Behind-the-Scenes: Rebalancing Super Street Fighter 2 Turbo HD Remix (part 2, Ryu)
and were back! This is part two in an extended series of articles from David Sirlin, detailing the changes weve 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 were 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 games 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 dont like the new-fangled version, the old-school version is still there.
Super Street Fighter II Turbo HD Remix Gameplay, Part 2: Ryu
Ryus change list is unusual, so lets start with him. Hes the central character in Street Fighter, both in the story and the game mechanics of fireball/uppercut. In ST, hes not especially powerful (no one ranks him as top tier), and yet in the hands of an expert he is able to win tournaments. Hes pretty balanced as he is.
I asked tournament player John Choi to give me a complete list of Ryu changes that he requested. Choi is, I think, the #1 Ryu player in the US (check out his crushing victory at Evolution West 2007, among others [editors note: HERE is one of those matches from Choi]). Choi contemplated this for weeks and finally came up with his complete list:
1) add a fake fireball, and 2) no other changes.
This was not what I expected, but I immediately liked it. Ryu already has the tools he needs to win, so he doesnt really need much of a change to win.
Chois original reasoning for the fake fireball was to give him an answer to Dhalsims drills. Dhalsim can drill Ryu on reaction when he sees a fireball, but a fake would trick Dhalsim into committing, then Ryu would recover from the fake and be able to Dragon Punch.
That use of the fake fireball sounds fine, but whats even better is that is addressed a larger problem, too. In this new game, many characters are more able to get around fireballs than before. This is a delicate thing, so dont misunderstand me. If we have a scale of 1 to 10, where 10 is the effectiveness of fireballs in Super Turbo and 1 is the effectiveness in SF3: 3rd Strike, Im shooting for an 8.
A lot of the non-fireball characters have pretty bad matches in ST, and they need a little help, but we still want fireballs to be strong. We *especially* want fireballs to still be strong for Ryu, the star character.
As soon as I heard the idea for the fake fireball, I realized it was not only what Ryu wanted in ST, but its what he needed in HD Remix. Even if other characters now have ways out of fireball traps that they previously didnt, Ryu would still be able to trap them by tricking them with fakes. You might wonder if this is any better of a situation than in original Super Turbo. After all, Im saying Ryu can fireball trap a lot of characters in both games, so whats changed? Whats changed is that there is now a lot more of a mind-game on both sides of those fights. Ryu *still* has the tools to fireball trap Bison, Honda, Fei Long, etc., but now each player must get into the others head to escape the trap or keep it going. Its great stuff.
Before implementing this, I also talked to Nekohashi, one of the best Ryu players in Japan. I asked him for his list of Ryu changes for a new version of Street Fighter and his response was something close to No changes needed, Ryus design is already perfect. I said ok, but how about this idea of adding just one thing: a fake fireball? Nekohashi said, Yes! That is a masterpiece. Give him that move and nothing else. I think Nekohashi probably had similar reasoning to mine above, because I had already explained to him a few ways that various weaker characters would have to avoid fireballs.
With Nekohashis blessing, we finally added this move to the game. I know it makes a better story when things turn out totally differently than you expect, but the fake fireball turned out exactly as we expected, at least so far. It really does add an interesting mind-game to a lot of fights. It also has another use as a rushdown tool, such as cancelling low roundhouse or low fierce into a fake fireball, then quickly throwing the opponent. This technique actually lets you recover slightly faster than if you did low roundhouse or low fierce alone, and also the visuals trick the opponent into blocking, so its an effective technique. I think its not overly powerful though, but well continue to test it and keep an eye on this.
The command for fake fireball is qcf + short. Ryu players tend to fake with short anyway, so this was a natural place for it. Also, putting it only on short kick ensures that you will never ever accidentally get the move when (on button up) you try to do low medium kick or low roundhouse into a real fireball.
So there we have it. The first character change list Im presenting to you is unusually short: only one item long! But its quite an item with power that ripples through a lot of matches.
Sirlin
Heres 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 Japans 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. Hes now overseeing the design and gameplay on Super Street Fighter 2: HD Remix.
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Super Street Fighter II Turbo HD Remix FAQ
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. Its a sequel to SSF2T, with over 100 changes to improve the balance and playability.
SSF2T HD Classic Arcade has the same gameplay as the original Super Street Fighter 2 Turbo. It does NOT have any of the easier joystick motions, command changes, bug fixes, or gameplay tweaks that you might have heard about in SSF2T HD Remix. Our goal is to make SSF2T HD Classic Arcade as close as possible to the gameplay of the original arcade ST in every way.
You dont have to worry about which game you might like, because you get both of them together!
Is the rebalanced game (SSF2THDR) intended only for beginners? I heard someone say its dumbed down.
Although easier special move timings will help beginners, the rebalanced game is intended to be the tournament standard played by pros. The pros can already perform almost any move with staggering precision, so changes to move commands wont affect them very much. The balance changes of hitboxes, recoveries, and other move properties will definitely affect the gameplay at the pro level though. Most of the balance changes are specifically aimed at the very highest level of tournament play in the world. (Plus several additions for the sake of fun that dont ruin the balance.)
We hope that players will find the rebalanced game smartened up, rather than dumbed down. Making various special moves a bit easier to perform puts more emphasis on strategy and reading the mind of your opponent. Likewise, strengthening the low tier characters will put more emphasis on player skill and less on disparities between characters. While we hope beginners will find the game more accessible, make no mistake that we intend the game to be more strategically interesting at the tournament level than ever before.
Will each game have separate rankings?
Yes. Similar to X and X modes in Puzzle Fighter, there will be separate leaderboards for SSF2T HD Remix and SSF2T HD Classic Arcade.
Do both games have new art?
Yes. All the character sprites, backgrounds, projectiles, effects, UI, and menus are redone in HD. Every piece of art is new whether you play the classic game or the new game.
Is the game widescreen 16:9 or is it 4:3?
Its both. If you have a widescreen tv, the menu screens and character select screen will always be widescreen. You can choose whether to view the gameplay itself in either the original 4:3 or the new 16:9. The 16:9 mode zooms in to fill your screen, and also adjusts the camera movement to pan up when necessary. The 16:9 mode does not alter gameplay at all. In fact, you can play in the 4:3 mode while your networked opponent plays in the 16:9 mode, and neither of you will even know how the other is viewing the game.
Is the game 1080p?
Like most 1080p games, SSF2T HD Remix does render in full 1080p with no hardware scaling.
Our goal is actually a higher standard for 1080p where every pixel on screen maps 1:1 with a pixel from the source texture. There are very few games that meet this standard, and it would be nearly impossible for a 3D game to do so with todays hardware. Every piece of art in our entire gamefrom menus to life bars to backgrounds to character spritesis being created at 1080p resolution.
Because of download size limits, we are not yet sure if we can meet our goal of 1:1 pixels.-----R-User! comment: 360 version only?----- Maybe we will be able to do further optimizations to meet it, or maybe the download size limits will change. In the absolute worst case though, the game will still output a 1080p signal and will still have 1:1 1080p source resolution for all text, all UI elements such as life bars and super meters, and even the foreground elements on all the stages. Only the characters and far backgrounds might have to use 720p source art scaled to 1080p.
Even though this worst case still leaves the game a 1080p game, we are still working toward our goal of a 1080p signal with 100% 1080p source art as well.
Is there new music?
Yes, all the stages will have new remixed music.
Is this game based on the Dreamcast version of SSF2T? I thought people wanted the arcade version.
Yes it is based on the Dreamcast version. The Dreamcast version has many fixes and features over the arcade version. It has random character select, a training mode, a versus mode, and lots of bug fixes such the ability to do reversal supers with Ken/Sagat/Dhalsim, the correct sound effects for hitting with certain normal moves, the correct point values for hitting with certain normal moves, etc. The new gamely in SSF2T HD Remix uses the Dreamcast version as a starting point because we wanted these small bugs fixed.
We also know that everyone wants the arcade version for SSF2T HD Classic Arcade. Luckily, the Dreamcast version contains the source code of the arcade game with internal dipswitches to set gameplay back to the arcade version. Weve set everything to the 02/23/1994 settings, which should be the same as the arcade version. This allows to have the gameplay of the arcade version with the versus mode, training mode, random select, and damage handicap options of the Dreamcast version.
There are claims that the character sizes are different in the Dreamcast version than arcade. After capturing screens from both versions and comparing, I found that they line up exactly, pixel for pixel. The only difference is that the Dreamcast version introduced a black border around the edges of the video signal that might make the entire game appear to be slightly smaller, depending on your tv. This will not be an issue in our version though, so the character sizes should be exactly like the arcade.
We also noticed that damage dealt appears to be different in the Dreamcasts versus mode compared with the arcade version. Yes, this is true and its due to the way the game handles handicap settings. We changed the handicap formulas so that if you play on the default handicap, the damage dealt will be exactly the same as the arcade version, but now you have the option of having a little more or less life if you want. (Handicap is of course disabled in ranked play and it defaults to off in unranked play, but you can turn it on if you like.)
The game speed is also slightly different depending on which hardware the game runs on. We are still working towards making our speeds match the arcade speeds. Theyre close, but we will do more tuning.
Are the old characters still in the game?
The original ST game has 16 characters (including Ken, for example), 16 alternate versions (including Old Ken, for example), and Akuma. SSF2T HD Classic Arcade has all these same characters.
SSF2T HD Remix no longer has the 16 old characters though. Instead, the highlights of those characters have been incorporated into their mainline counterparts. SSF2T HD Remix has 17 selectable characters.
Is Akuma selectable?
In the original SSF2T, Akuma was a powerful boss character, not intended to be balanced against the rest of the characters. For this reason, he is NOT selectable in online ranked matches in SSF2T HD Classic Arcade. In unranked matches, he will either also be unselectable, or there will be an option to allow/disallow him with the default set to disallow.
In the new SSF2T HD Remix gameplay, Akuma is rebalanced to compete fairly against the other characters. He is allowed and he no longer even requires a secret code to pick him.
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Those were two good reads when I read them a few days ago...
I wonder if developing for the 360 is going to lead to the PS3 version(?) being not quite as good as it could be if the developers were given no limits on the download size.
Either way, I intend on purchasing it day one.