Shoryukening the suits where the sun don't shine

Posted by Gary Hodges at 7:49 PM Dec 04, 2008

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A little more than a month ago, I was talking about the latest batch of SSF2THDR screenshots and expressed my feeling that there were some fairly excellent behind the scenes stories about the game's development just waiting to be told. But because I can be just as disappointingly passive and any other member of the gaming press, I didn't make any serious effort to actually get that story.

Luckily, Wesley Yin-Poole over at VideoGamer.com is a little more motivated, bright-eyed and bushy-tailed. In the first chunk of a multipart sit-down with David Sirlin, Sirlin reveals he was more or less told by the developer, Backbone, to go pound sand when he brought up a host of gameplay tweaks he thought could be made to the title.  A juicy morsel:

[Sirlin] said: "I struggled almost every day with that whole project trying to get something done. A real critical hurdle for me was having the rebalanced mode at all. Backbone, they just didn't want to do it at all because it sounded like too much work. Who's going to pay for all this, it's hard enough to ship this game in the first place and, were they going to assign programmers to help me? They didn't want to do that. So they said, 'no, we're not going to do it'. Just flat out no. I pretty much ignored that. I started reading the source code myself, and I'm not a programmer, and I'm certainly not an assembly programmer, so it's complete gibberish to me."

What I especially love about this story so far - aside from Sirlin stickin' it to the man - is that his tweaks and finessing are arguably SSF2THDR's only unequivocal success. The redone visuals are generally mediocre and the remixed soundtrack uneven, but the dip switch controls and the rebalancing... well, as a devout SF fan I was nervous when such changes were first discussed (heresy!), but having played the final product I think what Sirlin has accomplished here is deeply impressive, a testament to his SF acumen.



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Comments

Ben said:

I love the changes to E. Honda. The jab headbutt killing fireballs, charged Orochi Throw and juggling super are godsends for him. I've been using him waaaay more now.

To me, all the characters generally feel balanced across the board. I feel like it's more about the matchups instead of the one or two moves that define the character.

Boss Akuma is still a POS.

Gary said:

I think the title of Most Jarringly Improved has to go to T. Hawk. Ever since SSF2, my friend and I viewed him as a bigger joke character than Alpha's Dan - to the point we even bought the SOTA Toys action figure of T. Hawk and would award it to each other as the Loser's Trophy any time we played a game competitively. But T. Hawk can be frightening now.

He still looks like a racist caricature and a doofus, though.

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