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Super Street Fighter II Turbo HD Remix - Page 2

post #51 of 59
the dpad sucks because its way to easy to accidently hit up or down while tryin to go back or forward


Akuma/Blanka and DeeJay are my favs.
love this game.
post #52 of 59
Quote:
Originally Posted by Chris Anthony View Post
$15?! Look, just b/c I was willing to buy BRAID dosesn't mean I'm willing to throw down $15 on anything, esp if it's a 15+ year old game that's just got some updated graphics. Hell, JETPACK REFULED was only $5.
Sorry, but comparing this to Jetpac really illustrates that you don't know what you're talking about. The amount of work to ensuring that this game isn't broken is pretty staggering. The frame-counting veterans of this game are going to notice and hopefully eat up every change they have made and while you or the average player won't notice these changes, it all does add up to make a near-perfect fighter that much closer to perfection.

Also, the online component's host is specific to the needs of sprite-based fighters, which adds to the value. In my opinion, this game was a steal.
post #53 of 59
The truth is though, that without NEEDING to do any work on the actual gameplay (which is often the most difficult part of game development). it was basically a matter of rewriting existing logic, adding in some network components and hiring artists to redraw the frames.

The amount of effort that takes is pretty small. And when you compare the amount of effort in this to the amount of effort that went into Bionic Commando Rearmed and look at the price on Rearmed, that seems like an appropriate price.

I'm willing to pay $15 for Braid because it's a new experience and it's rewarding a developer for taking chances to put out a unique and interesting game. Paying $15 to Capcom for remaking SFII yet again doesn't seem the same to me.
post #54 of 59
I am loving this. But, man, am I out of practice!
post #55 of 59
Quote:
Originally Posted by dontEATnachos View Post
The truth is though, that without NEEDING to do any work on the actual gameplay (which is often the most difficult part of game development). it was basically a matter of rewriting existing logic, adding in some network components and hiring artists to redraw the frames.

The amount of effort that takes is pretty small.
The amount of effort it took to redraw the frames was a notoriously huge task and the reason it took so long to finish.
post #56 of 59
Did anyone play last night? The developers of SSF II HD Remix were online. Very cool guys - had a blast.
post #57 of 59
Quote:
Originally Posted by Greg David View Post
I'll probably ultimately be convinced to buy this by my younger self's obsession with it, only to find that my impressive skills have hopelessly atrophied, and I'm being soundly trounced by every ten-year-old on XBox Live. That will be a sad day.
Yeah, thats what happened to me when I got it on PSN. I suck SO bad. I used to be so good at SF II years ago.
post #58 of 59
For those of you who purchased this...
Do you have problems with performing special attacks when playing online matches? I notice I can easily pull off every move when I play a local match or versus the computer but online I have trouble performing a fucking Dragon Punch. And the timing seems off online. I noticed this seems to happen more in Quick Matches and not so much when you join or host a Custom Match. Anyone else experience similiar issues? For the record, I have this for the PS3.
post #59 of 59
I haven't noticed, it might be a connection thing.

I have brushed the cobwebs off of my Street Fighter skills finally. If I am feeling really evil, I proceed to kick holy ass as Zangief. The 100 wins achievement is actually in reach to me.
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