SSFII Turbo HD Remix is the greatest treat for SFII fans ever made

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ASK_Story

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#1 ASK_Story
Member since 2006 • 11455 Posts

When I first got this I admit I was slightly disappointed because I was expecting more...than once I finally got a HDTV and played it widescreen, all I can say is, "WOW, this is AWESOME!" It's a HUGE difference, no kidding! Playing at widescreen on 720p for the first time felt like I was playing a re-remake of SSFII Turbo HD Remix, LOL!

The guys who remade this deserves all the credit in the world. I'm truly grateful to these guys who are not only just great artists but also love SFII as much as the fans do.

Anyway, just thought I share this. SFII was one of my favorite games of all-time. I don't remember how many countless hours I poured into this game with my friends when we were kids. And now seeing one of my childhood favorites remade like this has to be one of the greatest things to happen in all my years of gaming.

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TriangleHard

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#2 TriangleHard
Member since 2005 • 9097 Posts

Well,

Until I get to play Street Fighter IV,

to me, the best Street Fighter is Street Fighter Alpha 2.

and Dan is most awesome Street Fighter character ever.

SSFIITHD don't have Dan.

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Skylock00

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#3 Skylock00
Member since 2002 • 20069 Posts
While it's a faithful transition to HD, and for most fans it's more important for the translation to be faithful to the source, the fact of the matter is that the animation frames really make the HD treatment feel rather rough, IMHO. I would've enjoyed an HD re treatment of SFIII Third Strike over this, from what I've played so far.
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xmitchconnorx

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#4 xmitchconnorx
Member since 2007 • 2649 Posts

Well,

Until I get to play Street Fighter IV,

to me, the best Street Fighter is Street Fighter Alpha 2.

and Dan is most awesome Street Fighter character ever.

SSFIITHD don't have Dan.

TriangleHard
Word. Dan is so legit. I was going to get the HD Remix but i decided to get the Alpha Anthology on PS2 for $20 instead to hold me over til IV. 5 Street Fighter games in one, can't beat that.
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ASK_Story

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#5 ASK_Story
Member since 2006 • 11455 Posts

While it's a faithful transition to HD, and for most fans it's more important for the translation to be faithful to the source, the fact of the matter is that the animation frames really make the HD treatment feel rather rough, IMHO. I would've enjoyed an HD re treatment of SFIII Third Strike over this, from what I've played so far.Skylock00

I think the animation looks fine, very similar to the old SSFII Turbo game. It seems jarring at first maybe because the artwork is so crisp and tightly rendered. But considering that Backbone and Udon didn't add any new frames of animation, it still looks and plays exactly like how I remember it...well, almost because the darn D-pad on my 360 controls is so hard to get used to! :P

And when you really think about, it would be too difficult and would take too long to make a Third Strike HD because the animation frames in Third Strike is just too crazy. It'd be nice to see a cleaner Third Strike like Guilty Gear, but I think the animation in Third Strike is so good, I really don't think a HD version can improve on it. Also, Udon and Backbone would have a huge work cut out for them if they did. Third Strike moves and plays like a Disney animated cartoon, silky smooth and the best 2D fighting animation in a game ever made. The sprites in the original SFII looks archaic and misproportioned when you see it now so Udon's artwork looks great in the remake. But with Third Strike, I feel it's a different story because the original Third Strike animators were professional animators who drew the Third Strike characters meticulously. And not taking any credit away from Udon or Backbone, but I don't see how their work can improve on Third Strike's superior artwork. That's why I don't think a remake would work well in this case.

They can probably retrace the frames, frame by frame, but that's about it. Third Strike is a masterpiece that shouldn't be touched, in my honest opinion.

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chadwick1343

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#6 chadwick1343
Member since 2009 • 944 Posts
best 15 bucks ever
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Sablicious

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#7 Sablicious
Member since 2005 • 248 Posts

SSFII Turbo HD Remix is the greatest treat for SFII fans ever madeASK_Story

This statement may have had some semblance of truth to it IF they hadn't have tinkered with the game and made it the 'Hyper Damage' turd it turned out as. >_>

Thank god for Streety IV!:D

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Skylock00

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#8 Skylock00
Member since 2002 • 20069 Posts

[QUOTE="Skylock00"]While it's a faithful transition to HD, and for most fans it's more important for the translation to be faithful to the source, the fact of the matter is that the animation frames really make the HD treatment feel rather rough, IMHO. I would've enjoyed an HD re treatment of SFIII Third Strike over this, from what I've played so far.ASK_Story

I think the animation looks fine, very similar to the old SSFII Turbo game. It seems jarring at first maybe because the artwork is so crisp and tightly rendered. But considering that Backbone and Udon didn't add any new frames of animation, it still looks and plays exactly like how I remember it...well, almost because the darn D-pad on my 360 controls is so hard to get used to! :P

And when you really think about, it would be too difficult and would take too long to make a Third Strike HD because the animation frames in Third Strike is just too crazy. It'd be nice to see a cleaner Third Strike like Guilty Gear, but I think the animation in Third Strike is so good, I really don't think a HD version can improve on it. Also, Udon and Backbone would have a huge work cut out for them if they did. Third Strike moves and plays like a Disney animated cartoon, silky smooth and the best 2D fighting animation in a game ever made. The sprites in the original SFII looks archaic and misproportioned when you see it now so Udon's artwork looks great in the remake. But with Third Strike, I feel it's a different story because the original Third Strike animators were professional animators who drew the Third Strike characters meticulously. And not taking any credit away from Udon or Backbone, but I don't see how their work can improve on Third Strike's superior artwork. That's why I don't think a remake would work well in this case.

They can probably retrace the frames, frame by frame, but that's about it. Third Strike is a masterpiece that shouldn't be touched, in my honest opinion.

I just feel that in terms of the visuals, a lot of the effort in revamping them just don't feel like they are as well applied as they could be in this context. I know that they didn't add any new frames of animation, hence my comment of it being a faithful transition, but that's also why I don't really like the visual style at the end of the day, because in stills it looks like something that's supposed to be highly detailed and fluid, when the animation is anything but fluid.

In terms of your last comment about them retracing the frames...well...that's exactly what they did in this remake, right? Essentially retrace/recreate the frames in HD, without adding anything? Because ultimately, when I'm playing this game, it's just not giving me the kind of sense of awe that a number of other people are feeling regarding the visuals, which I'd argue is one of the weakest aspects of the remake (the strongest, IMHO, is the detail in the dip switch options), entirely due to the restriction the guys had in animation frames. Revamping Third Strike into HD level resolution would've still been a much more exciting product to engage with, IMHO, especially due to the quality of the animation itself.
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ASK_Story

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#9 ASK_Story
Member since 2006 • 11455 Posts
[QUOTE="ASK_Story"]

[QUOTE="Skylock00"]While it's a faithful transition to HD, and for most fans it's more important for the translation to be faithful to the source, the fact of the matter is that the animation frames really make the HD treatment feel rather rough, IMHO. I would've enjoyed an HD re treatment of SFIII Third Strike over this, from what I've played so far.Skylock00

I think the animation looks fine, very similar to the old SSFII Turbo game. It seems jarring at first maybe because the artwork is so crisp and tightly rendered. But considering that Backbone and Udon didn't add any new frames of animation, it still looks and plays exactly like how I remember it...well, almost because the darn D-pad on my 360 controls is so hard to get used to! :P

And when you really think about, it would be too difficult and would take too long to make a Third Strike HD because the animation frames in Third Strike is just too crazy. It'd be nice to see a cleaner Third Strike like Guilty Gear, but I think the animation in Third Strike is so good, I really don't think a HD version can improve on it. Also, Udon and Backbone would have a huge work cut out for them if they did. Third Strike moves and plays like a Disney animated cartoon, silky smooth and the best 2D fighting animation in a game ever made. The sprites in the original SFII looks archaic and misproportioned when you see it now so Udon's artwork looks great in the remake. But with Third Strike, I feel it's a different story because the original Third Strike animators were professional animators who drew the Third Strike characters meticulously. And not taking any credit away from Udon or Backbone, but I don't see how their work can improve on Third Strike's superior artwork. That's why I don't think a remake would work well in this case.

They can probably retrace the frames, frame by frame, but that's about it. Third Strike is a masterpiece that shouldn't be touched, in my honest opinion.

I just feel that in terms of the visuals, a lot of the effort in revamping them just don't feel like they are as well applied as they could be in this context. I know that they didn't add any new frames of animation, hence my comment of it being a faithful transition, but that's also why I don't really like the visual style at the end of the day, because in stills it looks like something that's supposed to be highly detailed and fluid, when the animation is anything but fluid.

In terms of your last comment about them retracing the frames...well...that's exactly what they did in this remake, right? Essentially retrace/recreate the frames in HD, without adding anything? Because ultimately, when I'm playing this game, it's just not giving me the kind of sense of awe that a number of other people are feeling regarding the visuals, which I'd argue is one of the weakest aspects of the remake (the strongest, IMHO, is the detail in the dip switch options), entirely due to the restriction the guys had in animation frames. Revamping Third Strike into HD level resolution would've still been a much more exciting product to engage with, IMHO, especially due to the quality of the animation itself.

When I said "re-tracing" the Third Strike sprites, I meant a straight forward trace, line for line, without adding any weight, or any additional rendering to them. This is different from what Udon and Backbone did with SSFII Turbo HD sprites. They just didn't retrace anything, they re-drew everything, which is totally different things. The old SFII sprites had no linework or anime-rendered colors to them. Also, their muscular structures weren't defined very well. But Udon and Backbone re-drew everything using the original frames as guidelines. Like Sagat for example. In the original ,Sagat was tall and lanky. In the remix, he's huge and bulky like the anime. This is different from just re-tracing.They did this with every character. They didn't just trace it like some kid tracing a Wolverine comic with tracing paper. They re-drew everything. I'm sure you know this but I just wanted to clarify what I meant when I said, re-tracing.

That's why I'm saying they can't do that with Third Strike because the animators who drew the sprites already designed everything perfectly. There's nothing Udon and Backbone can do to really add to the original illustrations. What they can do is re-color the original sprites instead of re-drawing everything. I don't think there's any need to re-draw the Third Strike sprites.

It wouldn't come out right if Udon and Backbone took the same approach with Third Strike. Something will definitely get lost in the translation. It would be like a modern-day digital painter digitally re-painting Norman Rockwell's original Saturday Evening Posts illustrations. Sure it would look cleaner and colorfully rendered, but it will obviously take away the masterful brush strokes and life-like drawings only Rockwell could do. I see the same thing happening with Third Strike. The animations and sprite artwork is already so good, I think re-drawing them would make them worse not better.

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#10 Skylock00
Member since 2002 • 20069 Posts

When I said "re-tracing" the Third Strike sprites, I meant a straight forward trace, line for line, without adding any weight, or any additional rendering to them. This is different from what Udon and Backbone did with SSFII Turbo HD sprites. They just didn't retrace anything, they re-drew everything, which is totally different things. The old SFII sprites had no linework or anime-rendered colors to them. Also, their muscular structures weren't defined very well. But Udon and Backbone re-drew everything using the original frames as guidelines. Like Sagat for example. In the original ,Sagat was tall and lanky. In the remix, he's huge and bulky like the anime. This is different from just re-tracing.They did this with every character. They didn't just trace it like some kid tracing a Wolverine comic with tracing paper. They re-drew everything.

ASK_Story
While trying to retain the exact frame rate, and hit boxes within those framerates as the original game. For me, functionally, this is nothing more than a well done retrace with touch up, and saying it's much more than that is, for me, giving it too much credit from a visual standpoint.

Furthermore, I really don't care that heavily about the defense of what Udon and Backbone have done because that's not what matters as much to me as a consumer in this context, because I'm simply looking at this from a general aesthetics standpoint. I'm not talking about an artist reinterpreting and recreating a character into HD, I'm talking about taking a game that wasn't created in high definition before, and ramping it up to HD to give the lines a cleaner, sharper look, and the animation that extra level of fluidity in the details that can be brought out in the work done by the art team.

This is one of those purchases I've made for Digitally Distributed games where I feel that the price charged is more than what should've been made, given my exposure to the game so far, because one of the major selling points, the updated graphics, simply don't come off to me as being as significant, groundbreaking, or fascinating as most people are saying they are. They look...just...okay at best, given the hype people were making for them, and especially in the face of other HD 2D based games that are better fits for being in HD, not only in the resolution of the images, but in the fluidity of the animation.
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#11 dragonps
Member since 2007 • 1702 Posts
[QUOTE="ASK_Story"]

When I said "re-tracing" the Third Strike sprites, I meant a straight forward trace, line for line, without adding any weight, or any additional rendering to them. This is different from what Udon and Backbone did with SSFII Turbo HD sprites. They just didn't retrace anything, they re-drew everything, which is totally different things. The old SFII sprites had no linework or anime-rendered colors to them. Also, their muscular structures weren't defined very well. But Udon and Backbone re-drew everything using the original frames as guidelines. Like Sagat for example. In the original ,Sagat was tall and lanky. In the remix, he's huge and bulky like the anime. This is different from just re-tracing.They did this with every character. They didn't just trace it like some kid tracing a Wolverine comic with tracing paper. They re-drew everything.

Skylock00

While trying to retain the exact frame rate, and hit boxes within those framerates as the original game. For me, functionally, this is nothing more than a well done retrace with touch up, and saying it's much more than that is, for me, giving it too much credit from a visual standpoint.

Furthermore, I really don't care that heavily about the defense of what Udon and Backbone have done because that's not what matters as much to me as a consumer in this context, because I'm simply looking at this from a general aesthetics standpoint. I'm not talking about an artist reinterpreting and recreating a character into HD, I'm talking about taking a game that wasn't created in high definition before, and ramping it up to HD to give the lines a cleaner, sharper look, and the animation that extra level of fluidity in the details that can be brought out in the work done by the art team.

This is one of those purchases I've made for Digitally Distributed games where I feel that the price charged is more than what should've been made, given my exposure to the game so far, because one of the major selling points, the updated graphics, simply don't come off to me as being as significant, groundbreaking, or fascinating as most people are saying they are. They look...just...okay at best, given the hype people were making for them, and especially in the face of other HD 2D based games that are better fits for being in HD, not only in the resolution of the images, but in the fluidity of the animation.

I would certainly agree with you Skylock00, IMO SSF2THDR was simply a graphical overhaul of the original. Ok yes it has online capability, but so did Turbo on the dreamcast. Not saying i dont like the game, I played it recently at my friends house on his projector and trust me it looks lovely. Me personally i just felt "whats the need?"Ok it does mean i can play the game on a huge projector (something you can't really do with a lot of retro games cos of stretching the image etc) but i would have much preferred the original game. However hats off to the animation/artists who worked on the game

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3forFlinching

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#12 3forFlinching
Member since 2008 • 25 Posts

I think the animation looks fine, very similar to the old SSFII Turbo game. It seems jarring at first maybe because the artwork is so crisp and tightly rendered. But considering that Backbone and Udon didn't add any new frames of animation, it still looks and plays exactly like how I remember it...well, almost because the darn D-pad on my 360 controls is so hard to get used to! :P

And when you really think about, it would be too difficult and would take too long to make a Third Strike HD because the animation frames in Third Strike is just too crazy. It'd be nice to see a cleaner Third Strike like Guilty Gear, but I think the animation in Third Strike is so good, I really don't think a HD version can improve on it. Also, Udon and Backbone would have a huge work cut out for them if they did. Third Strike moves and plays like a Disney animated cartoon, silky smooth and the best 2D fighting animation in a game ever made. The sprites in the original SFII looks archaic and misproportioned when you see it now so Udon's artwork looks great in the remake. But with Third Strike, I feel it's a different story because the original Third Strike animators were professional animators who drew the Third Strike characters meticulously. And not taking any credit away from Udon or Backbone, but I don't see how their work can improve on Third Strike's superior artwork. That's why I don't think a remake would work well in this case.

They can probably retrace the frames, frame by frame, but that's about it. Third Strike is a masterpiece that shouldn't be touched, in my honest opinion.

ASK_Story

Just bought the green controler and the new D-pad is really good, much better then the standard.

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ASK_Story

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#13 ASK_Story
Member since 2006 • 11455 Posts
[QUOTE="ASK_Story"]

When I said "re-tracing" the Third Strike sprites, I meant a straight forward trace, line for line, without adding any weight, or any additional rendering to them. This is different from what Udon and Backbone did with SSFII Turbo HD sprites. They just didn't retrace anything, they re-drew everything, which is totally different things. The old SFII sprites had no linework or anime-rendered colors to them. Also, their muscular structures weren't defined very well. But Udon and Backbone re-drew everything using the original frames as guidelines. Like Sagat for example. In the original ,Sagat was tall and lanky. In the remix, he's huge and bulky like the anime. This is different from just re-tracing.They did this with every character. They didn't just trace it like some kid tracing a Wolverine comic with tracing paper. They re-drew everything.

Skylock00

While trying to retain the exact frame rate, and hit boxes within those framerates as the original game. For me, functionally, this is nothing more than a well done retrace with touch up, and saying it's much more than that is, for me, giving it too much credit from a visual standpoint.

Furthermore, I really don't care that heavily about the defense of what Udon and Backbone have done because that's not what matters as much to me as a consumer in this context, because I'm simply looking at this from a general aesthetics standpoint. I'm not talking about an artist reinterpreting and recreating a character into HD, I'm talking about taking a game that wasn't created in high definition before, and ramping it up to HD to give the lines a cleaner, sharper look, and the animation that extra level of fluidity in the details that can be brought out in the work done by the art team.

This is one of those purchases I've made for Digitally Distributed games where I feel that the price charged is more than what should've been made, given my exposure to the game so far, because one of the major selling points, the updated graphics, simply don't come off to me as being as significant, groundbreaking, or fascinating as most people are saying they are. They look...just...okay at best, given the hype people were making for them, and especially in the face of other HD 2D based games that are better fits for being in HD, not only in the resolution of the images, but in the fluidity of the animation.

In a sense, I think you kind of made the same point as I did on why it'd be too difficult to do a Third Strike HD remix. I studied animation and so I can sort of understand how it works. And your point on SSFII Turbo HD losing some of its animation in its transition is totally sound. I do agree with that. But the original game already was a little choppy and clunky to begin with, that's why I didn't really feel it was too much of a difference. The revamped sprites and new artwork overwhelms anything that was loss, IMO.

But like we are talking about, a Third Strike remix would be a little too complicated. Those original developers worked with professional animators. And knowing how animation works, each frame is meticulously drawn so that the movement can feel fluid to the next frame that comes after or before it. This is so the movement can feel believable. So that's why I feel a HD remix will lose some of that. They can maybe trace every frame line for line and add nothing to it, but it would still feel a little different in the artist's interpretation. With animation, there's always a key animator and animation director that checks to see if all the characters look like the designs and if they're on scale. Udon and Backbone's sprite animation director would have a slight different sty-le than the original Third Strike animation director. So something would be different if there was a HD remix.

So that's why I'm saying maybe Third Strike should be left alone and a HD version might make it worse because the artwork is already so superior.