SSFIV 3DS development was like “a path full of thorns”- Capcom
Street Fighter producer Yoshinori Ono says that developing Super Street Fighter IV on the 3DS was very difficult for the development team, because the expectations were too high.
In an interview with CVG, Ono said, “In a way it was a path full of thorns, because there were established console editions of the game with internet connectivity that became what people would automatically expect.”
He said the fans did not care if it was just a portable version of the game- the wanted a version to equal the greatness of the console versions. “They don’t care if it’s a portable edition. When we say we’re going to release a Street Fighter for launch on 3DS, people are going to expect everything that currently exists for Street Fighter regardless of platform.”
Capcom had to take Nintendo’s engineers’ help to release the game before the deadline. “… The efforts put into doing that along with Nintendo engineers who have been working on the operation system in the libraries of the dev kit was difficult. It wasn’t a struggle as such, but it was difficult to meet the launch date with everything implemented so perfectly.”