Skullgirls has a release date. HOORAY.

Dartastic

Member
So...

We have passed Microsoft certification, like... literally within the last 30 minutes. On a Saturday!? Yes, on a Saturday.

The game will be released on XBLA worldwide on April 11th, for 1200 MS points.

Unfortunately, we still cannot be 100% certain on PSN release date, because, well... it's Saturday. Sony has separate submissions for different regions, which makes it more difficult to nail down, too.

North American PSN release will very probably be April 10th, but we are still awaiting final confirmation. And as you might expect, the PSN version will be $14.99.


I want to apologize for having to leave you in the dark on this for so long. It has been agonizing, and MS's "leak" on Xbox.com didn't help at all. We would have denied it sooner, but the reality is that Microsoft was still trying to slot us on April 4th as late as yesterday morning.

DAY ONE.
 
Did Ravi OK making a thread about this? Cuz i thought we'd wait til there were official statements from Sony and MS first before making one.
At any rate-
http://www.youtube.com/watch?v=cxX7AFHmOCI

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MY BROTHERS!
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Ravidrath said:
I really just wanted to say this here and keep it from blowing wide open until we have official confirmation from Sony, so... maybe keep the release date out of the thread title for now?

Anyways, day one for XBL.
 
Awesome, looking forward to this immensely. Is there anything on how long afterwards the DLC characters will be? Or are they already confirmed day 1? Not that I mind since they already said well in advance they'd be doing this and why, and budget limitations are far more understandable for a small independent team like this.
 
Fun fact: for this title, I got to record the line "Well EXCUUUUUSE me, princess!" in a professional capacity.

It's all downhill from here, I think. I'll never be able to beat that.

Enjoy, everyone!
 
Fun fact: for this title, I got to record the line "Well EXCUUUUUSE me, princess!" in a professional capacity.

It's all downhill from here, I think. I'll never be able to beat that.

Enjoy, everyone!

Woah you voiced Parasoul's soldiers?
 
It was pretty much me and my three buddies, yeah. = D

Neato!
Could you share your experience when doing voices for the game please?
I might've worded my question incorretly but I hope you get what I mean ^_^;
 
Neato!
Could you share your experience when doing voices for the game please?
I might've worded my question incorretly but I hope you get what I mean ^_^;
Cristina Vee directed (she also voices Cerebella)...all four of us came in; they gave each of us different personalities. I was the smooth, sexy one. (Naturally.) But it was a good time in the booth.

A lot of the lines were pretty hilarious, and it's a random voice of the four every time. So you'll have to play Parasoul a LOT to hear them all.
 
Although I'm not too keen on the way it seems to play, I will support it anyway since it's an effort in the genre. I like the style, the wonky characters, and outlandish nature...but it doesn't seem like I will have much fun with it as a fighter. Maybe I don't know enough about it though. Can someone give me a basic, bullet point style mechanic run down? It is another alternative SF modeled fighter, or something different?
 
Although I'm not too keen on the way it seems to play, I will support it anyway since it's an effort in the genre. I like the style, the wonky characters, and outlandish nature...but it doesn't seem like I will have much fun with it as a fighter. Maybe I don't know enough about it though. Can someone give me a basic, bullet point style mechanic run down? It is another alternative SF modeled fighter, or something different?

8 characters.
6 buttons, SF style.
Each player can choose whether to run one, two or three characters as part of their team.
The less characters you have, the stronger those characters are in terms of HP and damage output. The tradeoff is a loss of assists and making your team less versatile.
Assists - each character on a team of 2 or 3 has one. They can be any move a character has, even throw or dash, but not supers as they were broken!
Lots of air mobility, combos etc, but no Marvel 3 style combo limiter mechanics. Infinites are possible, but whenever the game realises what you're doing is an infinite, you can easily burst out of it - and you can see it because the hitsparks on the character goes red, when they're normally blue.
5 meters, which are earned in a typical Marvel 2/3 way. You can burn these meters to do level 1, 3 and occasionally 5 supers. You can also DHC supers, switching out one character mid-super into another who then does their super. This costs a minimum of one bar, but for level 3 and 5 supers you subtract one from their meter cost.
A decent tutorial, which is very rare for a fighting game!

That's just off the top of my head.

Oh, and 60fps 2d art, awesome music and design, funny jokes and bonkers character design.
 
What I realized playing SFxT is that I cant wait to finally experience a game where there is no bullshit muscular BIG DUDE taking away half of your health in one combo... or more.

I have no issues with female characters being overpowered in any way, shape or form. Soo...bring it on! :D
 
What I realized playing SFxT is that I cant wait to finally experience a game where there is no bullshit muscular BIG DUDE taking away half of your health in one combo... or more.

I have no issues with female characters being overpowered in any way, shape or form. Soo...bring it on! :D

*sniff* I miss CT Tager ;.;
 
Hopefully with less time outs than what i'm playing now

(buying PSN anyway)
Have you seen the game in action? Skullgirls doesn't know the meaning of the word.

Awesome, looking forward to this immensely. Is there anything on how long afterwards the DLC characters will be? Or are they already confirmed day 1? Not that I mind since they already said well in advance they'd be doing this and why, and budget limitations are far more understandable for a small independent team like this.
They started work on the first DLC character a few weeks ago. I expect that character to get lots of coverage around EVO.
Hopefully with less time outs than what i'm playing now

(buying PSN anyway)
Have you seen the game in action? Skullgirls doesn't know the meaning of the word.

Awesome, looking forward to this immensely. Is there anything on how long afterwards the DLC characters will be? Or are they already confirmed day 1? Not that I mind since they already said well in advance they'd be doing this and why, and budget limitations are far more understandable for a small independent team like this.
They started work on the first DLC character a few weeks ago. I expect that character to get lots of coverage around EVO.
Although I'm not too keen on the way it seems to play, I will support it anyway since it's an effort in the genre. I like the style, the wonky characters, and outlandish nature...but it doesn't seem like I will have much fun with it as a fighter. Maybe I don't know enough about it though. Can someone give me a basic, bullet point style mechanic run down? It is another alternative SF modeled fighter, or something different?
Inspired by Mahvel, not Street Fighter.

-Tag fighter like Mahvel, but you get to choose variable team sizes with ratio health/damage
-No super 50ft jumps here. More like Guilty in that sense
-Grabs don't lead to 80% damage
-Speed is similar to MvC2/MvC3
-Six buttons and each character has 2 launchers. None of them are crazy 50ft launchers
-360 motions are easy to pull off
-No crazy KOF motions and very few SRK motions. Most quarter circles
-Eight characters, but each one can plays extremely different like BlazBlue/Guilty
-Custom assists let you find your own favorite ways to mix up and pressure opponents
-Not every character an air dash
-Story mode is a lot like BlazBlue's except it isn't voiced iirc(This is an indie game. Budgets are limited)
-Tons more DLC characters will be made if the game sells well. Alex and Mike have like 35+ potential characters
-Training mode has hitbox data and hitstun bars. No need to buy a Vita for the features. Also, no important day one DLC
-PC style GGPO(gold standard) is the netcode that will be in use. You can increase or decrease delay on the fly in lobbies
-Cast is fairly balanced. It's been at the majority of last year's majors for constant tweaking and testing on the fly

*spectator mode, online training mode, 6/8 man lobbies and HD uploads will have to be patched in. Costs money they just didn't have
 
I'm getting this although I suck at fighting games. Maybe their training mode can really turn me into a decent player if I dedicate some time to it.
 
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