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       Reverb 
        It was exciting when Capcom re-mastered Street 
        Fighter II - Turbo: Hyper Fighting in HD and released it digitally 
        on Xbox Live. To some, online battling brought back the feel of arcades, 
        and to others the game brought back feelings of nostalgia. I felt both 
        at different times (along with other feelings), but it wasn't until later 
        when I couldn't help but to notice that I heard a lot of talk about various 
        aspects of the game; all except its official promotional illustrations. 
        It was as if they never existed! 
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       This 
        was incredibly disappointing, considering SFIIT has the best artwork 
        to ever come out of Capcom. Yes, better than Final Fight, Final 
        Fight 2, Street Fighter II - The World Warrior, Street Fighter 
        II - Champion Edition, and Saturday Night Slammasters! That's 
        right, the best illustrations Capcom has ever made were for SFIIT, 
        and for the most part, they have gone unrecognized by most "fans." 
        In the end, I was happier about SFIIT being re-mastered in HD not 
        just for the preservation of a timeless classic, but for the preservation 
        of the masterful artwork that timeless classic was promoted with and built 
        upon! I 
        won't lie; the first time I ever saw the incredible official (Japanese) 
        artwork for Capcom's fighting blockbuster, Street Fighter II - Turbo: 
        Hyper Fighting, it was in EGM. It was an SNES preview for the pending 
        consumer home release of the arcade smash, and the artwork featured in 
        it had me more hyped than the screenshots of the game itself! That 
        preview is a testament to what EGM once was (before EGM was overrun by 
        frat-boys). I could go on for pages about how EGM consistently made it 
        a point to feature less and less artwork in the coming years after that, 
        but this article is more importantly about the incredible artwork that 
        Capcom designers Kinu Nishimura and Bengus worked together on to promote 
        Capcom's mega-hit... 
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     A 
      Diamond... 
      It portrays each of the 
      World Warriors in unrivaled ferocity when you compare it to any other official 
      Street Fighter artwork, but it's also saddening. Not in any part 
      due to artists Kinu 
      Nishimura and Bengus 
      or their abilities, but more from how their incredible collaborative effort 
      seems to go unnoticed by "fans." I know Capcom didn't use his 
      amazing artwork at all for any American version of Street Fighter II 
      Turbo, so it could have gone unnoticed because of that. But, still, 
      there's no excuse! No excuse for older "fans" from before the 
      Internet onslaught because even if Capcom USA snuffed the amazing art Bengus 
      made for the game, EGM did feature his work in their preview. Younger 
      "fans" have no excuse, either, because they didn't have to see 
      it in magazines at stores, or at then-rare import game shops to know it 
      existed; official artwork for nearly every Capcom title has been readily-available 
      on the "Inturwebz" for the last ten years now. Save for certain 
      Resident Evil 2 and Resident Evil 3: Nemesis pieces, official 
      (non-sketch) Capcom design artwork originally compiled in licensed Japanese 
      "mooks" is much more accessible now (on the web) than before. 
      And this lack of appreciation is even amidst the stride of its immensely-successful 
      HD re-release for Xbox Live (making it all the more disappointing). 
      Why Capcom USA opted 
        for the clearly inferior "realistic" box-art and older Champion 
        Edition illustrations for SFIIT over the superior Kinu Nishimura/Bengus 
        artwork is beyond me, but even more disappointing is the lack of enthusiasm 
        "fans" have shown for it. Kinu Nishimura and Bengus didn't just 
        illustrate Street Fighter II - Turbo: Hyper Fighting; they captured 
        the very essence of each character and what makes them unique and 
        appealing. Each character is alive and furious in your face, blazing with 
        a signature move (just like in the heat of the game). Hit sparks, action 
        lines, and trailing effects (like fire) combine with rippled clothing 
        for the most extreme artwork in the series. They really look like they're 
        wrecking house just like in the game; the blinding speed of Ken's Hurricane 
        Kick, the sense of depth with Ryu's Dragon Punch, Guile's blazing Sonic 
        Boom, the heat of her Fireball can be seen on Chun-Li's face, the sense 
        of depth in E. Honda's crushing Sumo Press descension, Dhalsim's lethal 
        range, Blanka's ferocious swipe, Zangief's monstrous Lariat, the tuck 
        of Balrog's devastating Dashing Uppercut, Vega's agility, Sagat's vengeful 
        Tiger Uppercut, and M. Bison's mysterious Flaming Torpedo are all flawlessly 
        illustrated. 
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       ...In 
        The Rough 
        The other half of the series depicts them in the more traditional portrait 
        manner, and even though they don't feature the same amount of action, 
        coloring is where they meet. The shading in this collaborative effort 
        is incredibly well-done, and it works with the effects to bring each character 
        brilliantly to life. Yes, they look big, buff, huge, muscle-bound, or 
        whatever you want to call it, but they're supposed to; they're fictional 
        characters living in a fictional world. Chun-Li's sexier "features" 
        are especially nice to see when you compare them to other depictions of 
        her. Compared to SFIICE, SFIIT's brighter, flashier, more 
        brilliant graphics keep up with its fast, frenetic gameplay, and Nishimura/Bengus 
        translated that flawlessly into their work. SFIICE's reserved illustrations 
        depict a certain calmness in their darker palettes that accurately depicts 
        its matured in-game theme. SFIIT's illustrations, on the other 
        hand, are composed of brightly-colored palettes which depict the high-energy 
        title and its unforgettably-lush, fitting in-game colors. Even to this 
        day, I remember the character colors all like it was yesterday, from Ken 
        in purple, to Ryu in sky blue. I can remember the ones from SFIICE, 
        too, but the ones from SFIIT are more memorable because of how 
        bright and loud they are. 
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    Lost 
      Legacy 
      Lots of games have artwork that gives a glimpse into a character, but few 
      give you a glimpse of the game's world and/or universe through the character. 
      SFIIT's intense character illustrations tell as much about the game 
      as full portraits with backgrounds for other games. At the time, SFIIT 
      once again pushed it to the threshold with its speed and midair moves, blazing 
      another path for others to follow, and its illustrations show it. I think 
      they did the same thing by setting the bar higher for illustrations, too. 
      I have seen few illustrations for any game that are as memorable as the 
      ones for SFIIT. Why? Because they are memorable. The SFIIT 
      illustrations featured the cast of the game doing familiar moves in loud, 
      unforgettable colors that made a long-lasting impression. Only SFIV's 
      illustrations come close to SFIIT's, but don't surpass them simply 
      because some characters aren't depicted doing anything special. In retrospect, 
      it would have made SFIIT's HD digital re-release so much cooler if they 
      had redid the selection and VS screens using the game's own official artwork. 
      The artwork was way ahead of its time, and would have matched everything 
      for the HD re-release well. Maybe in the future we'll see them make that 
      move on another re-mastered version of SFIIT...  | 
  
   
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