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Old 06-15-2011, 11:07 AM   #1
StereoMike StereoMike is offline
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Default [PSN] Skullgirls



Description

Skullgirls is a fast-paced 2D fighting game that puts players in control of fierce warriors in an extraordinary "dark deco" world.

From Autumn Games and Reverge Labs, Skullgirls uses advanced graphical technology to feature the unique art of Alex Ahad, whose work has appeared in Lava Punch, UDON's Tribute books, and Scott Pilgrim; in collaboration with renowned fighting game tournament champion Mike "Mike Z" Zaimont. Calling to mind old-school arcade fighters - with a high-definition twist, Skullgirls is a one-of-a-kind, action-packed competition complete with awesome combos and an intriguing backstory.

Set in the fictional Canopy Kingdom, Skullgirls pits players against ranks of deadly but beautiful opponents in an attempt to control the enigmatic Skull Heart, a mysterious artifact with the power to bestow wishes to a young woman every 7 years. However, should her soul be less than pure, both the wish and her being shall be corrupted into a living nightmare that haunts humanity. She will be known as the Skullgirl, a monstrous entity of immense power.


Features
  • Femme Fatales : Players can choose from a variety of unique characters as they vie for the Skull Heart. Characters include amnesiac schoolgirl Filia, sassy circus performer and mafia leg-breaker Cerebella, and ridiculous cybernetic super-weapon Peacock.
  • Pretty as a Picture : Using Reverge Labs' proprietary sprite-based game engine, Skullgirls' graphics combine 2D art with real-time lighting effects, a feature never before achieved in a game of its type. The visuals are drawn at twice the resolution usually shown on 720p high-definition screens and feature the most frames of animation of any fighting game to date, allowing for more stunningly smooth and detailed character animations.
  • Symphony of the Skull : Castlevania: Symphony of the Night composer returns to score Skullgirls. Her distinctly haunting and jazzy style is a perfect fit for Skullgirls' Dark Deco world.
  • Unrivaled Gameplay : Skullgirls is designed to be fun for fighting game fans of any skill level. Robust tutorials, an instructive AI and simplified special move inputs help ease genre newcomers in, while the freeform combos and infinite combo prevention system will keep the hardcore enthralled.
  • As You Wish : Players have various ways to battle it out in Skullgirls, including VS mode, arcade mode, story mode and training mode, encountering different aspects of the fighting experience with each type of gameplay.
  • More Ways to Play : Players can fight with one, two or three character teams and select custom assists, giving players unprecedented freedom in how they outfit themselves for the battles ahead.
  • Good Game Online : Skullgirls uses the GGPO networking library, the favorite of fighting game fans worldwide. GGPO's latency-hiding technology smooths out play online, even with slower connections.
  • Battle it Out in the Canopy Kingdom: As players compete for the Skull Heart, they will fight in numerous themed stages throughout the Canopy Kingdom, including the Medici Mafia's towering headquarters, the secret Anti-Skullgirl Lab, and a rickety town inhabitated by the piscine Dagonian race. Each stage combines static hand-drawn art with lively effects to create dynamic environments.











Last edited by StereoMike; 09-02-2011 at 05:33 PM.
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Old 06-15-2011, 11:31 AM   #2
MOONPHASE MOONPHASE is offline
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While the game does slightly catch my interest, but I think i'll probably stick with Arcana Heart 3.
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Old 08-27-2011, 12:49 PM   #3
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Old 08-27-2011, 01:03 PM   #4
ariakon ariakon is offline
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Does this have a release date? The graphics look great and it looks less creepy than Arcana Heart. Besides, I love 2d and I love fighting games.
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Old 08-27-2011, 01:28 PM   #5
Omegaice Omegaice is offline
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I've seen this a few times on X-Play...It looks cool & from what the developer was saying is that the game is script based & they have implemented a way to prevent infinite combos. All I can find on a release date is some time this year.

http://www.g4tv.com/videos/53683/sku...011-interview/

Here is article from the developer talking about the game's reception from the latest Evo tourney...

Source:http://www.skullgirls.com/blog/2011/...lecting-on-evo

Quote:
This week we've got impressions from three Reverge Labs staffers that attended EVO 2011, Mike, Ian and John.
We've posted a few pictures here, but you can see the entire photo set here.

Mike Zaimont

EVO is all a blur... was I even at my panel? Because I’m pretty sure I was still asleep.

Even though it keeps happening, it never feels less weird to be asked to sign things.

I watched everyone play Parasoul on Friday, and changed her based on what I saw for Saturday. We tried changing the way her umbrella’s exploding tears worked: before they had to be set off manually, but now they explode after a short period of time. So far the changes seems to have been good and made the tears more useful. We’ve changed a bunch of thing based on everyone’s feedback since then, too, and also added her 3rd super.

The Skullgirls side-tournament was really neat, and it was great to see everyone enjoying the game. Glad everyone had a good time, but I will say that the first thing I did when I got home was nerf Filia’s Jumping Hard Punch.

That’s all I’ve got. It was a great tournament, and I’m looking forward to seeing everyone at EVO 2012!

Ian Cox

The first tournament I ever attended was at the legendary Southern Hills Golfland. I was too scared to enter, but I wanted to experience this storied arcade firsthand. And it didn’t disappoint; it was packed, or so I thought at the time. And that SHGL tournament was big by the standards of the time, certainly, but the fighting game community has come so far since then. As we shuffled quietly through the doors of the Rio’s immense convention center early on Friday morning, I was completely unprepared for EVO. Even in the mostly empty room before the doors opened, the whole place was full of energy. Then people started flooding in, and the rest of the weekend is a bit of a blur.

By now, I’ve gotten to show off Skullgirls to a diverse crowd, and I’ve gotten pretty good at explaining how the game works to players of all levels of experience. Teaching people to play at a tournament is a unique experience however, because I basically only get to do it once. When the first player of the day sits down, I quickly explain the basics and a few gotchas that aren’t readily apparent, and that’s pretty much it. When the second player sits down, the first player explains everything to him, and they’re off and running. This continues throughout the day, as each new person is taught to play by the previous one. While this pattern makes me feel pretty much useless, it highlights how supportive of one another the fighting game community is. Sure, the scene is full of rivalries and smack talk, but the ability to sit down in front of a joystick and immediately become friends with the person sitting next to you is the greatest thing about EVO.

I felt a little bittersweet going in to our Skullgirls tournament, to be honest. I was really excited to see the game in competitive action, but it was going to break my heart to give away one of our Arcade-in-a-Box custom joysticks. The event was amazing to watch, though. No one had very much time to study the game, obviously, but the tournament was full of great matches. As the brackets advanced, it was the players who had good fundamentals and those who spent the most time with the game moving on. While it’s not surprising that experience and skill made the difference, it was a good sign that we’re on the right path. I was particularly happy to see a wide variety of team sizes be successful. I was a little disappointed to see Parasoul fare so poorly, however, but she’s a tough character to use and changed significantly from day to day. I can’t wait to see what players do with her once she's stabilized and they have a little more time with her.

From the Skullgirls table, we had a great view of the main stage, which was a nice bonus. All throughout the show, we were able to watch some great matches from the other tournaments, including 8-year old Noah tear it up, and Justin Wong’s incredible Akuma comeback. Sunday’s Top 8 brackets were universally incredible, as well. I was especially impressed with the AE matches. The play was brilliant, there was a ton of drama, and many of the contenders showed a lot of personality on the big stage. I know I’m definitely a Poongko and Kindevu fan for life after watching their antics between matches.

Before I close out, I want to give thanks to the excellent event staff at EVO and everyone that came out to play Skullgirls with us. You all made my first EVO a wonderful experience, and I can’t wait to see everyone again next year.

John Crofts

This year was also my first EVO, and I was really excited to get to go and rep Skullgirls. Not long ago I got to demo the game at Anime Expo, but EVO was an entirely different experience. It was nice getting to answer in-depth gameplay questions from the attendees, since most of the audience at EVO was experienced in fighting games.

Their experience also showed in the side tournament, where players were developing and applying some really interesting strategies, despite having never played the game. I saw some very lame Peacocks, some vicious Filia rushdown action, and more Cerebella throw supers than I care to count. EVO attendees were also the first to try out Parasoul, which I hope they enjoyed. I know the event was really helpful for the team; we received some great feedback from the community, and and it’s always helpful to see what aspects of the game people are liking and what aspects need to be adjusted. Taking Skullgirls to events like EVO has proven to be invaluable in making the game the best it can possibly be.

Thankfully, my first EVO wasn’t all work and no play. I got to play plenty of casuals, try out the other upcoming games that were on display, and watch a ton of awesome matches. The highlight of the weekend for me had to be Super Street Fighter 4 top 8. Oddly enough I’m a much bigger Marvel vs Capcom 3 fan than I am SSF4, but Street Fighter brought the hype in a big way this year. I think the thing that set SSF4 top 8 above MvC3 was the international element: having players come from all over the world to compete makes the whole thing a lot more intense. It was definitely cool seeing America hold it down so well in Marvel, but seeing players like Daigo, Poongko, and Fuudo representing their home nations is awesome. My favorite match of the tournament was probably Latif vs Tokido, with honorable mention to Viscant vs PR Balrog in Marvel 3.

On the whole it was an amazing weekend, and I can’t wait to make it back next year.
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Old 09-02-2011, 05:35 PM   #6
StereoMike StereoMike is offline
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Default Meet the Skullgirls, The Next Generation of PSN Fighters

http://blog.us.playstation.com/2011/...-psn-fighters/

Quote:
Skullgirls’ initial eight characters are all females that range from the elegant to the macabre, and each has a distinct play style. In the future we’ll expand the roster with DLC characters, including (gasp!) men.
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Old 09-02-2011, 05:38 PM   #7
ps3bd_owner ps3bd_owner is offline
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Peacock reminds of Popeye in a way.
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Old 09-05-2011, 07:56 PM   #8
bandit29 bandit29 is offline
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Yeah looks cool. Impressed with what I've seen so far
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Old 09-05-2011, 08:20 PM   #9
Icemage Icemage is offline
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I don't "get" this sudden rush of fighting games. Sure Mortal Kombat did very well, and so did Street Fighter IV, but there are SO many such games being released or in development now that I wonder just how fragmented the market will become before everyone stops caring again.

Right now there's:

Mortal Kombat
BlazBlue Continuum Shift
Super Street Fighter IV AE
Marvel vs. Capcom 3 (soon to be UMvC3)
Tekken 6
Arcana Heart 3

And waiting in the wings we've got:

Tekken Tag Tournament 2
Street Fighter X Tekken
Tekken X Street Fighter
Persona 4 Ultimate
Virtua Fighter 5 Final Showdown
Soul Calibur V

(and that's not even considering stuff like SF 3rd Strike Online, handheld iterations like DoA: Dimensions, or revisions of games from the top list)

Where does a game like Skullgirls fit into this relatively niche market that's about to become flooded? Fighting games are only as good as the playerbase that can spend time on them. This is going to have to be a pretty amazing game to carve any sort market share away from the above.
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Old 09-28-2011, 05:13 PM   #10
StereoMike StereoMike is offline
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Default Delayed to 2012

http://skullgirls.com/2011/09/skullg...in-early-2012/

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There are a lot of reasons behind this delay, but the overriding one is that we’re just trying to make the best game we can.

Here are a few of the changes and features we’ve implemented or will be implementing based on the community’s feedback:
  • Gameplay speed changes – 10% faster!
  • Lots of new effects and overall presentation improvements
  • Upgraded backgrounds to 3D
  • Additional music from Michiru Yamane
  • Requested color palettes
  • Accidental pause prevention option – hold Start for 15 frames to pause
  • PlayStation 3 custom soundtrack option
  • Button macros to help when playing on a pad
  • Innumerable balance and gameplay tweaks
  • In-game art galleries
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Old 10-30-2011, 04:03 PM   #11
StereoMike StereoMike is offline
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Skullgirls Dev Diary: Skullgirls’ Perfected Pugilism

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Old 03-26-2013, 12:54 AM   #12
MOONPHASE MOONPHASE is offline
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Skullgirls' Fundraiser reaches over $600,000. Adds new character voted by fans who contributed.

Quote:
Skullgirls has reached over $600,000 in funds on IndieGoGo, meaning that the game is going to get up to three new characters in the future.

Two of these characters are set in stone - Squigly and Big Band. The third character will be one of several possible characters and be selected by fan vote. Anyone who has contributed at least $1 to the game's fundraiser is eligible for voting. You can read up on the voting process here.

There are still 55 hours to go before Skullgirls' fundraiser comes to an end, so it should be interesting to see if people continue to contribute, now that the third character has been funded.
http://www.siliconera.com/2013/03/25...new-character/
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Old 12-09-2013, 03:34 PM   #13
MOONPHASE MOONPHASE is offline
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Something weird is going on here.

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Konami has demanded that developer Reverge Labs remove its 2D fighter Skullgirls from the PlayStation Network, according to Design Director Mike Zaimont. It could be removed from PSN as soon as next week.

"We were associated with Konami. We soon will not be associated with Konami but they have managed to do something," said Zaimont during a Twitch live stream. "Here's the deal: Konami has requested - well, it's not a request, they said 'do the thing' - that Skullgirls be delisted from PSN on December 17th."

"I don't want to cast any aspersions, but Konami submitted their request for that, didn't tell us and we found out from Sony after the request was approved," Zaimont added. "It doesn't make any sense for them to have submitted that request because they make money of every copy that is sold with their logo on it."

Co-publisher Autumn Games has strived to extend the deadline with Konami to no avail, proving especially annoying for Zaimont and Autumn who had been working on introducing new balance tweaks and character DLC to Skullgirls.

"I have been preparing basically a new game. It's still Skullgirls but it's published by Autumn," said Zaimont. "We are going to get this build together and we need to wait for some numbers arrive so that it's not Konami's numbers anymore, and then we give them this build.

"If it gets through QA, then it will come out with Squigly and all the beta changes pretty soon. If not then it won't until after everyone comes back from Winter Break."

If you've already downloaded Skullgirls, you'll still be able to access and play it, but Zaimont is unsure as to whether players will still be able to do battle online. It's hoped that Autumn Games can work out a replacement publishing slot for Skullgirls to ensure the game lives on.
http://www.ps3trophies.org/news/news...n-Network.html
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