Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 4, Ken)

December 4th, 2007 Seth Killian

 

Ken DP

This is part four (count em–4!) 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, the second detailed changes to Ryu, and part three was all about T. Hawk. This week focuses on the ladies’ man behind everyone’s favorite flaming fist, Ken Masters!

Ken
Ken is juiced up! Although there isn’t any single overwhelming change to him, all the small changes add up.

Hurricane Kicks
The most visible change to Ken is his new roundhouse Hurricane Kick. Read the rest of this entry »





Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 3, T. Hawk)

November 26th, 2007 Seth Killian

This is part three 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, and the second one detailed the changes to Ryu. This time out we’re looking at T. Hawk.

Even apart from being a 7-foot Native American with a Dragon Punch and a Spinning Pile Driver, Hawk is an interesting topic because while he’s among the very weakest characters in the original Super Turbo, he’s also one of the most potentially deadly. Expert players of the other characters can keep him out and grind his life away before he can get inside, but once he does find an opening he can do a TON of damage and trap you with nearly inescapable pile driver tricks. It’s this kind of explosive potential that makes changing him up a real pandora’s box, so read on for the thinking that went into the changes…

And as always, here’s our standard disclaimer: remember, the changes to the rebalanced mode are OPTIONAL :) If you think our redesign team has messed with a masterpiece, the game’s original mode is also included. Although “original” mode also features the HD art, original mode has NO changes to any of the characters. All of their move properties and hitboxes are exactly as they were, down to the pixel! This basically means you have two games in one, and if you don’t like the new-fangled version, the old-school version is still there.

SSF2T HD Remix Gameplay, Part 3: T.Hawk

Last time we looked Ryu’s short change list, so this time lets look at something more extensive. We’ll have to dig deep into the abyss of Super Turbo tiers to find this character. Buried somewhere near the bottom, we find T.Hawk. Attention readers, a T.Hawk “megaton bomb” is coming.

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Super Street Fighter II Turbo HD Remix FAQ

November 19th, 2007 Seth Killian

 

 

This FAQ from David Sirlin clears up some pervasive misinformation and provides answers to many of the general questions from the fans surrounding the game. Covering everything from game modes to screen resolution and music, this is a one-stop answer-fest for everyone eagerly anticipating the next installment in the Street Fighter II universe.

PS- Be sure to also check out his first article about the design philosophy behind some of the changes, and the second article detailing some of the specific changes to Ryu. There are many more to come detailing more specific character changes and the thinking that went into them, so stay tuned.

SSF2T HD Remix FAQ

Is the gameplay the same as Super Street Fighter 2 Turbo?
You actually get two games in one in this package:
1) SSF2T HD Remix
2) SSF2T HD Classic Arcade

SSF2T HD Remix is a brand new game. It’s a sequel to SSF2T, with over 100 changes to improve the balance and playability.

Read the rest of this entry »





Bringing Back the Wolf (or How Okami Wii Came to Be)

November 15th, 2007 Seth Killian

You already know how a bill becomes a law, but here’s a fantastic behind-the-scenes on how a game idea becomes a real-live development project, from Capcom’s own Vice-President of Strategic Planning & Business Development, Christian Svensson!

Bringing Back the Wolf (or How Okami Wii Came to Be)

It’s not a mystery that Okami is a much loved game by its fans and the media. It’s won just about every award you can think of. It’s a testament to Clover’s unwavering vision and attention to detail.

That said, it’s also not a secret that the game in its first outing didn’t fare as well sales- wise as a game of its quality deserved. There are many reasons for this, and I’ll touch on at least one, a bit further below.

Your Opinion Matters (No, Really)

But before I do that, I want to talk about feedback Capcom has received from our consumers and how we’re trying to be responsive to it. Okami Wii specifically exists because of that direct communication, especially those we receive on our message boards (even if they’re sometimes mean to us).

Read the rest of this entry »





Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 2, Ryu)

November 12th, 2007 Seth Killian

…and we’re back! This is part two 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.This week we’re taking an in-depth look at Ryu himself. How do you mess with arguably one of the most versatile and fully-realized character designs of all time? Read on for the answer!PS- remember, the changes to the rebalanced mode are OPTIONAL :) If you think our redesign team has messed with a masterpiece, the game’s original mode is also included. Although “original” mode also features the HD art, original mode has NO changes to any of the characters. All of their move properties and hitboxes are exactly as they were, down to the pixel! This basically means you have two games in one, and if you don’t like the new-fangled version, the old-school version is still there.

Read the rest of this entry »





Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 1)

November 5th, 2007 Seth Killian

This is the first part 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. This first article explains some of the motivation behind the project, reviews its design goals, and eliminates some of the misinformation we’ve seen floating around about the game. We’ll dig into the meaty details of some changes in the articles to follow!

Here’s a brief bio on our guest blogger:

David Sirlin has competed in Street Fighter tournaments for 16 years, and for 11 years he has helped organize and run the tournament series that started as B3 and has now become the international Evolution Championships. He represented the United States in SSF2T in Japan’s Super Battle Opera tournament, wrote the competitive gaming book Playing to Win, and provided narration for Bang the Machine, a documentary film about the Street Fighter community. He’s now overseeing the design and gameplay on Super Street Fighter 2: HD Remix.

And now, on with the article! Read the rest of this entry »





Capcom Cosplay from TGS 2007

October 9th, 2007 Chris "Kramez" Kramer

One of my favorite parts of the Tokyo Game Show is the cosplay “alley.” Every year, the outdoor walkway area between two of the main halls is overtaken by more Aeriths, Soras, Morrigans and random girls in maid costumes than should rightfully be assembled in sticky Tokyo September weather. This year, camera in hand, I went in search of intrepid Capcom fans, expressing their love of our titles by spending literally weeks designing their costumes.

Mega Man X and Zero pose at the TGS Capcom booth Mega Women

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Reflections on Resident Evil: Extinction Premiere Night by Francis Mao

September 28th, 2007 Francis Mao

Francis Mao

I got the chance to check out the Resident Evil: Extinction movie premiere at the Planet Hollywood Resort and Casino last week along with several of my Capcomer colleagues. We had a RE: The Umbrella Chronicles kiosk onsite to demo the game to movie premiere attendees who were universally impressed by the ease of play with the Wii remote. I was able to take a bunch of pictures of the event and surroundings and made mental notes of a bunch of observations to share with you all:

Has anyone seen Alice?

Alices come in all shapes and sizes: Sony pulled an eye-catching PR stunt by parading an unending line of “Alices” throughout the casino floor.

Itchy. Tasty.

Hollywood premieres love candy: There was literally a mountain of candies, popcorn, sodas, and other libations for all to partake before the movie started.

New breed of zombie?

Zombies can be sexy: I was surprised by a new breed of zombies at the after party which featured scantily clad models with spray-painted camouflage and zombie makeup over their bodies. Don’t remember seeing those in the movie!

Party hardy

There’s exclusive and then there’s “Exclusive”: Even if you were lucky enough to get an invite to the exclusive after-party, there was a separate after-party in the pool area of the hotel where bodyguards blocked the way of ‘civilians’ from mingling with the likes of RE movie stars Ali Larter, Ashanti (with boyfriend Nelly), and Mike Epps or attendees like Pam Anderson and Sylvester Stallone (”Yo”).

New breed of zombie?

As for the movie, I had a blast and perhaps enjoyed it more than my fellow Capcomers, but I’ve always had a fondness for zombie flicks of any kind (in a prior existence, I used to go by the moniker of Dr Zombie). The movie was much faster-paced than the prior 2, and it was a relief to have most of the movie occur in the daylight instead of the dark, claustrophic feel of the prior two movies. Whereas some may think the creators went too far astray with Alice’s new ’super’ powers as well as the ’super’ zombie breed that are now super fast and strong – it provided for some new (faster) action scenes that kept the movie rolling along. Lots of fun scares and some memorable lines makes this a good popcorn treat. I would rank this just below the original and better than RE: Apocalypse. Even though this is the ‘final chapter’ of the trilogy – the ending of the movie makes it super obvious that there’ll be more Alice action to come!

For another Capcom staff report from Seth Killian, click here!





Resident Evil: Extinction Premiere by Seth Killian

September 28th, 2007 Seth Killian

I got to check out the Resident Evil: Extinction movie premier last weekend and it was a blast. They rolled out the red carpet right through the gaming floor of the beautiful Planet Hollywood Resort and Casino.

Resident Evil Premiere

In addition to the stars of the film, including Ali Larder, Oded Fehr, and Ashanti, other celebs I spotted cruising around included Pam Anderson (unmissable), Nelly (not Furtado, just Nelly), and Sylvester Stallone. Mila Jojovich was also there of course, but extremely pregnant, so she kept a low profile.

Resident Evil Premiere

I did spot her in the Planet Hollywood lobby buying something from the convenience store (possibly a machete), flanked by a profoundly unamused looking security guard with one of those cool secret service wires. Who’s he talking to on the other end of that wire anyway? I wonder sometimes if they are even talking to anybody at all, or if the wire is just an efficient way of communicating I am basically a professional can of whupass, so please note that in your calculations if youre thinking about trying something funny (where funny means pretty much anything apart from existing quietly somewhere outside of the security perimeter).

Jovavich Costume

The Ridiculously Gigantic Bodyguards award, however, went to the Ashanti/Nelly entrance. How big were they, you ask? They were so big that you could actually see gravity bending around them, and Nelly and Ashanti standing together were invisible behind just one of them. I was just happy neither one was sitting next to me, and needless to say, nobody tried anything funny.

Umbrella Costume

Despite all the celebs, the biggest star of the night was a gigantic pile of candy. After they took your ticket and you came off the red carpet, you were ushered inside what looked like a traditional theater lobby, with posters, exciting bits of flair, random neon signage, etc. There were girls flanking the entrance with martini glasses full of green and red drinks, trays of baffling hors doeuvres featuring an obscure pink paste on tiny slices of bread, and, in the middle of the room a giant pile of candy.

Foodage and Drinkage

The effect of this giant pile is hard to describe. Why was it so exciting? Because movie candy is BETTER than regular candy. I don’t mean it tastes any different, or that they sell something you cant buy at any ordinary convenience store. Its just that its behind that big glass counter and costs $5 for no reason, so you know its the very BEST candy on the planet. If I were to come upon a giant pile of candy in the road, possibly from one of those overturned candy tankers you hear about on the news, I would be excited, but not extremely excited. Free candy? Whatever! I would say. As a full-powered adult, I can afford 75 cents for some Junior Mints whenever I want, so free candy has lost its special childhood attraction.

Candy - the other star of the show

Well, free regular candy has lost its attraction. Free movie candy is still enough to drive me wild, and apparently I’m not alone. Pam Anderson is excitement, but free movie candy was just thrilling. People were falling all over themselves for the stuff, with shorter attendees even asking me nicely whether I could reach some of the higher candy after the most easily-grabbed stuff was gone. Overall the people in attendance were an interesting mix of Hollywood types and slack-jawed yokels that appeared to have won some kind of radio call-in promotion. I told myself I was closer to the Hollywood types than the yokels, but then I saw the 12 boxes of candy stuffed into my pockets and had to reconsider.
Afterparty Tix

The after party was up on the Planet Hollywood roof deck and required some kind of separate ticket. Im not sure who was getting in, but the scrub-to-Hollywood ratio seemed to have dropped up there. Apparently zombies arent very sexy, so the women staffing the event took their fashion cues from the post-apocalyptic theme instead (remember, apocalypse = sexy, rotting flesh = unsexy). There were some zombie-esque characters on stilts, those I dont move human statues, and lots and lots of women ranging from servers in black halter tops and hotpants, to post-apocalyptic dancers in dirty prom dresses and gas masks, to thinly veiled strippers, topless in full-body camo paint.

Post-apocalyptic camo

The showing itself got straight to the point. No speeches and no trailersjust lights out and on with the main event. Apart from the unusually large amount of rustling sounds from everyone opening a ton of free candy, it was a great theatervery loud and a lot of good energy from the crowd.

theater

The movie itself was fun. Its not exactly Cocteaus Beauty and the Beast, but I had a great sugar buzz going and found myself smiling and wincing right through to the end. The movie ended up #1 at the box office in its opening week, so maybe that speaks for itself? Some surprising deaths, cool finishes, and great action sequences. Turn off your inner critic, grab some Goobers, and check it out.





Tokyo Game Show Report by Chris Kramer

September 28th, 2007 Chris "Kramez" Kramer

Ive been fortunate enough to attend the Tokyo Game Show several times over the years, but this is the first time that Ive ever had to spend a few days working at the front desk of a company booth at the show. This turned out to be both good and bad. Good, because I managed to hook up with a surprising amount of media people at the people (talking with media people is a large chunk of what I do here at Capcom) as well as managed to spend time chatting face-to-face with a number of Capcom Japan compatriots that I usually know as little more than an email address or a voice on the phone. Bad, of course, because I had to spend a few hours standing on a concrete floor in the hot sticky Tokyo air, and I am a lazy, lazy man. Mostly, Im happy that I only had to work on the business days (Thursday and Friday), and not the insane free-for-all that is Saturday and Sunday at TGS.

I have several pics of the Capcom booth that I consider before and after. The before shots come from Thursday and Friday, before the sea of Japanese gamers washed up against the steely shores of Capcoms booth. The after pics are from 30 spazmotic minutes I spent swimming against the tides of humanity to document hour long lines for DMC4 and Resident Evil: The Umbrella Chronicles play sessions, not to mention similar lines for We Love Golf! and Kobyashi-sans other game-in-progress, Sengoku Basara 2.

Basara

The main focus for the booth this year was, unsurprisingly, DMC4. Weve been regrettably quiet on this title for most of the year, breaking new gameplay footage in the Spring, a light sprinkling of deviously short trailers here and there, and 360-playable code at the European Games Convention in August. However, the DMC team pulled out a new 3 minute trailer for TGS that was positively jaw-dropping, featuring hot Dante vs. Nero action, new bosses, new characters, all sorts of quick glimpses of new levels and gameplay, etc., all delivered in high definition on a 20 screen. This new trailer will be delivered to Xbox Live Marketplace and the PS3 store in a few weeks, so you will be able to bask in the rosy glow of high definition video from the comfort of your own home. There was never a moment when the 30+ game stations running DMC4 were not occupied, including the ones in the Microsoft and PlayStation booths. The DMC4 section was a bit restrained, with ranks of game stations set up in two rows, and a city backdrop from the game that was similar to the one we had at E3.

Devil May Cry 4

Devil May Cry 4


Resident Evil: The Umbrella Chronicles (henceforth typed as REUC, to the relief of my fingertips) was shown in a dialed-out creepy mansion-flavored area that sported columns and checkered floor patterns similar to RE 1, as well as guttering chandeliers and campaign girls (aka booth babes) decked out in REUC shirts, camo shorts, camo high heels (where does one go to purchase camouflaged high heels?) and Zappers galore. The area was dark and spooky and felt much like a haunted house attraction and rang with the sounds of co-op gunfire. We really should have had wandering zombie dudes jumping out to freak out gamers. Damn, next year.

Resident Evil

Resident Evil


TGS marked the first public showing of We Love Golf!, the superfun golf game being developed by Camelot Software for Capcom. The Camelot teams past experience designing games like Mario Golf, Mario Tennis and the original Hot Shots Golf is obvious from the gameplay and design of the title. With assistance from the helpful orange shirted campaign girls, most folks were up and putting with the Wii Remote in moments. The booth area felt much like a Japanese golf range, with green grass flooring and a very mellow lighting scheme. The We Love Golf! portion of the booth sort of felt like an island oasis of sanity amongst the Crazy-Crazy! Funtime! Exploding Frenzy that is TGS.

We Love Golf

Zack and Wiki is quickly becoming one of my most favorite Capcom games. Theres really nothing else like it out there, and the dedicated area matched the games kooky pirate spirit perfectly. The campaign girls working the Z&W area had a jungle explorer look, which matched the giant idol and treasure trove tucked away within the play area.

Zack and Wiki

Zack and Wiki


Other notable areas in the Capcom booth included the small GTA: Vice Cities Stories section (Capcom distributes the game in Japan) and the Moto GP zone that had suits and boots from actual Moto GP riders. Samurai-flavored action game Sengoku Basara 2 had a pretty large chunk of space next to the REUC mansion, which housed a giant metallic samurai statue, as well as plenty of kiosks running the PS2 game. Basara may or may not come to the US, but it is becoming an increasingly large franchise for Capcom in Japan. Recently, the arcade division there announced a Basara fighting game, and theres even going to be a Basara festival in Tokyo in late October. Oddly, the game has a sizable percentage of female players (over 50%), which was obvious from the amount of women lined up to play during the show.

Moto GP

During my time at the Capcom booth, I was able to watch several presentations, which is incredibly helpful in getting to know the various game producers, as well as being able to see first-hand what elements of the various games the actual creators think are important enough to hammer home to a consumer audience. As in most TGS booths, a large part of the overall floor space was dedicated to the stage and 20 screen, from which Capcom ran hourly shows? Interviews? Presentations? Im not sure how to even define these events accurately. At the start of each session, a hottie campaign girl would come on stage, accompanied by one or more members of a game team. The hottie would then usually conduct an interview, asking a series of questions about each game or franchise, while video would run on the screen above and behind them. Sometimes, a larger group would come on stage, such as the host of Japanese comedians who came out to demo Zack and Wiki while producer Takeshita-san offered gameplay suggestions and hints. Mega Man producer Horinouchi-san (who is cool enough to sport a blonde topknot and the rad nome de game Hori-ken, which sounds like a Street Fighter special move) was accompanied onstage by Mega Man the same Mega Man that appeared at Comic-con in San Diego this summer. The costume, at least, not sure who was inside.

Grand Theft Auto

On a side note, Capcoms campaign girls won a TGS show award for best costume design. Im not sure if Im allowed to say who, but a top member of Capcoms development was undoubtedly very pleased by this, as he personally designs the campaign girl costumes almost every year. Campaign girls are so called because they are considered to be part of the marketing campaign around a game. Sounds a lot less trashy than booth babe, too. True story: there are officially approved poses for the girls; they must strike one of them for any picture they pose for.

For even MORE coverage on all things Capcom at the 2007 TGS, click here!