Super Street Fighter II Turbo HD Remix News for Xbox 360

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Super Street Fighter II Turbo HD Remix screenshot
Super Street Fighter II Turbo HD Remix screenshot

The man behind Super Street Fighter 2 Turbo: HD Remix has admitted that the XBLA game-size limit imposed by Microsoft is causing development problems, sparking concern that there may be differences between the XBLA and PSN versions of the game when it is finally released.

Capcom is currently working on a HD Remix version of Super Street Fighter 2, to be released on XBLA and PSN at some point this year. Changes include a remixed soundtrack, character rebalancing and completely redrawn 1080p graphics. The game will also come bundled with the classic version of SSF2T for die-hard fans.

Speaking exclusively to VideoGamer.com, SSF2T:HD Remix director David Sirlin revealed that developer Backbone is struggling to fit the new HD graphics into the 150MB Xbox LIVE download limit and admitted that including remixed music as well as the original music is proving "difficult or impossible".

When asked whether the 360 download limit was causing any problems, Sirlin said: "Yes, it's difficult to store so many 1080p graphics in such a small download size. A lot depends on the specific shading that the final art will have, and how well that shading compresses. It also makes it difficult or impossible to include all the original game's music AND all remixed set of music. We're still doing our best to fit within the limit we've been given."

Xbox 360 owners are sure to find Sirlin's comments worrying. It remains unclear whether there will be any telling differences between the two versions when the game is finally released. Tellingly, Sirlin did not mention any issues with PSN.

In the same interview, Sirlin also detailed major misgivings with the d-pad of both the Xbox 360 and the PlayStation controllers, citing both as influencing factors behind the decision to make some special moves in SSF2T:HD Remix more forgiving.

Sirlin said: "In my opinion, one of the worst ideas inflicted on the Shoryukening gaming public was Sony's idea to turn the d-pad into four buttons with no diagonal piece. I hated it on the PlayStation. I hated it on the PlayStation 2. I hate it on the PlayStation 3. Microsoft's d-pad has a much better shape (including the diagonals) and yet somehow, it isn't any better in practice. There's something amiss about the mechanism underneath the Xbox 360's d-pad that makes it mysteriously imprecise. My final tally is that both d-pads tie for badness.

"This is at least part of the reason why some special moves are more forgiving in SSF2T:HD Remix. You should have an easier time using a d-pad in this game than in other Street Fighters such as SF2: Hyper Fighting, but if you really want to be a pro, my best advice is to get an arcade-style stick. I've been using the Hori DOA and VF5 Xbox 360 sticks throughout the development of the game."

Be sure to check out the rest of VideoGamer.com's exclusive interview with David Sirlin, where he reveals the secrets behind SSF2T:HD Remix rebalancing and why he isn't "dumbing down" everyone's favourite fighting game.

Are you worried Microsoft's XBLA game size limit will have an adverse affect on Super Street Fighter 2 Turbo: HD Remix? Tell us in the comments section below.

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StoneyPimple's Avatar
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StoneyPimple

Rockman, that'g got nothing to do with it, on Xbox live demos/videos/music etc they can be any size aswell (just downloaded Turok now @ 1.3gig), the restriction is for arcade games only and well it just plain sucks that MS is still enforcing it.

I recon MS will change it soon if big names like capcom are having issues with the limitation (i know capcom isn't the first BUT this is a big title thats aimed at both 360 and PS3), i mean surely MS wouldn't want the PS3 version to be better simply because they are silly enough to have a restiction in the file size of an arcade game, if they don't remove it and force the game to be worse than the PS3 version then they are stupider than i realised.
Posted 03:30 on 01 February 2008
Fighting Fever's Avatar
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Fighting Fever

Could'nt they release the remixed soundtrack as downloadable content?
They could get the game out within the size limit, and then just release the extra music as downloadable update or something. Make the downloadable stuff free though, dont rip us off when ps3 gamers would get that part for free.

That would solve everything, would'nt it?
Posted 03:20 on 31 January 2008
Rockman's Avatar
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Rockman

I think the Playstation Controller is one of the best controllers ever for Street Fighter. I always use a PS controller over the arcade stick, even though I am equally good with both. The controller only became an issue with Xmen vs StreetFighter Series when I had to do adverse button combinations, which a arcade stick is superior at.

Too bad for the Xbox Live limit. I know I just downloaded a demo for the PS3 which was 1.7 gigs so Playstation should not have a problem.

I was through with Microsoft when I learned about the RRoD so I doubt I would be going back to them.
Posted 19:41 on 30 January 2008
Chunk's Avatar
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Chunk

This is total crap. Microsoft needs to drop their arbitrary limitation on XBLA games (or at least become much more flexible with it) and allow titles to use the space they need. They shouldn't be gimping their 3rd party devs, especially in a situation where they're directly competing with a PSN version of the same product. They've already let Symphony of the Night slide on this and they really need to give other important marketplace titles like this the same benefit.
Posted 16:13 on 30 January 2008
gno's Avatar
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gno

id say drop the music and bring on the graphics and effects!!!!!
Posted 14:57 on 30 January 2008
Kyre's Avatar
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Kyre

On the actual subject of this article, here's a solution: release the PSN version first, then concentrate all your efforts on the XBLA version. Dividing your attention between the two, when clearly one is already good-to-go while the other isn't, is an unfair excuse for delaying the sucess of one market. Of course it's ideal to maximize both markets - the PSN users and XBLA users - but in this situation, you have to start focusing on which one will give you the best returns.
Posted 14:30 on 30 January 2008
dudester's Avatar

dudester

Most games now use the analogue sticks rather then dpad these days. I imagine more time was spent getting those right then the dpads.
Posted 13:13 on 30 January 2008
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Yi-Long

It's amazing that neither Sony nor Microsoft can bring out a controller with decent or good D-pads. It just bogles the mind :( How can they make something that's so important, so bad!?
Posted 13:09 on 30 January 2008
FantasyMeister's Avatar

FantasyMeister

Quote:
Originally Posted by Article
Are you worried Microsoft's XBLA game size limit will have an adverse affect on Super Street Fighter 2 Turbo: HD Remix? Tell us in the comments section below.

From reading the full interview I got the impression that David Sirlin knows his fighting games and comes across as trying to squeeze 110% out of what he's working on, so I'm sure the end result will be great for die-hard SF2 fans on either console.

Whether one looks marginally nicer or comes with a larger sound track isn't really an issue, it's basically a 15 year old game, and back in them days (when we weren't getting up at 3am to go work down the pit then walking 20 miles home and having MegaDrive vs NES debates) it was all about the gameplay. Sounds to me like they'll have that factor nailed.
Posted 12:18 on 30 January 2008

Game Stats

Release Date: 26/11/2008
Developer: Capcom
Publisher: Capcom
Genre: Beat 'em Up
No. Players: 1-2
Rating: TBC
Site Rank: 1,483 186
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