Those of us who first experienced the joy of swinging from a bionic arm and blasting away the Badds in Bionic Commando mostly did so on the original NES. And among those who have remained among the die-hard faithful to the big
redgray N, some may understand why the Wii won’t get the new next-gen Bionic Commando, but have found themselves just a touch distraught that Capcom chose not to bring the remake of the original, titled Bionic Commando Rearmed, to Nintendo’s little white box.
But why? Capcom’s Corporate Officer/VP of Strategic Planning & Business Development, Christian Svensson, explains:
it would never fit in the Wiiware filesize so it would have to be disc based and you’d basically have to redo everything for Wii. It would not be an inexpensive process and I’m not sure the result would be completely satisfactory. I think you underestimate how technically advanced BCR is. It’s built on the same engine as the big BC is.
Part of the reason HD Remix and BCR are digital is because we don’t believe they’re the right content for the retail channel (at least, not as stand alone experiences). The economics would be highly unfavorable as compared to their digital counterparts. And Wiiware, we’re finding, only works for titles built from the ground up for Wiiware as the lead SKU given the filesize restrictions. — Christian Svensson, Capcom*Unity
So then, what does that mean for Super Street Fighter II Turbo HD Remix, given that Street Fighter II was a big seller back in the heyday of the Super NES?
It couldn’t ever be Wiiware, even at 480p. File size is just too large given the storage restrictions for Wiiware. Theoretically it could be disc based but there are no plans at the moment. We’ll see how it does on its current platforms and then maybe we’ll see. — Christian Svensson, Capcom*Unity
And of course, you can’t mention one Street Fighter game without mentioning the other (Street Fighter IV, in case you were wondering), which leads to an interesting question if it were to go to the Wii:
In theory, with reasonable downgrades in visual quality including resolution reduction, yes. I will still raise the question: what’s the input mechanism for a Wiimote + nunchuck (which is what 100% of the installed base has) on a Street Fighter title? — Christian Svensson, Capcom*Unity
One user proposes to work with Nintendo to package a Classic Controller with it. Would anyone reading this be interested in such a package?
Another suggests following the Tatsunoko vs. Capcom control scheme, though that would likely need to omit the “assist” button.
Seriously, at this point, who the hell cares? Most “core” gamers wont play a Street Fighter with Wiimote+Nunchuck anyway. Make a “fun” input mechanism for the “casuals” and the rest will stick with the Gamecube and Classic Controllers they bought to play SSBB or Guilty Gear, Virtual Console games etc…The rich pros can use arcade sticks. — Dark Nut, Capcom*Unity
To be honest, that was the same idea I had before I even reached that reply. It just makes sense.