Never too late

Ul­tra Street Fighter II: The Fi­nal Chal­lengers

HWM (Malaysia) - - GAX - by Michael Low

Some­thing old, some­thing new Trust Cap­com to re­lease the ‘de­fin­i­tive’ edi­tion of Street Fighter II: The World War­rior for the Nin­tendo Switch 25 years af­ter its home con­sole re­lease. At first glance, you’d think that it’s a sim­ple re­hash of 2008’s Su­per Street Fighter II Turbo HD Remix (which was it­self a re­make of the se­ries’ fifth ar­cade it­er­a­tion) due to the re­drawn char­ac­ter and back­ground art­work by UDON En­ter­tain­ment, but there are other sig­nif­i­cant im­prove­ments made un­der the hood.

First, there’s a choice be­tween Clas­sic and New styles, al­low­ing play­ers to tog­gle be­tween HD and orig­i­nal pixel-art graph­ics, remixed and orig­i­nal mu­sic and sound ef­fects – in­de­pen­dently of one an­other. This time, the Clas­sic graph­ics style ap­plies to the fighters and back­ground stages, as well as pre­sented in 4:3 as­pect ra­tio. The Over­Clocked ReMix’s sound­track pre­vi­ously fea­tured in the HD

Remix was also dropped in fa­vor of newl­yarranged mu­sic that ranges from in­ter­est­ing to over­done. Thank­fully, Cap­com had some sense to re­store the orig­i­nal

SSF2T char­ac­ter art­work for the Char­ac­ter Se­lect screen.

Some­thing bor­rowed

Two ‘new’ fighters join the fa­mil­iar ros­ter of World War­riors, while Akuma is se­lectable from the get-go. Evil Ryu, who has ap­peared in other Cap­com games since

Street Fighter Al­pha 2, and Vi­o­lent Ken, whose no­table ap­pear­ance be­fore Ul­tra Street Fighter II was in SNK vs. Cap­com:

SVC Chaos. Both are es­sen­tially dead­lier ver­sions of their orig­i­nal char­ac­ters, com­plete with unique movesets and su­per fin­ish­ers.

Ca­sual play­ers may not no­tice this, but some bal­ance changes were made to the game, such as the ad­di­tion of grap­ple breaks, the re­moval of stored fin­ish­ers (Chun Li’s Sen­ret­sukyaku and Akuma’s Oni Mu­sou) and E. Honda’s Oi­cho Throw loops, as well as the im­ple­men­ta­tion of fixed­value dam­age and stun (with the ex­cep­tion of throws). Other no­table tweaks in­clude bat­tle speed be­ing locked to Turbo 1, while Vega gains the abil­ity to climb the wall on his stage, but is now un­able to re­cover his claw should he lose it. Apart from fight­ing game sta­ples like Ar­cade, Ver­sus, and Train­ing modes, Ul­tra Street

Fighter II also in­cludes Buddy Bat­tle (2-on-1 fights sim­i­lar to

Street Fighter Al­pha’s Dramatic Bat­tle), both lo­cal and on­line mul­ti­player, as well as fight re­quests. Play­ers can opt for LITE con­trols, which des­ig­nate four on­screen but­tons to ex­e­cute spe­cial moves with rel­a­tive ease. Apart from the throw­away Way of the Hado mode, play­ers can show­case their cre­ativ­ity with the Color Ed­i­tor, and pe­ruse over 1,400 il­lus­tra­tions that are housed in the Gallery sec­tion.

CON­CLU­SION Cap­com is liv­ing proof that it’s never too late to milk your fans for all they’re worth.

Clas­sic graph­ics style re­tains orig­i­nal char­ac­ter sprites and back­ground stages, but with up­dated HUD.

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