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891214 Posts in 33530 Topics- by 24770 Members - Latest Member: Alexis Moroz

June 19, 2013, 07:56:32 AM
TIGSource ForumsPlayerGamesSkullgirls
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Author Topic: Skullgirls  (Read 29770 times)
shig
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« on: June 11, 2011, 03:38:01 PM »

Official game site: http://skullgirls.com/home  

Dev team site and blog: http://revergelabs.com/

Alex Ahad's old livejournal: http://o-8.livejournal.com/

SRK thread(devs post constantly here with news and answer questions)
http://shoryuken.com/forum/index.php?threads/skullgirls.44239/
(the first pages are from before it got picked by konami, btw)

Dustloop dedicated subforum. (devs love it also)
http://www.dustloop.com/forums/forumdisplay.php?162-Skullgirls-General!

Character trailers:
Fillia
Cerebella
Peacock
Parasoul
Ms Fortune
Painwheel
Valentine
Double

Music (by Michiru Yamane!)
New Meridian Stage
Anti-Skullgirl Labs Stage
Character Select(not by Michiru Yamane)
« Last Edit: April 09, 2012, 06:07:08 PM by shig » Logged
Samtagonist
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« Reply #1 on: June 11, 2011, 04:27:39 PM »

You know, I was going to get off of my ass and make this thread, but I never got around to it.  I've been following this game pretty damn near since it first became public, and eagerly watched it as it became my most eagerly anticipated indie game for years.  Win, lose, or draw, I'm absolutely astounding with the near unprecedented level of dedication and work that I'm seeing being poured into this game.  The idea of making a fighting game from scratch boggles my mind, and I can't even conceive how someone would do it.  But, well, Skullgirls.

I played it at PAX, things seemed a little rough around the edges but it felt very much like a barebones version so I refuse to be too critical of it until I can play a demo much later in development.  It looks amazing in motion, they're not just dressing it up when they show these videos, the animation is so beautifully fluid that it makes Blazblue look phoned in.  I still don't feel comfortable saying anything about the game, because like I said, it seems like very far from the finished product and I don't think I know enough about fighting games to pass a satisfying judgement on the mechanics just yet.

Anarkex called this an 'indie game' at PAX and the guy who was presenting it got sort of insulted, and said that he didn't think of this as an indie game at all.  Lol.

Also, this game seems to already be gathering steam in Japan, which is great!  I'd love to see this game crack the doujin community as much as it does the indie one.  Here's some great fanart by a disgusting hentai artist.  Good omen!  

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« Reply #2 on: June 11, 2011, 04:42:45 PM »

I'm so going to main Peacock.
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shig
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« Reply #3 on: June 11, 2011, 05:09:49 PM »

Quote
Anarkex called this an 'indie game' at PAX and the guy who was presenting it got sort of insulted, and said that he didn't think of this as an indie game at all.  Lol.
hahahahaah
But yeah, guess I wouldn't call this indie at all.

btw I've been following it very closely, too, and for a long time now and I'm pretty jealous of you for having played it. This game has the potential to fucking revolutionize fighters, man.
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« Reply #4 on: June 11, 2011, 05:23:20 PM »

looks ok
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« Reply #5 on: June 11, 2011, 05:27:29 PM »

What's so revolutionary about it?

It looks like it plays much like most other fighting games.  Shrug
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shig
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« Reply #6 on: June 11, 2011, 05:51:41 PM »

It's basically how the game handles combos and assists. There are plenty of other really cool features but they aren't confirmed to be in yet... Like watching a replay of a match and taking control of a character during a certain point of the replay's timeline so you can try different stuff and see the different outcomes the match could have had.  
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Dragonmaw
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« Reply #7 on: June 12, 2011, 12:04:22 AM »

I did some work on this back when it was first starting out. Mostly just organizational stuff; setting up a wiki, testing, design meetings, PR, that kind of thing. Don't remember how I heard of it. I think through a mutual friend of me and Alex's or something.

When it resurfaced a few years later (after I think most people left the project) I was pleasantly surprised! I'm glad Alex kept working on it. He's got a strong vision and it's cool to see that it won't be compromised.

This is definitely an indie game. It was started by one guy and originally developed by volunteers until he managed to find funding and create a studio. I would say that is almost the definition of indie.

Hard to say if it's revolutionary or not (fighting games aren't really designed to be revolutionary) but it's certainly excellent. And the world could always use more excellent 2D fighters. Especially ones with A_A art. ESPECIALLY.
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shig
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« Reply #8 on: June 12, 2011, 03:37:13 AM »

Quote
(fighting games aren't really designed to be revolutionary)

what
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shig
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« Reply #9 on: June 12, 2011, 04:07:54 AM »

Quote from: ravidrath from revergelabs
Mike is actually behind on the PC thing.
We're looking into a PC version, likely through Steam. And I'm going to say it's actually looking pretty likely.
Piracy IS a concern, but it was never a reason - the main reason is that PC versions take a lot of testing and bug-fixing for all the different hardware configurations. We only have four programmers, so doing all of that simultaneously just isn't possible. It's really a matter of priorities
Quote
A Japanese release is looking increasingly likely, so that should probably factor into any platform choices.
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Dragonmaw
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« Reply #10 on: June 12, 2011, 05:09:35 AM »

Quote
(fighting games aren't really designed to be revolutionary)

what

Time to pull an Eres.

Revolutionary implies a drastic change. 2D fighters have not had many major sudden changes since Street Fighter 2. The only one I can really think of as revolutionary is tag-team fighting. This doesn't mean that fighting games haven't improved and innovated over the years, just that they aren't "revolutionary."

I guess the best way to put it is that, to me, a revolutionary game is one that creates or significantly changes a genre. Skullgirls is innovative (from my previous experience on the project + videos and con playing) but not revolutionary. The altered systems are iterations of older fighting game systems, but they aren't really a sudden or drastic alteration to the old rules.

It is certainly an excellent game, and it's shaping up nicely, but saying it's a total revolution in fighting games is a bit much. It is, however, a big step both for the legitimacy of fighting games (Skullgirls is EXTREMELY accessible, both from an aesthetic viewpoint and mechanical one) and indie success stories.

Edit:

I lump fighting games and danmaku into a similar bracket. They've stayed relatively familiar over the years and built up a strong fanbase of players by iterating, not revolutionizing, a formula that works. Compared to other games, they are very safe. They also still have a lot of room for innovation and, yes, revolution. Since there's not been a lot of major changes since the initial genre definers, there's tons of room for developers to make their mark.
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« Reply #11 on: June 12, 2011, 06:44:17 AM »

mike z is cool and this is going to be a really good game because it's made by people who actually know fighting games. i could live without the all female cast tho. the programmable assists are cool as heck.
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« Reply #12 on: June 12, 2011, 07:36:02 AM »

I daresay I'm actually really interested in this, even though I'm not really a fighting game person.
The art was lovely, the mechanics seemed pretty well made, but let's face it, the best thing is how little sense the game makes. I mean, the main character is a schoolgirl with Ctulhu in place of her hair.
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« Reply #13 on: June 12, 2011, 07:56:17 AM »

I can't wait to play this. I dunno about all the girly things though. I probably won't buy it if it's another hentai game, but it looks fine so far.

EDIT: You also didn't link to the website: http://www.skullgirls.com/home
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« Reply #14 on: June 12, 2011, 09:52:32 AM »

All of the interviews I've seen with the programmer it's like he's talking some secret fighting game language. So it's good to know that he has a really deep knowledge of how fighting games work.
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