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nestlekwik

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nestlekwik

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#1  Edited By nestlekwik
Pazy said:
"Kush said:
For a casual fan whats the diffrence? Ive never noticed the diffrence between the varous SF2 installments since im only casual. Unless your hardcore who will notice?"
http://www.sirlin.net/articles/sf-hd-remix-complete-change-list.html

That's the official page of David Sirlin, who has overseen some of the balancing on the project.  Some of the changes should be noticeable even to casual fans such as Ryu's fake hadoken and even though it might not seem like a big change, Guile's roundhouse flash kick is completely different when you see it.  Casuals will probably give more experimentation with new characters since every character now has ample means to nerf a fireball and some of the more complicated command strings are given much easier strings to execute (instead of 360 + punch for a spinning pile driver, it is a half circle back plus toward motion).

When "tournament changes" are thrown out, we're talking about things such as Ken's knee bash being nerf due to throw trapping, Guile's retooled upside-down kick hitting overhead and having extra start-up frames, Dhalsim not being able to low stretch under sonic booms, Balrog's super move doing 10% less damage, Blanka's back hop filling less of the super meter, juggle and reversal fixes, Sagat's fireball recovery frames, etc., etc.  Most of the items such as that should go completely over the head of the casual player unless they read up on it, and, actually, a bunch of the changes can make some great things happen during a match.  Don't get me wrong - when I say most of the changes are meant for tournament players, I'm not saying they can't be understood by or be a benefit to casual players, it's just someone who doesn't care to explore the game won't realize what the game has gone through and this is where you get a lot of the "it's just the same game with prettier graphics" comments from.  Capcom itself has stated this is a true sequel to Street Fighter II, that's how many changes have gone into effect here.

Also, I've noticed that not many people have stuck with the series through Super Street Fighter II Turbo and because of this, the juggle concepts are completely foriegn to them.  If you pick up a Turbo version of Super Street Fighter II, learn about the juggles.  Not only are they fun, it's free, guaranteed damage that will save you time and again.

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nestlekwik

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#2  Edited By nestlekwik
Pazy said:
"I havent even been able to play the worthless demo yet. I waited for an hour or two (shitty connection) to download it but I have no one to play against and I cant even add a second controller in and just go "ooo shiny graphics" since the only other controller(s) in my house are connected to my brothers 360 who wont play me because he thinks fighting games are shit :|"
You have to realize the remixed aspect of the game is more than just its graphical uplift.  It's, again, mostly noticeable on a tournament level and most press coverage leaves the casual players in the dark about the retooled game mechanics.  However, things such as Ryu's fake hadoken and Guile's insanely retooled flash kicks should be noticeable to anyone.  The remixed music is pretty cool, overall, as well.
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nestlekwik

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#3  Edited By nestlekwik
SmugDarkLoser said:
Tournaments are awaiting SF4, not SF2.
There are still plenty of Super Street Fighter II Turbo tournaments being held worldwide and the game has been a staple at the EVO 2K and Super Battle Opera tournaments for quite some time.  I know a good amount of tournament players who have been long looking forward to HD Remix.
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nestlekwik

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#4  Edited By nestlekwik

The demo is merely the summer's beta test version with the networking stripped out of it.  That's pretty lazy, yes, as players should probably know how difficult the computer can be in single player.

I think the thought behind the demo was to give a way to play it with another person or let a single person beat up on someone who won't fight back in order to test out the character changes (which are pretty deep, actually).  It just still further fuels the fact that the game was developed and released to appeal to tournament players as opposed to the casual player.

That being said, though, as a fighting game fan, this game has been worth every penny for me.  I'm just left thinking that there could have been more Capcom could have done to appeal to casual players.

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nestlekwik

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#5  Edited By nestlekwik

A few years ago, I interviewed Jason Enos of Konami, who has headed the US DDR releases for quite some time.  He stated Konami can't produce wireless pads because Microsoft utilizes a proprietary wireless technology with the system.  If you don't have Microsoft's blessing, you can' t produce wireless devices for the system.  It's different for Rock Band and Guitar Hero since they sell a bizillion accessories along with a bizillion games for the system.

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nestlekwik

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#6  Edited By nestlekwik

Thankfully, it won't be Americanized that much.  I talk to Michael Yum of PM Studios semi-frequently and he gives me a lot of confidence that this will be a stellar game.  Maybe Konami will start learning that you don't have to butcher a Japanese game to bring it over to the United States.

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#7  Edited By nestlekwik

I joined up!

Say, are we going to do any challenges? :)

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nestlekwik

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#8  Edited By nestlekwik

The demo is only for two players because all Capcom essentially did was make the beta version of the game public while disabling the online portion.  Yeah, it's lazy, but, they've spent a year and a half working on the actual game.  After going way over their the and budget allotment, I'm guessing Capcom just mailed it in on the demo at the last moment.  I would say players really need to see the difficulty of the arcade mode before jumping into the game as Turbo has never been a very beginner-friendly game.

As for audio, I have also noticed a few slips, but I mostly noticed a very brief period of time where the characters didn't have speech during victory poses (Xbox 360 version).

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#9  Edited By nestlekwik

If you get a Blanka with green hair, his leg hair resembles pine trees ...

Otherwise, I've been playing the 360 version all day and the rebalancing changes are great for the most part.  I was able to get some good licks in with Dee Jay, T. Hawk and Zangief, characters I wouldn't normally give much play time too.  At first I was worried the achievements would be absolutely absurd, but I've snagged all but one of the offline achievements (for those wondering - 8 offline, 4 online) and a few of them are fairly fun (such as playing as Ryu and finishing Sagat with a fierce shoryuken).  I need a good online connection to tear into the multiplayer some, but I've been playing with a few friends and we've been rocking the game pretty fierce.

The thing I would question, however, is the difficulty.  I can still beat the game and everything, but David Sirlin promised the difficulties have been tooled to where easy was easy, normal was normal, etc.  While the difficulty has been toned, even easy may still be a little frustrating to those who only casually play Street Fighter.  What is most notable about HD Remix is it was essentially built by tournament players so it mostly serves tournament players and, of course, these players can rock the CPU without a moment's hesitation.  With the difficulty and the fact most changes will only be noticeable to the competitive crowd, $15 might seem a little much for a casual player.  Of course the removal of 360 command motions and moves such as the fake hadoken are extremely noticeable, but those who don't follow the game will doubtedly pick up on tweaks such as the removal of random time windows for shoryuken inputs, retoolings of moves such as Guile's roundhouse flash kick and recoveries of Blanka's rolling attacks.

The game is indeed worth $15, however, it just doesn't seem like most people understand what they are purchasing - the rebalanced mode has officially been labeled by Capcom bloggers as a true "sequel" to Street Fighter II.  The game is much more than Super Street Fighter II Turbo with Udon graphics and the developer has gone the extra mile to incorporate every possible competitive facet it could (double blind character selecting online, character rebalancings, notifications of dip switch settings to see if anyone's buffing certain characters, networking tweaks stemming from the beta, hitbox displays in the training mode, etc.).  If you love competitive fighting games, you should really pick this one up as this certainly won't be a game people stop playing online after one week.

As for the control issue, the version is developed with a more leinent command input timing window and I've found the analog sticks to be very sufficient for the most part.  My major hangup is in the dragon punch motion where I can't get it to pull off about 1 or 2 times out every 10 times I go for it.  When both fighters' health meters are low and you're in a scramble, anxiety might up the ratio of not being up to pull off a move, but, overall, I've found it to be quite satisfactory, even on the 360's brutal (for fighters and rhythm games) controller.

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