstorm has yet to play 5. Is it fair to say that someone got their arse kicked? :blink:
Melhavic
CUN LASTPLACE (XBGT) if you dare!!!! GaGaHaHaHa!! Ok I'm done.
BodhostUK
South_East_Jedi
Bloodstorm