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Ultra Street Fighter II also offers the option to switch back to classic sounds, as well, if the newer remixes and higher-fidelity Sonic Booms end up raising an eyebrow or two. Fortunately, allowing the choice of switching back to the Super Nintendo’s graphics relieves some of the dissonance players familiar with the original will no doubt experience. This issue dogs the characters all the way to the Switch version. To put it simply, pictures looked better than videos, not allowing perception to march alongside memory with the new HD graphics.
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All of the game’s sprites were redrawn by art studio UDON, but the animations were left alone, creating a somewhat incongruous dynamic between the fidelity of the characters and their movement. Ultra Street Fighter II can most basically be summarized as a port of 2008’s Super Street Fighter II HD Remix, released on the Xbox 360 and PlayStation 3. A Street Fighter on Switch was likely a priority, and a wistful grab for wallets in the clothing of Street Fighter II likely seemed the path of least resistance. Presumably, Capcom is also hoping to recapture the success of Super Street Fighter IV on the 3DS, which has quietly and steadily sold well throughout the 3DS’s lifespan. Capcom has billed this Switch fighting game as the final iteration for the biggest, and perhaps most-defining, videogame in their history. That feeling of nostalgia for an era long past is exactly what Capcom is aiming for with Ultra Street Fighter II: The Final Challengers, a title as descriptive as it is unnecessarily long. It would be difficult to find someone who owned a Super Nintendo in the early ‘90s and had not at least attempted to throw a Hadouken. Despite inviting mockery with constant refinements and balances released as new iterations, the core of Street Fighter II remained an unyielding foundation for players to pick up and mess around with. Street Fighter II, originally released in 1991 as the forerunner of the arcade fighting game revolution, bucked the idea of planned obsolescence, and as a result turned itself into a legitimate legend.
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As a medium, videogames are inherently ephemeral, meant to be experienced for as long as they hold a player’s attention and then put away.