Skullgirls Mobile Announced (2016, Card Based, New Story Missions)
22 replies, posted
[video=youtube;Nga3jYloM-s]https://www.youtube.com/watch?v=Nga3jYloM-s&feature=youtu.be[/video]
Looks pretty interesting- According to their recent panel, the sales of this will help the likelihood of Skullgirls 2, so here's to hoping it goes well in both western and eastern markets.
Can't wait for nobody to buy this so nothing happens just like what happened to Darkstalkers
that's interesting, I'm guessing each card is a single move from a character? I wonder if it's going to devolve into everyone using a specific combination of moves that's just OP against anything else
at least, that's what I'd be worrying about if I ever made a game like this
i like skullgirls but i have no clue how the fuck this will work
[QUOTE=EpikEnvy2.0;50637888]i like skullgirls but i have no clue how the fuck this will work[/QUOTE]
Maybe like injustice mobile? I havent played much of that but i know it also uses a card system
[video=youtube;cCPvD-hIVhg]https://www.youtube.com/watch?v=cCPvD-hIVhg[/video]
Or maybe it's like that one Blazblue mobile game where you do different motions on the screen to get different moves and you can just do combos as you normally would with cards being different statted versions of the characters? Like a more punchy Cerebella or a more head oriented Miss Fortune.
[URL="http://www.hiddenvariable.com/skullgirls/"]If you want to sign up for the beta[/URL]
Funny, I was just watching a video about mobile fighting games
[video=youtube;tZerauLJEYA]http://www.youtube.com/watch?v=tZerauLJEYA[/video]
It's cool, I guess, but can somebody explain why is there a need for Skullgirls 2? They pretty much nailed the mechanics in the first one, and the graphics won't get outdated for a long time. I would so prefer a few more DLC packs for the first one.
[QUOTE=VintageCat;50639880]It's cool, I guess, but can somebody explain why is there a need for Skullgirls 2? They pretty much nailed the mechanics in the first one, and the graphics won't get outdated for a long time. I would so prefer a few more DLC packs for the first one.[/QUOTE]
Adding mechanics, adding a larger amount of new characters as opposed to straight up DLC, new story, new modes, and so on. On top of that, since there is at least a few arcade machines out there, they would need to make new ones to add more things to it so it would be cheaper to produce new boards for a new game instead.
[QUOTE=Fish_poke;50640026]Adding mechanics, adding a larger amount of new characters as opposed to straight up DLC, new story, new modes, and so on. On top of that, since there is at least a few arcade machines out there, they would need to make new ones to add more things to it so it would be cheaper to produce new boards for a new game instead.[/QUOTE]
Doesn't need new mechanics, adding shit on top is just necessary.
We don't need a Skullgirls 2 right now unless it's totally different. Mike Z did everything he wanted to do with SG except putting in more characters.
Skullgirls IMO is super boring to watch as a spectator sport. There's no tension beyond "whose gonna get their infinite first?". It's fun to play casually and I'm fucking in love with the artstyle and character designs but god damn a fighting game should be more than memorizing 40 move long combos. I hope SG2 does away with the instakill combos and focuses more on prediction and punishment.
[QUOTE=Fapplejack;50643428]Skullgirls IMO is super boring to watch as a spectator sport. There's no tension beyond "whose gonna get their infinite first?". It's fun to play casually and I'm fucking in love with the artstyle and character designs but god damn a fighting game should be more than memorizing 40 move long combos. I hope SG2 does away with the instakill combos and focuses more on prediction and punishment.[/QUOTE]
I don't even know where to begin with this post because it's such an insane lack of understanding of the game and I'm tired of explaining this shit for the 100th time.
FYI Marvel vs Capcom 3 was the 2nd most popular fighting game for years and it was the same do long combos into mix up thing.
[editline]4th July 2016[/editline]
If the game was just "who gets their infinite first" then no one would play it, let alone hold tournaments for it.
[QUOTE=Fapplejack;50643428]Skullgirls IMO is super boring to watch as a spectator sport. There's no tension beyond "whose gonna get their infinite first?". It's fun to play casually and I'm fucking in love with the artstyle and character designs but god damn a fighting game should be more than memorizing 40 move long combos. I hope SG2 does away with the instakill combos and focuses more on prediction and punishment.[/QUOTE]
[url=https://www.youtube.com/watch?v=oKvrBOp4Xe4&feature=youtu.be&t=2m]C'mon guy what the hell[/url]
infinites are impossible to do usefully anyways these days, especially when there's now two ways to break out of them
[QUOTE=ashxu;50643321]Doesn't need new mechanics, adding shit on top is just necessary.
We don't need a Skullgirls 2 right now unless it's totally different. Mike Z did everything he wanted to do with SG except putting in more characters.[/QUOTE]
I disagree; I feel like Skullgirls 2 is necessary because it would give L0 the chance to expand the roster and refine the Z-Engine. I know Skullgirls is supposed to be the spiritual successor of MvC2, but it only launched with [B]9[/B] characters. With all the Indiegogo characters, there's [B]14[/B] total. It's fine because it's quality content, but Marvel vs Capcom 2 had [B]56[/B] characters. After Indivisible and this mobile game I hope they announce something for Skullgirls 2.
M I S S F O R T U N E I S C U T E
Does this one have the panties though.
[QUOTE=Fapplejack;50643428]Skullgirls IMO is super boring to watch as a spectator sport. There's no tension beyond "whose gonna get their infinite first?". It's fun to play casually and I'm fucking in love with the artstyle and character designs but god damn a fighting game should be more than memorizing 40 move long combos. I hope SG2 does away with the instakill combos and focuses more on prediction and punishment.[/QUOTE]
This was written by someone who got reset to death with 20 opportunities to react and break out
[url=https://www.youtube.com/watch?v=iKsyy_RhN_4]It's based on resets, not "infinites". This video should explain it pretty well.[/url] I will say that when I started playing I had this exact same mindset, but now that I understand how the game actually works it's a lot more exciting to watch, even when it does look like someone's just getting hit over and over until they die. That usually doesn't happen anyways unless there's a big gap in skill, or if someone is playing against SonicFox.
Long true combos aren't used very often, except to finish someone off, because they do less damage than a good series of resets, and give the opponent more super.
Can Minette be a character please L0 I'll love you forever
[QUOTE=leetnoobify;50644767]I disagree; I feel like Skullgirls 2 is necessary because it would give L0 the chance to expand the roster and refine the Z-Engine. I know Skullgirls is supposed to be the spiritual successor of MvC2, but it only launched with [B]9[/B] characters. With all the Indiegogo characters, there's [B]14[/B] total. It's fine because it's quality content, but Marvel vs Capcom 2 had [B]56[/B] characters. After Indivisible and this mobile game I hope they announce something for Skullgirls 2.[/QUOTE]
yeah that would be an expansion but who cares anymore SG is fine as it is, it wouldn't add anything to the game besides new characters
[QUOTE=ashxu;50647653]yeah that would be an expansion but who cares anymore SG is fine as it is, it wouldn't add anything to the game besides new characters[/QUOTE]
Some things were cut due to performance reasons on the weaker console generations that the game started out with.
Eliza's blood mechanic was discarded in favor of Sehkmet getting the spotlight. Peacock's original intro was deemed too large to be used for the PS3. Characters would sometimes load in a de-resed state because the console was lagging behind with loading their entire character sheets when tagging in. Supers had after-images in the PS4 and PC (as opt-in) because the weaker consoles couldn't handle that. Particles and shadows toned down specifically for performance reasons.
As far as game mechanics go, yes the game is as complete as it could be save for characters. But having better hardware to work within is no slouch when it comes to delivering on what was intended from the onset. A sequel would be able to shed the restrictions of the past console generation without dividing the community between SG PS3 and SG PS4. However, it's a bit too early to be clamoring for this, the game is still live and kicking, in fact it's got a [i]growing[/i] tournament scene.
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