
For example, I’ve really tried to sniff out any differences between the original arcade version and our HD Classic Arcade mode and get them fixed. This mainly includes the carefully considered balanced changes to the new game, but there’s quite a bit more as well. On this project, my role is directing the design of SSF2T:HD Remix.
I don’t know how much my suggestions influenced Capcom’s eventual decision to do both those projects, but once they were approved, it was only natural that I oversee design on the development side. Among them were redrawn versions of Puzzle Fighter and Street Fighter. Let’s begin with some background – could you explain your role on the development of the game and how you came to be involved in the project?ĭavid Sirlin: Even during 2005 when I was Backbone’s producer on Capcom Classics Collection Volume 1, I suggested several future projects to Capcom, big and small. : Thanks for giving us the opportunity to ask you some questions regarding Super Street Fighter II Turbo HD Remix.

Here, Sirlin answers his critics in one of his most honest and frank interviews ever.

Not only is he making sure everything from the new HD lick of paint to the character rebalancing turns out perfectly, he has to keep the famously loyal and vocal Street Fighter following sweet. David Sirlin has a hell of a lot of responsibility – it’s his job to sort out the Xbox LIVE and PSN re-imagining of one of the greatest games ever – Super Street Fighter II.
