[IMG]http://i.imgur.com/toyOF.jpg[/IMG]
[b]Coming 2011 to XBLA and the Playstation Store[/b]
[quote=www.skullgirls.com]Skullgirls is a fast-paced 2D fighting game that puts players in control of fierce female 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 tournament champion Mike "Mike Z" Zaimont. Calling to mind old-school arcade fighters – with a high-definition twist – it’s 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 – but not without a substantial price. Should the soul be less than pure, both the victor's 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.[/quote]
Skullgirls is an indie 2D fighting game with an awesome artstyle, excellent design and a great sense of humour. Developed by fighting game players, for fighting game players, the small team at Autumn Labs have looked at modern fighting games that are rife with bad design mechanics and decided to take their own shot at it. They listen very closely to their fans and some community-suggested mechanics have already made into the game's alpha stage. It's full of clever references and amazing character designs.
[IMG]http://i.imgur.com/KORrO.jpg[/IMG]
[i]Filia chomps down on Cerebella.[/i]
The game's 40's-styled art is drawn at double-size by the team's artist Alex Ahad, who has worked previously on titles such as Scott Pilgrim and Lava Punch. Each character features hundreds of frames of animation, all individually hand-drawn. Also there's lots of pantyshots.
[url]http://www.youtube.com/watch?feature=player_embedded&v=5VkDXBsIXso[/url]
[i]"Animating the Skullgirls way"[/i]
Skullgirls also features a dynamic lighting system, shading the characters depending on both stage-lighting and the moves used by each fighter. This is unique in 2D fighters, which generally use pre-defined shadows hand-drawn onto sprites.
[url]http://www.youtube.com/watch?feature=player_embedded&v=HpkHq4uT29c#at=10[/url]
The background music is also done by the team and features heavy jazz influences, again in a 40's style. This is a sample of the soundtrack for the New Meridian stage. [b]Done by Michiru Yamane, the woman behind symphony of the night's soundtrack!!![/b]
[b]Mechanics[/b]
Skullgirls uses the traditional 2D plane, with characters able to move backwards, forward, up or down (or any combination of those). Your team must deplete the lifebars of the opponent by using normal attacks, special moves and high-powered super attacks that use up your "super meter" energy. However, the game has a lot of really cool and unique mechanics which will definitely make it interesting to play.
Players pick teams of up to three characters to compete with another player's team. One character stays on screen, while the other two can be called as "assists" to perform certain moves, or tagged in to become the point character. Skullgirls has a unique system where a player can choose either one, two or three characters to fight with. A solo character will get appropriate buffs to damage and health, while a team of three has lower health and damage but increased versatility through having two different assists to call, and two characters bbeing a comfortable middle ground. Unlike, say, Marvel vs. Capcom 3, a player can choose any move (except air or super moves) as an assist for their characters. Perform the move on the joystick and you're set!
Another singular mechanic featured in the game is the automatic infinite detection. In most fighting games, combos will do less damage and 'hitstun' as you go on, making long combos do very little damage and making them easy to escape. This is generally done in order to prevent infinite combos which cannot be escaped and will eventually kill a character if they are completed. But this can lead to short, boring combos being preferred over long, interesting and cool ones. Other games such as Mortal Kombat 9 use 'breaker' systems that can be used to interrupt combos, but these can lead to skewed risk/rewards in gameplay. Skullgirls solves this problem with its infinite prevention mechanic. If the game detects a loop which could potentially be repeated forever, the victim has only to press a button to activate a 'burst' which knocks the opponent away and allows them to escape. Combos can be as long as you like, as long as you can keep using different moves and attacks throughout the whole thing! This also means the team can leave hitstun and damage scaling at a very low level.
[b]Characters[/b]
[thumb]http://i.imgur.com/S8ipy.jpg[/thumb]
[quote]Filia was an average schoolgirl until she awoke to find her memories lost. In their place was a powerful Parasite named Samson, perched atop her head in the form of unruly hair - with teeth and eyes! Unable to remember how her partnership with Samson began, Filia must trust the ancient being and use his strength if she ever hopes to piece together her past and survive the impending battle against the Skullgirl.[/quote]
[b]Filia[/b] is a fast as hell, dangerous as hell rushdown character. She gets in on the opponent and does a shitload of damage to them, constantly setting up resets and frame traps that can melt through poor defenses like a hot spike through a butter skull. She also wears a monster for her hair. She's pretty squishy, though
[thumb]http://i.imgur.com/5B3mJ.jpg[/thumb]
[quote]Cerebella is the biggest sensation in the Cirque des Cartes - a tumbling, soaring dynamo of star power! Throughout the kingdom Cerebella is admired for her daring, and lusted after for her curvaceous form. Sadly, the kind of approval she craves is the one kind she isn't getting in torrents. What Cerebella really longs for is praise from her patron and de facto father, mobster Vitale Medici, who rescued her from the street for a life of fame.
Faced with Cerebella's inherent goodness, the only way Vitale can keep her doing such dirty work is to remain stingy with his affections. Cerebella is the only person capable of controlling the living weapon Vice-Versa (a mega-strong set of arms she wears as a hat). Cold, calculating Vitale knows he'll have to keep this girl wrapped around his little finger if he wants to keep that kind of major muscle in his corner.[/quote]
Cerebella is the heavy-weight grappler of the game. With a truckload of different throws to use, massive health and massive damage, she's a force to be reckoned with when she's up close. As a solo character she is perfectly able to kill a character with a few mighty strikes. She's pretty slow, however, and a good zoner (like our next character...) will be able to keep her out pretty easily.
[thumb]http://i.imgur.com/WdXRh.jpg[/thumb]
[video=youtube;QYlqHDqwNRo]http://www.youtube.com/watch?v=QYlqHDqwNRo&feature=player_embedded[/video]
[quote]Peacock is the magnum opus of the Anti-Skullgirl Labs. When she was rescued by Dr. Avian of the ASG Labs, this young girl was just an orphan named Patricia. Kidnapped by slave traders in the anarchy after the Grand War, her body and mind were broken as a result of her captivity. The Labs took her in and rebuilt the child with an arsenal of weaponry that seemed to defy reality. The resulting atrocity was shaped by Patricia�s abiding love of old cartoons, which gives Peacock just the look to send a shiver up her enemies' spines. Peacock is damaged, perhaps irretrievably, and she behaves like a rotten, spoiled and extremely unstable child. She relies on imaginary companions manifested by her deadly tech, and has no qualms about using her gang of cartoon cronies to paint the town red....with blood. Terrifying as she is, she may just be the best bet against the Skullgirl.[/quote]
[b]Peacock[/b] is a walking Disney reference. She hits the opponent with custard pies, gets in comical dust-cloud fights, drops anvils and fridges and sends tiny cartoon bombs flying across the screen. She shoots swords from her gun (some of which you might recognise!), drops the TV from The Ring on you and all kinds of other cool references. She's a great zoning character, being able to keep the other character way across the screen, struggling to get anywhere near Peacock through the hail of bombs, cartoon bullets and bowling balls. But when you're in on her, she'll be in trouble without an assist or two to help.
[thumb]http://i.imgur.com/bDffl.jpg[/thumb]
[quote]No bio yet![/quote]
[b]Parasoul[/b] is... uh... I actually have no idea, since her official bio isn't out yet, but she seems to be some kind of christian nazi with her own personal army. What is known is that she wields a living umbrella weapon that cries [b]tears of napalm[/b] (!). She's designed as a ranged/traps kind of character, leaving napalm tears floating all over the screen, getting in the enemy's way and interrupting everything they do. She also utilises her personal army in combat, being able to call in sniper shots, firing squads and even have her own personal bodyguard leap in front of her to block projectile attacks.
[video=youtube;PDsKxsbZClA]http://www.youtube.com/watch?v=PDsKxsbZClA&NR=1[/video]
[I]A Parasoul video showing off some of her cool stuff[/I]
[b]VIDEOS[/b]
[video=youtube;wEakGFYBoRU]http://www.youtube.com/watch?feature=player_embedded&v=wEakGFYBoRU[/video]
[i]Announcement trailer[/i]
[video=youtube;iT7h4OqGgGM]http://www.youtube.com/watch?feature=player_embedded&v=iT7h4OqGgGM[/video]
[I]The composer for Castlevania weighs in on the game[/I]
[url]http://revergelabs.com/2011/08/complete-evo-panel-footage/#more-1067[/url]
[I]A set of videos from Evo 2011 with the developers showing off the game and the newly announced character Parasoul[/I]
[b]LINKS[/b]
[url]http://www.skullgirls.com/[/url] - official site
[url]http://shoryuken.com/forum/index.php?threads/skullgirls.44239/[/url] - Shoryuken thread with the developers talking and answering questions
I put a lot of effort into this OP. If there's anything someone would like changed or added, please let me know and I'll throw it up. Thanks!
The fighting system looks good, but I just don't like the art style at all, I have never been in to anime.
I'm not a fan of anime, but I really like the backgrounds, they look nice.
Who cares if it's anime? (it's more western-styled in the animation anyway) The way it plays is way more important, and it's going to be bloody awesome.
that doesnt make it not anime
[editline]fuck OFF mr apple[/editline]
this is the only anime game i've ever been able to stomach
[img]http://ecx.images-amazon.com/images/I/61PbzNZ5qeL._SL500_AA300_.jpg[/img]
[QUOTE=DuncanFrost;31493094]Who cares if it's anime? (it's more western-styled in the animation anyway) The way it plays is way more important, and it's going to be bloody awesome.[/QUOTE]
That's usually true where gameplay is what really matters but some of this almost painful to watch. I mean in the video with that girl in the black dress, all her attacks are of her barely even moving and it looks kind of stupid.
Seemed really boring, but I saw Parasoul's video, and it actually kinda does look good.
Zoning, Doubles, Poking character, blah blah blah blah blah fighter terminology goddammit i don't get this at all :psyduck:
[QUOTE=Rellow;31493849]Zoning, Doubles, Poking character, blah blah blah blah blah fighter terminology goddammit i don't get this at all :psyduck:[/QUOTE]
Then don't worry about that stuff and mash buttons when you play.
Hurting people does not look as satisfying as in MvC3 and tekken 6.
[QUOTE=BenJammin';31497282]Then don't worry about that stuff and mash buttons when you play.[/QUOTE]I tried that in Street Fighter IV. The CPUs kicked my ass and I never touched the game again.
[thumb]http://i.imgur.com/5B3mJ.jpg[/thumb]
What in the name of fuck
the art stlye looks more like disney than anime.
[QUOTE=MAspiderface;31499120]the art stlye looks more like disney than anime.[/QUOTE]
Apart from BOOBIES
why is there no mention of the soundtrack being made by michiru yamane (the woman behind symphony of the night's soundtrack)???
For some reason, the gameplay reminds me of Blazblue. Which has amazing gameplay. So I will definitely be taking a gander at this when it comes out.
Tits
[QUOTE=gta-man12345;31499330]Tits[/QUOTE]
There are indeed large breasts in the vicinity of this WHOLE GAME. But what fighting game doesn't have a handful of characters with overly huge breasts? I'll tell you. None.
The art style doesn't really strike me as "anime." It has more of a scott-pilgrimy look to me.
Looks pretty good, but I rarely buy games on XBLA.
So im not sure, Ill have a look when it comes out.
[QUOTE=BeardyDuck;31499155]why is there no mention of the soundtrack being made by michiru yamane (the woman behind symphony of the night's soundtrack)???[/QUOTE]
oh shit really? i wondered why the announcement trailer had him in it. i'm dumb :I
Shame it's not on PC.
[QUOTE=DuncanFrost;31499647]oh shit really? i wondered why the announcement trailer had him in it. i'm dumb :I[/QUOTE]
her
Fuck when is gonna come out?, and what consoles?
[QUOTE=PvtVain;31499813]Fuck when is gonna come out?, and what consoles?[/QUOTE]
"Coming 2011 to XBLA and the Playstation Store"
I'll just go play BlazeBlue or GuiltyGear, thanks.
Looks cool, but I'm not sure how they expect you to play with one hand.
[QUOTE=Galago;31499688]Shame it's not on PC.[/QUOTE]
Developers have said they're considering it. If they get it on Steam they could make a mint I reckon, PC has almost no good fighting games
[editline]3rd August 2011[/editline]
[QUOTE=BeardyDuck;31499764]her[/QUOTE]
kill me
[editline]3rd August 2011[/editline]
[QUOTE=n0cturni;31499348]The art style doesn't really strike me as "anime." It has more of a scott-pilgrimy look to me.[/QUOTE]
It's the same artist
Wasn't Alex only the guest artist for Scott Pilgrim issues though? I recall a journal on his DA clearing it up.
Sorry, you need to Log In to post a reply to this thread.