Skullgirls (2D Fighting Game) Announced for XBLA, PSN

_dementia said:
I just saw the new footage on the BBVlog youtube account
http://www.youtube.com/watch?v=VgtJy7wrAuQ

Game looks like a lot of fun. Holy shit at that last combo.


Well, this seems to have addressed a lot of what I mentioned in the Alpha, but They still didn't handle the speed issues in the game. It still plays really slow. They need to speed that up. Glad to see things like them trimming that health that was so high in alpha and adding assists, pushblock and DHC. Dash's and Pushblock should get more of an indicator though. Little flash for blocks or a bit more blur and dust on dash's to make them look and to keep the mind excited as stuff takes place on the screen during the slowness of these combos and attacks.

However, I am interested in that tech trick they used to keep infinites from being possible, and that other trick they used to keep unblockables from being truly possible as well.

Nice stuff there...not certain if its better to just say "nope" than to spend more time on hit stun recovery and programming move priorities, but I'll see later.

I'm a bit more interested, but it just seems too slow still. It lacks the intensity needed to be great.
 
Flying_Phoenix said:
Pixel art just isn't feasible anymore. Going the hand-drawn animation route is much cheaper and easier. The only thing more feasible that is going 2.5D since there are more 3D animators wiling to work on games.

Yeah, and I'll always find it a shame. It's always weird to me too, that much of the technique of pixel artistry (with the expert use of limited colors to create a wide variety of moods and effects, especially) never seem to cary over to more elaborate art rendering methods. Guess color creativity fades, when you have almost every color imaginable in your pallette... -sigh-

But anyway!

shaowebb said:
Well, this seems to have addressed a lot of what I mentioned in the Alpha, but They still didn't handle the speed issues in the game. It still plays really slow. They need to speed that up. Glad to see things like them trimming that health that was so high in alpha and adding assists, pushblock and DHC. Dash's and Pushblock should get more of an indicator though. Little flash for blocks or a bit more blur and dust on dash's to make them look and to keep the mind excited as stuff takes place on the screen during the slowness of these combos and attacks.

However, I am interested in that tech trick they used to keep infinites from being possible, and that other trick they used to keep unblockables from being truly possible as well.

Nice stuff there...not certain if its better to just say "nope" than to spend more time on hit stun recovery and programming move priorities, but I'll see later.

I'm a bit more interested, but it just seems too slow still. It lacks the intensity needed to be great.

They mention around the web that the effects are still heavily under development, and that we should expect all the dash effects and such later on. It does look kinda Barren and un-exciting without them, aye.

As far as going more in depth with Priorties and such... well, MikeZ did mention that he wants the game to feel kinda look, and "create your own combo!"-friendly. So I think recovery and priority are purposeuly left like that.

And personally, I don't really mind the slowness, primarily for 2 reasons:
  1. It'll make it even easier for a real speed character to stand out, if they have one in store.
  2. I think it's one of the things that'll help seperate this tag-team fighter from the other major one, which need not be mentioned.

You mentioned in your previous post too, about not seeing as much revloving around the team building aspects. Did you note the detail that characters will have unique "naked tag" entrances? I rather like the sound of that, personally. We've seen Cerebella drop down for a diving overhead, and Filia jump in just like Mah-vel, I wonder how far they'll take the idea? I think it's one of the more interesting ideas they've mentioned.

The fact tha game allows 1 to 3 members on a team, also makes one wonder if that'll effect match length much in the end. Plus the fact that "assist" can be thrown just like point characters, which I don't think any Tag game has done before.

I think, overall, the game is going more for "technicality" rather than "speed" as it's selling element, which is COOL, but I wondef if it's poised to work. A lot rest on how the rest of the characters work with this... if the game has some really effective, awesome trap and zoning chara's that make the unique Tag and Custom assist elements shine, for instance, then we could find something rather unique at the end of this all.
 
_dementia said:
I would not be shocked if this ends up being the best retail fighting game with regards to online play.

BlazBlue is some tough competition, though.
 
I wish someone made 2d fighting game with a more gritty artistic direction.

all that messy and unclean artwork gave Street fighter 3 a really cool aesthetic. Eternal Champions is another notable game artistically.
 
gundamzeta209 said:
I wish someone made 2d fighting game with a more gritty artistic direction.

all that messy and unclean artwork gave Street fighter 3 a really cool aesthetic. Eternal Champions is another notable game artistically.

So you want a Dudebro fighting game?
 
hikarutilmitt said:
So you want a Dudebro fighting game?

Even as a joke, dumbest post in the history of ever.

SAB CA said:
They mention around the web that the effects are still heavily under development, and that we should expect all the dash effects and such later on. It does look kinda Barren and un-exciting without them, aye
.

Relying on effects to hide the harsh reality. It's the Guilty Gear/Blaz Blue way.
 
Frankfurt said:
Relying on effects to hide the harsh reality. It's the Guilty Gear/Blaz Blue way.

Hmmm, maybe more like MvC or any Capcom VS game in this case. Most games have SOMETHING to announce dashes and super jumps (whether it be extra shadows, dust explosions, or dash lines), and this game already is doing some nice actual ANIMATION work, unlike BB, lol.

And you gotta admit, there hasn't been any lightsource balls of plasma, fire effects, or particles flying around in this game yet. It's all hand-drawn so far, even that projectile thing Filia shoots out of her lvl 3 hair parasite scream. Most CG extra we've seen so far are lights given off from hit sparks, and the dynamic lighting of the stages.

And I'm sorry BB ran over your dog! That's why I don't have one, it'd run over mine too! :lol:
 
hikarutilmitt said:
So you want a Dudebro fighting game?
MK9logo.png
 
_dementia said:
I wonder if Capcom will use GGPO for 3S:OE. They used it in FF:DI on PSN/XBLA
I hope so the only reason they say they never used it for SFIV and MVC3 was because it was too system intensive and they were pushing the hardware too much with those games. Shouldn't be a problem with 3s.
 
hmm, I could get used to this art style. And I didn't remember that this was a downloadable game. Count me in. What kind of background do the devs have? First game for all?

ARXIN said:
I hope so the only reason they say they never used it for SFIV and MVC3 was because it was too system intensive and they were pushing the hardware too much with those games. Shouldn't be a problem with 3s.

That true?
 
bistromathics said:
That true?
well, that's what they claim. who knows if it has any truth behind it. i'm sure they could've implemented it in the pc version, but porting it must be a lot easier.

MVC3 PC VERSION WITH GGPO PLS
 
bistromathics said:
hmm, I could get used to this art style. And I didn't remember that this was a downloadable game. Count me in. What kind of background do the devs have? First game for all?

Programmers and designers are all industry veterans of varying years, from Pandemic, 7 Studios, and others.

The art staff is pretty new to games, although Alex worked at Playdom and Gaia Online before joining Reverge.

bistromathics said:
This true?

From what my programmer friends have told me, there is no reason GGPO should be particularly system-intensive at all. So I think this is just Capcom trying to blind you with science.

It may be more production-specific than anything, since to get the most out of it you need to recode your game to be state-based.
 
Slamtastic said:

Well played, sir, well played.

I guess I'm just tired of seeing EVERYTHING being made or remade to be "gritty and intense" all the time. Robin Hood and Clash of the Titans were just the tip of the iceberg. :\
 
danmaku said:
lol Filietta is awesome. Who's the girl in the last pic? new character?

Parasoul.

Hasn't been "announced" yet, but exists from the doujin days.

She's a spy for the Canopy Kingdom's military, and her umbrella is a "living weapon" like Cerebella's hat.
 
I'm more hyped about this game than Arcana Heart 3 for some reason. Hopefully AH3, SSFIVAE and MK will make the wait easier for me.
 
_dementia said:
Same here. AH3 has Kira though, so I'll probably buy it.

RIP Lumi ;_;

I am considering getting AH3, the gameplay looks fun but I don't know if my girlfriend (and my inner feminist) will be able to deal with the borderline pedo stuff and the ridiculous breasts on some of the characters :/

Gonna have to be stealth when I play it... ;D
 
From The Dust said:
what the hell are you talking about? she's fucking adorable

it's a shame there's no PC version. I would pick this up for sure

PC version would be nice and since they are developing on 360 a port would be easy ja?

TheOGB said:
D:

Oh damn, there isn't a PC version is there?

Yeah as of right now, there is no PC version sadly
 
hikarutilmitt said:
I guess I'm just tired of seeing EVERYTHING being made or remade to be "gritty and intense" all the time. Robin Hood and Clash of the Titans were just the tip of the iceberg. :\

Clash of the Titans remake was fine except for whining atheist Perseus.

NO GOD DAD! I DON'T WANT YOUR GOD DAD HELP! =_=;

Mad Mikelsen died for your lame sins, lamer.
 
Ravidrath said:
Am I missing something? Why do people want PC versions of fighting games?
This is all just a guess:

Online access without the PSN/Live BS - Even old fighters can go online if they're on PC and you never have to worry about paying for Live just for one game or PSN being offline or soemthing

Stick compatibility - Sticks work on PC now, so there's no reason not to use a PC instead of console

Modding - Everyone loves modding games. Pregnant Sakura for everyone!

I've never played a fighter on PC, but I think those are the major reasons I've seen.
 
NinajHeartless said:
(why the fuck does this guy keep calling it a beat'em up? O.o)

Yeah, I don't get that, either... do they call fighting games that in the UK or something?

When I think of a "beat 'em up," I think of a brawler, not a fighting game.

If a "shoot 'em up" is a "schmup," does that mean Skullgirls is a "bmup?"

Master Milk said:
This is all just a guess:

Online access without the PSN/Live BS - Even old fighters can go online if they're on PC and you never have to worry about paying for Live just for one game or PSN being offline or soemthing

Stick compatibility - Sticks work on PC now, so there's no reason not to use a PC instead of console

Modding - Everyone loves modding games. Pregnant Sakura for everyone!

I've never played a fighter on PC, but I think those are the major reasons I've seen.

Huh, not sure I buy any of those, at least in significant-enough-to-justify-a-PC-port quantities.

The main reason I see NOT to release a PC version is further fragmenting the online multiplayer community, although it should be possible for the PC and PS3 versions to play each other online...

Is Steam good enough with DRM to protect the game from piracy? Or at least protect multiplayer play from piracy?
 
Ravidrath said:
Yeah, I don't get that, either... do they call fighting games that in the UK or something?

When I think of a "beat 'em up," I think of a brawler, not a fighting game.

If a "shoot 'em up" is a "schmup," does that mean Skullgirls is a "bmup?"

UK calls fighting games beat-em-ups and I've seen more than a few of them call games like Final Fight and SoR beat-em-alls (I'm not joking), but it's the ONLY place I've ever seen call them that.

I've shortened the term to bmup or simply "brawler" a lot before, though.
 
Ravidrath said:
Am I missing something? Why do people want PC versions of fighting games?
I can play with a toaster as the controller if I really want to. For me it's more about controller compatibility. Of course you have also better graphics, mods and probably the better netcode (and sometimes the community creates the netcode if there isn't one like with GGXX#R).

If all the fighting games were on Pc, I'd have ditched my consoles long ago.
 
Dizzy-4U said:
I can play with a toaster as the controller if I really want to. For me it's more about controller compatibility. Of course you have also better graphics, mods and probably the better netcode (and sometimes the community creates the netcode if there isn't one like with GGXX#R).

If all the fighting games were on Pc, I'd have ditched my consoles long ago.

Controller I can maybe understand, but... aren't all the best fighting game controllers for consoles anyway?

Graphics resolution and mods, sure.

The game already has online play with GGPO, so not sure how much better that'll get, either?
 
Ravidrath said:
Controller I can maybe understand, but... aren't all the best fighting game controllers for consoles anyway?

Graphics resolution and mods, sure.

The game already has online play with GGPO, so not sure how much better that'll get, either?

I also imagine more people own a PC than own a 360 (Large user base n' shit). Some folks simply don't have the hardware that will be required to play the game and would like to see it come out on a more wide spread platform.

Juss Sayin'
 
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