Super Street Fighter II Turbo HD Remix is (finally) back with these two new galleries full of images and artworks. It's important to note that the graphical style has been simplified since we last saw the game.
I like this new sprite style over the old one. Way better anatomy, Ryu's thumbs aren't bent impossibly, and I like the proportions put into stuff like Ken's face much better.
This new style looks horrible. Like a cheap cartoon. In motion this even looks worse. Hopefully there will be an option to switch this shit into the original sprites.
this game looks so boring in motion, and it doesn't help that they have remixed the old school songs and jazzed them up making the game even slower with crap theme revisions.
Looks awesome in stills. Not so much in motion. And to think that Capcom has the nerve to say they didn't improve the animation to keep it old school...or something. Why even update the sprites then?
Commented on 2008-03-13 20:09:20 In reply to synce
Posted by plite
This new style looks horrible. Like a cheap cartoon. In motion this even looks worse. Hopefully there will be an option to switch this shit into the original sprites.
Posted by synce
Looks awesome in stills. Not so much in motion. And to think that Capcom has the nerve to say they didn't improve the animation to keep it old school...or something. Why even update the sprites then?
Let me explain it for you both. If they updated the sprites to animate like oh say SF3 sprites, every single character would animate entirely differently than they did in SF2. Thus, if you change the animation, the timing and execution of certain attacks and moves will also change, resulting in a different fighting system. This would create a massive problem and an upset amongst SF2 players and fans, resulting in the entire game not being similar to SF2 at all.
So, no synce, they didn't update the animation for a reason, but they DID updated the sprite quality because normal SF2 would look like garbage in hi def.
Very nice indeed. Very clean looking. If I were to have worked on this myself, it would no doubt turn out just like this, so I'm well pleased. Nothing more could be done to it, really. Change it any more, and it just wouldn't be SF2 visually. This has been taken as far as it could have.
Then the original SF2 must have had some crap animation as well. From what I see, all they've done is separate each individual sprite frame and redone them with sharper detail and then just animated them again. Same number frames as the original. Your eye is probably tricked because of the improved fidelity of the sprites, so you'd expect cleaner animation.
The game has to be watched in HD. The fireballs look crap in SD, there are some really cool subtle effects going on. Remember this game is still a work in progress, it already looks superb. The new artwork by Udon really looks great.
The character models look too stocky and short
Like dwarves fighting or something weird
Udon's characters in the comics always look like they'd be really tall and huge, these are the opposite, I don't get it
Commented on 2008-03-13 23:29:38 In reply to macphisto80
Posted by plite
This new style looks horrible. Like a cheap cartoon. In motion this even looks worse. Hopefully there will be an option to switch this shit into the original sprites.
Posted by samhain81
this game looks so boring in motion, and it doesn't help that they have remixed the old school songs and jazzed them up making the game even slower with crap theme revisions.
Posted by macphisto80
Then the original SF2 must have had some crap animation as well. From what I see, all they've done is separate each individual sprite frame and redone them with sharper detail and then just animated them again. Same number frames as the original. Your eye is probably tricked because of the improved fidelity of the sprites, so you'd expect cleaner animation.
I have to agree with all your statments there this looks even worse than Street Fighter 4 in motion god awful. Well back to Guilty Gear that still looks better than this SF HD crap.
There's something not quite right about the fight stance animation. I don't think it's actually finished, or maybe not all the frames are there yet. Everything else looks like sf2 as far as animation goes except the fight stance animation.
Just like SH5,it's one of those Foundation9 owned companies.
BTW isn't that a bad quality vid on YouTube (framerate-wise) ? It's amazing if you think one would fail so hard.
Commented on 2008-03-14 02:30:27 In reply to Contra
Posted by Contra
Let me explain it for you both. If they updated the sprites to animate like oh say SF3 sprites, every single character would animate entirely differently than they did in SF2. Thus, if you change the animation, the timing and execution of certain attacks and moves will also change, resulting in a different fighting system. This would create a massive problem and an upset amongst SF2 players and fans, resulting in the entire game not being similar to SF2 at all.
So, no synce, they didn't update the animation for a reason, but they DID updated the sprite quality because normal SF2 would look like garbage in hi def.
Just a correction, there is no reason they couldn't put intermediate frames (even in a fast move, you can put intermediate frames much like how 3d fighters animate fast moves) to make it look non-jerky. The timing and the animation speed would not change at all if you choose to display them quickly.
An example would be the hadouken animation. Hadoukens in ST only have 3 frames of animation, but the execution animation (the total amount Ryu is in his hadouken animation from startup to release) is 3-5 times that. They could have animated the remainder of the entire execution of the move, thus making the move still execute at the same speed and animate better.
A clearer example would be in IGN's 2nd video where Ken does his knee bash throw. Notice how long it takes between each hit, yet there are only two frames of animation. The time between each hit is at least 2-5 times more than two frames. If it was only two frames (like the two frames of animation), it'd sound like a machine gun whenever Ken knee bashed.
The reason they didn't put intermediate frames in those moves are because the hit-boxes would change and you could get hit during the move in different ways.
As for timing, if more animation frames were added, nothing would change because execution animation (and animation length) wouldn't change.
Now if you're advocating that SF should have 3 exe frames for their 3 frames of animation, that's a different story and I'm sure it'd be a lulz game for sure. Making fireball lockdown possible from fullscreen for sure with any fireball character.
It would only work if they removed the hit boxes from the intermediate frames. I think they should do some tests. This game looks pretty bad in motion.
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All comments (35)
its back to basics bitsez!
http://www.youtube.com/watch?v=UrRTbnVDf1Y
http://www.youtube.com/watch?v=0R-cioBorNY
I've already brought my tooth brush over to the King of Fighters 12 camp.
So, no synce, they didn't update the animation for a reason, but they DID updated the sprite quality because normal SF2 would look like garbage in hi def.
http://www.youtube.com/watch?v=UrRTbnVDf1Y
http://www.youtube.com/watch?v=0R-cioBorNY
8 week Beta demo to be released with Commandos 3.
Like dwarves fighting or something weird
Udon's characters in the comics always look like they'd be really tall and huge, these are the opposite, I don't get it
You don't have explain anything to me, I didn't demand it to polish up the sprites.
http://www.backb.com/products/Games/showproduct.as...
Just like SH5,it's one of those Foundation9 owned companies.
BTW isn't that a bad quality vid on YouTube (framerate-wise) ? It's amazing if you think one would fail so hard.
So, no synce, they didn't update the animation for a reason, but they DID updated the sprite quality because normal SF2 would look like garbage in hi def.
An example would be the hadouken animation. Hadoukens in ST only have 3 frames of animation, but the execution animation (the total amount Ryu is in his hadouken animation from startup to release) is 3-5 times that. They could have animated the remainder of the entire execution of the move, thus making the move still execute at the same speed and animate better.
A clearer example would be in IGN's 2nd video where Ken does his knee bash throw. Notice how long it takes between each hit, yet there are only two frames of animation. The time between each hit is at least 2-5 times more than two frames. If it was only two frames (like the two frames of animation), it'd sound like a machine gun whenever Ken knee bashed.
The reason they didn't put intermediate frames in those moves are because the hit-boxes would change and you could get hit during the move in different ways.
As for timing, if more animation frames were added, nothing would change because execution animation (and animation length) wouldn't change.
Now if you're advocating that SF should have 3 exe frames for their 3 frames of animation, that's a different story and I'm sure it'd be a lulz game for sure. Making fireball lockdown possible from fullscreen for sure with any fireball character.