Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 8, Sagat)

March 20th, 2008 Seth Killian

This is part eight in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The previous articles can be found here. This week focuses on the world’s tallest Thai, the kickboxer Sagat.

Sagat

Sagat—well actually “Old Sagat”—is one of the best characters in ST. He’s even soft-banned in Japan, meaning there’s a tacit agreement not to play him, even though you are technically allowed. He might not be as strong of a character as Balrog or Dhalsim overall, but the problem is that there are several matches where he just dominates. His Tiger Shots (fireballs) are so powerful that many characters spend the entire game trying to get around them. I think everyone knows that this nerf is coming.

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SFIV: Fur Flies at Capcom HQ

March 18th, 2008 Seth Killian

Last Friday, immediately after the weekly Play Against Capcom session, Capcom played with itself. Divided along the ancient tribal lines of Marketing and Product Development, the groups decided to settle their differences with a few rounds of Street Fighter IV.

The battle pitted the Marketing department’s “Pants-on-Fire-Liars” vs Product Development’s “Paying More than 10$ for a Haircut is for Suckers” squad. It was exactly like West Side Story if they worked office jobs and could not dance even a little bit.

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SFIV: A Closer Look at Crimson Viper’s Special Moves

March 17th, 2008 Seth Killian


In case you’ve had trouble sleeping, my golden pipes are back to explain the intricacies behind the recent round of Crimson Viper screenshots. The slideshow + audio breaks down her complete repertoire of special attacks and a few of the cheap things you can do with them.

Ipod-friendly version of this video is here, and the special move breakdown for Abel is here.





Super Street Fighter II Turbo HD Remix: State of the Union

March 12th, 2008 Seth Killian

Here’s the straight story on the glorious highs, devastating lows, and delicious middles behind making Super Street Fighter II Turbo HD Remix, from the game’s producer, Rey Jimenez:


Long time, no see Street Fighter fans. Sorry for not writing in a few months, but hopefully David Sirlin’s articles have been keeping you in the loop on HD Remix news. The reason I haven’t posted in a while is that there has been a lot of changes in HD Remix and we really had to focus on what was going on with the game. But now, I think it’s time I give you guys the run down on what’s been going on the past few months.

First of all, creating HD Remix has turned out to be a much more difficult task than we could’ve anticipated. There have been many recent challenges ranging from developing rock-solid netcode from the ground up to creating super-polished art for that truly lives up to the name Street Fighter. If we had gone the “good enough” route, you probably would be playing the game right now, but that wasn’t the route we wanted to take here at Capcom.

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This is How We Roll

March 11th, 2008 Seth Killian

Randy, pictured above, rolls with a Poogie on his head. Not just any common Poogie either, but Monster Hunter’s limited, first-edition Poogie that you can’t even buy anywhere. Possibly the Poogie will fall off of Randy’s head and into a crevice. Do we care? We do not. Capcom’s Scrooge McDuck-style vault of swag is so swollen that we sometimes drop this stuff and can’t even be bothered to pick it up.

When you are lucky enough to be let into Capcom HQ for one of our exclusive focus tests, we will shower you with this stuff. It’s not even because we like you–we just have to get rid of it somehow.

While it might *seem* like Randy is taking a bunch of sweet games down to our focus testers, he’s could just be trying to clean off his desk. Maybe he just threw this stuff out. I don’t even know because it’s not even a blip on my radar, people.

More swag and some exciting pics of our top secret new game being tested can be found in the flickr set.





Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 7, Balrog)

March 7th, 2008 Seth Killian

This is part seven in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The previous 6 articles can be found here. This week’s article focuses Balrog “What’s a kick?” the Boxer.

With Balrog near the top of the original Super Turbo characters, remixing him was more about putting a collar on some of his most brutal tricks while still keeping him competitive, fun, and, well… like Balrog!

Balrog

Balrog is generally considered to be tied for the best character in Super Street Fighter 2 Turbo (ST). Pretty much everyone ranks Balrog and Dhalsim as top, with some Americans adding in Old Sagat, some Japanese adding in Vega, and a few people claiming Chun Li. But there’s not much debate about Balrog (or Dhalsim) being top.
The knee-jerk reaction is to nerf, nerf, nerf (that’s internet-speak for “reducing the power level” of something). I said in my first article that we would leave the top characters top, so it’s been quite a test of willpower to follow my own advice and avoid bringing down the hammer on Balrog.

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State of Capcom’s Digital Union

March 3rd, 2008 Seth Killian


download arrow art

From Capcom’s Christian Svensson, Vice President of Strategic Planning & Business Development:

In the grand scheme of things, my hopes for Capcom’s “digital initiative” are still just getting started. There’s been a few fits and starts. Admittedly, some games are a bit later than we’d hoped (held back in the name of quality and feature improvement) but we’ve learned a ton about the space and we continue to learn more with every release. By and large, I’m really pleased with how we’re positioning ourselves, the quality of the content in our pipeline and our level of sales success to date. My fingers are crossed that it continues and thank you guys for your continued support. All of that said, I thought I’d call attention to a few major milestones that Capcom and our development partners have worked very hard to achieve (these guys really deserve a pat on the back):

–Highest Revenue Generating XBLA Title (still) - Street Fighter 2 Hyper Fighting

–First Cross-platform Simultaneous Digital Launch from Any Publisher (PSN/XBLA) - Super Puzzle Fighter 2 Turbo HD Remix

–First Third Party Published Game Content on the PSP PC Store – Harvey Birdman Demo

–First Third Party Published Content on the European PSN Store – SCEE tells us it will be Rocketmen

–First PS3 Title to Handle In-game Purchase/Conversion From Within a Demo - Rocketmen

–First Cross-platform Global Simultaneous Launch Maybe* (PSN/XBLA – Europe/NA/Asia) – Rocketmen

*We’re still trying to get a final date out of SCEE but Rocketmen was approved last week so we’re hoping it’ll go live with US and Asia on March 6th, failing that, I’m betting it’ll be the 13th.

While some of the above milestones have nominal impact to your experience as a consumer, the development and industry folks among you, I’m sure can recognize the importance and challenges inherent in reaching some of those achievements.

In a couple short weeks, you’re going to learn a good deal more about some new titles as well as updates on some of the titles you’ve been eagerly awaiting.

I honestly believe that Capcom is treating this space more seriously than any other third party publisher. The level of ambition in our titles as far as feature sets, target platforms and quality of execution (both from a product development and marketing standpoint) will continue to climb. You will see us giving ever increasing value to our fans as we move further and further out into our digital product roadmap.

I hope you’ll join us. :)

If you want to discuss our digital titles with Capcom folks and other fans, please participate in the Capcom Digital Downloads forum.





Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 5, Blanka)

February 11th, 2008 Seth Killian

Aaaaaaaaaaaand we’re back.

This is part five in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The first article went into some details about the design philosophy behind some of the changes, with subsequent articles on Ryu, T. Hawk, and Ken. This week brings us Brazilian baller Blanka, who I can tell you (after playing him for a few hours) has definitely gotten a lot more, um… beastly.

Blanka

Blanka is considered bottom tier in ST, but even in that game he has a lot of potential and a lot of things going for him. The throw range on his bite is enormous. His crossup (jumping short) is excellent and easy. After the crossup, you can go for a combo, a bite, a blocked hit into a bite, another crossup, or a blocked hit into another crossup. Also, Blanka’s roll attack does really good damage. HD Remix Blanka retains all those good features, and gets some boosts.

Horizontal Rolling Attack
In ST, most characters can hit back Blanka’s roll after blocking or even being hit by it. In HD Remix, it recovers faster, but it’s still not completely safe. Dhalsim and Balrog are still able to hit it back easily (with standing fierce and jab rushing punch, respectively). Read the rest of this entry »





New Bionic Commando Concept Art

January 30th, 2008 Seth Killian

Since these were smuggled out of the Bionic Commando skunkwerks (insert Bothan spies ref here), I was only able to get the glossy prints, which have in turn been photographed for you. You could call this a lot of things, but let’s call it “keeping it real.” I mean hey, you read scans from magazines all the time, right?

Cool stuff regardless, and provides great insight into the overall style of what’s to come. Check it out here.





Thanks Guys

January 29th, 2008 Seth Killian

So we invited in some fans to take a look at a new Capcom game last Friday. We can’t talk about the game just yet (and neither can they :)), but we did hit them up with some stuff as a “thank you for coming in to play our cool pre-release games.”

The pic doesn’t really show off the juice, but here’s a breakdown of what was in the bags: Resident Evil The Essentials (includes RE: Code Veronica X, RE Outbreak, and RE4), Capcom Classics for DS, Mega Man Advent ZX for DS, Zack & Wiki and Harvey Birdman for the Wii. Non-game stuff included an Okami Buddha Board, Resident Evil filtered facemask, water bottle, and sticker, Zack & Wiki 3d magnetic puzzle + stickers, Ace Attorney plush, old-school Monster Hunter poogie plush, Devil May Cry “Dante’s Awakening” t-shirt, Capcom “EVOLVE” t-shirt, Devil May Cry 4 art book, Devil May Cry 4 knit cap, 1 can Umbrella Corporation “Revive” energy drink. No partridge in a pear tree.

Thanks for coming in guys, and for everyone that wasn’t able to get in, stay tuned for our next invitation to a new batch of fans.