Super Street Fighter II Turbo HD Remix goodies galore

HD T.Hawk - Image 1

One of the most anticipated releases in the PlayStation Network and Xbox Live is that of Super Street Fighter II Turbo HD Remix. We’ve seen how the new concept art for the patriarchs of fighting games look, and we’ve been talking our heads off about the improvements. There are still no in-game images from the devs, but they’ve got a different treat for us this week.

The first is the comparative image of Aztec warrior T. Hawk from his debut to the HD version. Of course, the 16-bit model pales in comparison. Even in magnified views, the HD Indian is silky smooth and looking all cool.

But more importantly, Capcom USA gave us an idea of how they’re remastering the blasts from the past to suit the standards of today. Using Thai man-mountain Sagat as the example, they explained how their work is done. The first step is to take the image and map it out into little sectors by cutting it up into little rectangles called tiles. Once this is done, the second step follows.

Click on Full Article for more works and a little bit more on the titles HD development.

HD T.Hawk - Image 1

One of the most anticipated releases in the PlayStation Network and Xbox Live is that of Super Street Fighter II Turbo HD Remix. We’ve seen how the new concept art for the patriarchs of fighting games look, and we’ve been talking our heads off about the improvements. There are still no in-game images from the devs, but they’ve got a different treat for us this week.

The first is the comparative image of Aztec warrior T. Hawk from his debut to the HD version. Of course, the 16-bit model pales in comparison. Even in magnified views, the HD Indian is silky smooth and looking all cool.

But more importantly, Capcom USA gave us an idea of how they’re remastering the blasts from the past to suit the standards of today. Using Thai man-mountain Sagat as the example, they explained how their work is done. The first step is to take the image and map it out into little sectors by cutting it up into little rectangles called tiles. Once this is done, the second step follows.

SAGAT - Image 1 SAGAT - Image 2 SAGAT - Image 3 SAGAT - Image 4 

The image is taken over by the artist and reworked with HD tools. The Sagat model is scaled and re-drawn to fit the original tiles. Once finished, it’s applied to the character model and tested. What’s crucial here is for the image not to exceed the tiles set to contain it. If that happens, it’ll look like a kick plunges right into an opponent’s head with no hit registering. For the full details on the process, check out the read URL.

Also, Capcom reminded everyone that the Chun Li images earlier released were works in progress. That means you don’t have to cry out just yet if you didn’t like how they did her tights.

More interestingly, there’s an update on how to play as Akuma or whether he’s eligible for online fights. Due to the fact that he’s a powerhouse in this iteration of the game franchise, Capcom is leaning towards having him unlocked with a code and not allowing him to be selected when fighting other players in the interest of fair play. Tell us what you think.

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