Capcom Dumbing Down Controls for Street Fighter II HD

By Jonathan on Monday, November 12th, 2007 at 11:36 PM PST In Capcom, Game Consoles, Games, Games Industry, Microsoft

streetfighterhd1 1 Capcom Dumbing Down Controls for Street Fighter II HD

Apparently Capcom is trying to make the upcoming Xbox Live Arcade release, Street Fighter II HD, more appealing to the casual gamer. In an extensive entry on the company blog, designer and former Street Fighter tournament contender David Sirlin details how some of the moves have been made easier and how characters will be more balanced. Specifically, he talks a lot about how certain moves will now require fewer buttons to pull off, and “mash moves” (where you press a button repeatedly, like with E. Honda’s Hundred Hand Slap) will take fewer button presses. They’re also making an effort to boost the playability of weaker characters like Zangief and T. Hawk.

Purists might argue that they’re messing with a classic by doing this, but I remember the original game being incredibly unbalanced, rendering certain characters almost useless. I do recall the controls being exceptionally tricky for certain moves too, but I always thought that was the point. I had a friend who was ungodly with Fei Long mostly because he could pull of the more difficult moves.

Via Capcom Unity

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7 Comments on “Capcom Dumbing Down Controls for Street Fighter II HD”

  1. Celestian says:

    Why bother reading a article with a subject like this.

    Making the game more fun to play != dumbing down. It’s a game.

  2. weclock says:

    I was going to get this game when I got an xbox, but now that I know they’re removing the most brilliant part, they can suck it.

  3. William says:

    Sounds like terrible news for fighting game purists and great news for the casual guys. I fall into the casual category when it comes to most fighting games. I have always preferred strategy over the use of memorized attack combos, but it’s whatever you like in gaming. I do not think they should have changed the game though. I thought the entire point of the arcade was to have the true arcade experience at home. Dumbing down the controls does not achieve that at all.

    I think sound and graphics should be upgraded from some games, but you can’t strip things from the games people loved. I may actually be more inclined to download it myself now, but I am sure most people would not side with me on that, so it’s probably a really bad move.

  4. Lincolnator says:

    This shouldn’t be a problem for fighting game purists are they are able to do the moves anyway. The game should be about strategy, and not about working around a different control scheme.

  5. Quachimba says:

    This is just retarded for all these years ppl have played it with the unbalance and hard moves for certain characters and i know ppl who will take zangief and beat the game with him so your really ruining a classic its like taking a ferrari and putting a honda accord engine in there.. loyalty comes first especially when they have a fan base so big that regardless ppl will buy it.. who cares for these novice gamers who want to push one button and do things thats why they suck in the first place get a life capcom you’ve failed everyone

  6. Chaghatai says:

    It’s an improvement. As Sirlin states in his blog ( http://blog.capcom.com/archives/542 ), the pro players can execute any more with staggering precision, so it won’t affect them anyway as the old inputs still work. The game should be about strategy, not about who can enter b, db, b + kick in 8 1/60ths of a second. The only change for fireballs was extending to the variable window to the full 15 frames for all dp-type moves. The 360’s are now allowed to cut across the middle for half of the motion instead of the full 360 to prevent accidental jumps. These changes hardly constitute “dumbing down” the game. From some of the comments, you’d think that we’re expecting 1-button dp’s or something. I welcome less mashing as finger endourence should not be a factor. They also made 3-button charges only require two, likely due to 4-button layouts – pressing the 3rd button while doing this cancles the charge to prevent abuse. Finally, if you are a pureist who can’t stand to see anything changes, they are also releasing an arcade-perfect port of super turbo with the gameplay untouched. Remember, this is the next, (and probably final) iteration of street fighter II, you gotta expect some changes or it would just be a re-release of super turbo (which as I said they also did) The final gripe about the dual-release is that it could split the community, making it hardrer to find games, but so does multiple platforms (360 vs PS3), in the end I think the sf community is big enough for both.

  7. Chaghatai says:

    many typos in the last, lol – I meant dp’s, not fireballs when commenting on the execution window… :mrgreen:

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