Skullgirls- New Characters, Painwheel and Valentine, Announced [Full Roster Revealed]

Observation: in all the talk about Skullgirls' female cast, the one thing I have yet to see mentioned personally is this:

Every "sexualized" character in the game, is in some way messed up. The only (starting) cast member who isn't, is Parasoul. And based on what I've seen she is the most serious, stately, businesslike, and non-cheesecaked character on the Skullgirls scale.

But the rest of the cast, seems designed to betray the cheesecake nature by incorporating some element of horror or the freakish. Within these comparisons to "moe" people seem to overlook that moe is about things being legitimately cute. The quality of the gothic / horror art direction in Skullgirls is certainly charming, but is it "cute" in the same way most moe is? Maybe if your idea of moe is run through the Addams Family first.

I don't know... it just seems like Skullgirls is, if you dig down, being put on trial for westerners who simply put feel that stuff like moe is inherently wrong and shouldn't exist in the first place. And that's what is actually getting under the skin of people who are disturbed by Skullgirls. Honestly, I've seen this reaction and sequence of rationalization before - in every internet guy who shows angst that some video game with a talking animal character may be "furry" and he's damned forever if he actually lets anyone know he likes it.

When people say things like "but why would you make a game that would alienate most of the community?" are they actually thinking "why did you ruin this game by giving it an element of something that's supposed to be wrong and immoral, and just shouldn't be? You shouldn't have made this game or even wanted to make it. My kneejerk moral panic is whinging."

In a sense, the sheer cognitive dissonance the game is inspiring in folks is illuminating - because of the fact that Skullgirls is a "real" fighting game by the standards of the very audience who is apt to exhibit insecurity at its theme. The power of that insecurity and how deep it runs, IMHO, is demonstrated by how just having an all female cast is enough to trigger it - even if the cast seems designed to intentionally pervert the "moe" stereotype with its dark humor. Taken with a more objective eye, one might even see the game as a satire of the very thing people are afraid it represents an example of. (Call this the Bayonetta effect - the inability to feel comfortable at the invocation of cheesecake even in the service of satire of the invocation of cheesecake.)

Going back to the analogy of the gamer afraid of letting anyone see him play the "furry" game, the paranoia is so grand that one could make say, a hypothetical "furry" fighting game that directly undercut the furry stereotype and even outright mocked it, but that element would fly over the heads of people who were primed to blow a gasket at animal headed anything, and just shut off cognition past that moment.

Nevermind the fact that heterosexual male gamers seem to have no issue with fighting games full of overly idealized male figures, many of whom are no less homoerotic than an oiled pro wrestler. Well hell, there's officially licensed pro wrestling games themselves :lol:

Dats normal tho cuz most gamers are guys and are happy to look at man thighs and butt cheeks and all the marvel guys in skin tight leotards in MVC3. (no homo)
 
How do you guys feel about other developers taking this route of releasing more old school true 2D fighters on XBLA/PSN? I personally would love to see Capcom release a brand new IP with maybe a smaller roster than say SF4 or Marvel but has the look and feel that is closer to 3s and CVS2.

If Skullgirls does well I think that kind of thing could become a reality. Seems like the big devs are a little hesitant about dumping a bunch of resources into creating sprites when so much is riding on big disc-based releases.

I would like to see this, but it'll never happen. That shit is expensive man. Skullgirls is going to work on a model I personally think is going to fail terribly (releasing characters via DLC to pad out the roster) and while I don't mind extra characters for DLC, 8 characters in the base game while depending completely on DLC just is not going to cut it for most people. Even at $15-20 for the base.

Skullgirls could completely bomb. Then what? Would those characters still come out? How long would they take? How much would they cost? What kind of support are we looking at?

Seeing if Skullgirls will even work should be more important than anything.I hope they launch away from SF X Tekken, otherwise, it'll be completely forgotten.
 
I would like to see this, but it'll never happen. That shit is expensive man. Skullgirls is going to work on a model I personally think is going to fail terribly (releasing characters via DLC to pad out the roster) and while I don't mind extra characters for DLC, 8 characters in the base game while depending completely on DLC just is not going to cut it for most people. Even at $15-20 for the base.

Skullgirls could completely bomb. Then what? Would those characters still come out? How long would they take? How much would they cost? What kind of support are we looking at?

Seeing if Skullgirls will even work should be more important than anything.I hope they launch away from SF X Tekken, otherwise, it'll be completely forgotten.

I think the DLC character model, if combined with balance patches for each new character, is perfectly suited for the FGC. One thing the FGC does, is they will pay for their hobby. I suspect that DLC sales in fighters are higher in general then other genres.
If chars can come out on a consistent basis and the online gameplay is of high quality (both online experience and game), I suspect Skullgirls could keep the revenue stream coming until the end of the PS3. I feel pretty confident between GGPO and the design of the cast that the game will be loved by some folks.

As for competition hurting Skullgirls: I don't think SFvsTK is a big threat. Most of the folks who buy Skullgirls are probably going to fall into one of two categories

a) Folks who love the artstyle
b) Folks who love fighters and buy almost all of them

The first group likely won't care much about SFvsTK, the second group will buy both, and given the reaction to SFvsTK, they may even pass up on SFvsTK for Skullgirls.

I think Blazblue Extend may be a bigger threat to Skullgirls then SFvsTk, as they fill a similar niche. Skullgirls needs to beat that game out.
 
I think Blazblue Extend may be a bigger threat to Skullgirls then SFvsTk, as they fill a similar niche. Skullgirls needs to beat that game out.

Or, more than likely, the other "threat" is Ultimate Marvel 3. Why play a 3 on 3 tag fighter with only 8 characters when you have one with 50 for a little bit more money?
 
Or, more than likely, the other "threat" is Ultimate Marvel 3. Why play a 3 on 3 tag fighter with only 8 characters when you have one with 50 for a little bit more money?

I can think of a reason.

It's the better game.

And UMvC3 doesn't have 50 characters. More like 10-15.
 
MichiruYamane.jpg


Go tell a real Japanese person like her who has worked in this industry since the year I was born that she can't tell the difference between American comic style and Japanese Anime.

That image is for the next person who can't get over the "kawaii" visuals of this game.
Observation: in all the talk about Skullgirls' female cast, the one thing I have yet to see mentioned personally is this:

Every "sexualized" character in the game, is in some way messed up. The only (starting) cast member who isn't, is Parasoul. And based on what I've seen she is the most serious, stately, businesslike, and non-cheesecaked character on the Skullgirls scale.

But the rest of the cast, seems designed to betray the cheesecake nature by incorporating some element of horror or the freakish. Within these comparisons to "moe" people seem to overlook that moe is about things being legitimately cute. The quality of the gothic / horror art direction in Skullgirls is certainly charming, but is it "cute" in the same way most moe is? Maybe if your idea of moe is run through the Addams Family first.

I don't know... it just seems like Skullgirls is, if you dig down, being put on trial for westerners who simply put feel that stuff like moe is inherently wrong and shouldn't exist in the first place. And that's what is actually getting under the skin of people who are disturbed by Skullgirls. Honestly, I've seen this reaction and sequence of rationalization before - in every internet guy who shows angst that some video game with a talking animal character may be "furry" and he's damned forever if he actually lets anyone know he likes it.

When people say things like "but why would you make a game that would alienate most of the community?" are they actually thinking "why did you ruin this game by giving it an element of something that's supposed to be wrong and immoral, and just shouldn't be? You shouldn't have made this game or even wanted to make it. My kneejerk moral panic is whinging."

In a sense, the sheer cognitive dissonance the game is inspiring in folks is illuminating - because of the fact that Skullgirls is a "real" fighting game by the standards of the very audience who is apt to exhibit insecurity at its theme. The power of that insecurity and how deep it runs, IMHO, is demonstrated by how just having an all female cast is enough to trigger it - even if the cast seems designed to intentionally pervert the "moe" stereotype with its dark humor. Taken with a more objective eye, one might even see the game as a satire of the very thing people are afraid it represents an example of. (Call this the Bayonetta effect - the inability to feel comfortable at the invocation of cheesecake even in the service of satire of the invocation of cheesecake.)

Going back to the analogy of the gamer afraid of letting anyone see him play the "furry" game, the paranoia is so grand that one could make say, a hypothetical "furry" fighting game that directly undercut the furry stereotype and even outright mocked it, but that element would fly over the heads of people who were primed to blow a gasket at animal headed anything, and just shut off cognition past that moment.

Nevermind the fact that heterosexual male gamers seem to have no issue with fighting games full of overly idealized male figures, many of whom are no less homoerotic than an oiled pro wrestler. Well hell, there's officially licensed pro wrestling games themselves :lol:

Dats normal tho cuz most gamers are guys and are happy to look at man thighs and butt cheeks and all the marvel guys in skin tight leotards in MVC3. (no homo)
PeacockStylin.gif


It really does amaze me how people can't move past the point where they see panties and tits. Your post also inspired me to do something I should have done a long time ago for the little guys who keep calling this game an "anime fighter".
I think the DLC character model, if combined with balance patches for each new character, is perfectly suited for the FGC. One thing the FGC does, is they will pay for their hobby. I suspect that DLC sales in fighters are higher in general then other genres.
If chars can come out on a consistent basis and the online gameplay is of high quality (both online experience and game), I suspect Skullgirls could keep the revenue stream coming until the end of the PS3. I feel pretty confident between GGPO and the design of the cast that the game will be loved by some folks.

As for competition hurting Skullgirls: I don't think SFvsTK is a big threat. Most of the folks who buy Skullgirls are probably going to fall into one of two categories

a) Folks who love the artstyle
b) Folks who love fighters and buy almost all of them

The first group likely won't care much about SFvsTK, the second group will buy both, and given the reaction to SFvsTK, they may even pass up on SFvsTK for Skullgirls.

I think Blazblue Extend may be a bigger threat to Skullgirls then SFvsTk, as they fill a similar niche. Skullgirls needs to beat that game out.
Skullgirls should be worried about SFxTekken primarily. BlazBlue players would probably be more discerning and willing to pay for something like a traditional 2D fighter with a unique cast and tons of dev love. SFxTekken caters to a crowd that is more linear in it's choices. The more time these potential customers get with the game before SFxTekken drops the better.
 
I think there's a difference between asking for gender equality and asking me to surrender my penis. I'm not doing the latter. Sorry, it's just not gonna happen.

I was getting ready to make sone long winded counter argument to all the sexist claims against thos game, but I thinks this post sums up what I wanted to say good enough.
 
That was a lot shorter than I thought it would be. At least we got cool info about Painwheel. Was her level 3 the power up super?
 
I was getting ready to make sone long winded counter argument to all the sexist claims against thos game, but I thinks this post sums up what I wanted to say good enough.

Still would be interesting to see someone talk about this idea more in-depth in another thread, perhaps.

That was a lot shorter than I thought it would be. At least we got cool info about Painwheel. Was her level 3 the power up super?

Yeah, doesn't give a attack, defense or speed bost, but changes the properties of most of her attacks. Probably one of those things we'll only be able to understand fully when we take the character to the lab.
 
I agree with Kajima 100 percent, thanks for putting my thoughts down much better than I could :)
 
Alex posted up some new (I think?) action portraits on his dA account of Valentine, Painwheel, Ms. Fortune, and Parasoul.

He also chimed in about the whole sexism thing in his journal.

A few select quotes:

Our quote was taken out of context and shouldn't have been taken as an actual, serious argument against sexism. It's rather disrespectful to both Kinuko and her work, as well as the company as a whole. If you read the whole article, you will see that there is an anecdote that demonstrates the absurdity of this female-animator argument. I wish it was made more clear that we don't support the female-animator argument as a valid point against sexism at all. It has an incredibly misleading tone since the very first quote is "our lead animator is a woman." It's also in poor taste to call out another game/character by name as an example... I feel like these quotes all came from a conversation, rather than an actual interview.

Ultimately, the things you see in Skullgirls are there because it just happens to be stuff that I wanted to do. There are elements in the world that are just here because it's cool and was fun to make. I enjoy drawing girls and monsters. I particularly enjoy drawing monster-girls.

It's also important to point out the difference between something being sexy and being sexist. I think the role of a character plays more of a defining element than what they look like. People complain about hour-glass figured female characters, but rarely do they complain about muscular/ perfectly fit male characters. Both of these are completely fine and acceptable in my opinion. The real issue comes from what their role and actions are. If a character is a sideline character and their sole purpose is to be a sex object, then it is sexist. If the character is a competent contributor to the story, then it is not sexist, even if they look sexy. Looking at a screenshot by itself, or judging by the artwork alone is extremely short-sighted. People who make knee-jerk reactionary judgments should have never been acknowledged.
There is crazy double standard that this is such a huge issue for Skullgirls. I would not even address this if it wasn't for that article showing up.
 
Yeah, I'm OK, just not at all happy about the Eurogamer thing.

He played the game for over an hour and clearly liked it, a lot. We went off an did a short interview, which was much more like a fill-in conversation than a proper interview. I mean, if it was a proper interview, he'd have listed his questions. I don't think that stuff is even much of a controversy in the UK, either - it was entirely predicated but the reaction in the American media, specifically Haunts' comments about the risque art style in his 1Up preview.

He was recording me, so I'm not going to deny saying those things, but I definitely feel that some of it is taken out of context. It was very conversational, and you're really only hearing one side of it. And it seemed like he was asking because he was personally curious about the cultural reaction to it, not like it was going to be a centerpiece.

We have asked if there was going to be a follow-up preview that was actually about the game, and Eurogamer has said there will not be. That strikes me as sleazy, too.

Anyway, learned my lesson - sorry for bringing that onto the thread, guys, and let's hope I don't step in it again like that.
 
Yeah, I'm OK, just not at all happy about the Eurogamer thing.

He played the game for over an hour and clearly liked it, a lot. We went off an did a short interview, which was much more like a fill-in conversation than a proper interview. I mean, if it was a proper interview, he'd have listed his questions. I don't think that stuff is even much of a controversy in the UK, either - it was entirely predicated but the reaction in the American media, specifically Haunts' comments about the risque art style in his 1Up preview.

He was recording me, so I'm not going to deny saying those things, but I definitely feel that some of it is taken out of context. It was very conversational, and you're really only hearing one side of it. And it seemed like he was asking because he was personally curious about the cultural reaction to it, not like it was going to be a centerpiece.

We have asked if there was going to be a follow-up preview that was actually about the game, and Eurogamer has said there will not be. That strikes me as sleazy, too.

Anyway, learned my lesson - sorry for bringing that onto the thread, guys, and let's hope I don't step in it again like that.

Eurogamer are really, really, really bad about sensationalizing and doing shit for hits. For every great article or review they push out they do at least one god awful piece of crap that makes me sorry I every even visit the site. I'm not even going to get into how much they have shilled sub-standard titles like Brink and Enslaved long after they have been reviewed and judged by the wider community. I mean, Enslaved hitting Games on Demand? Why is that news? A couple of games hit that service every month with no front page fanfare at all. The worst thing is it's completely obvious and derided by their own readership in the comments... icky.
 
Going to take a moment to reflect on that screen shot.

Homegirl is bending her leg in an impossible position and has a spike assaulting her opponent. It's going down in a super creepy lab where these underage girls are fighting for dear life with grotesque body parts about with some nutjob creeping in the back. Man I can't wait for this game.
 
Going to take a moment to reflect on that screen shot.

Homegirl is bending her leg in an impossible position and has a spike assaulting her opponent. It's going down in a super creepy lab where these underage girls are fighting for dear life with grotesque body parts about with some nutjob creeping in the back. Man I can't wait for this game.

sharp knees
 
Sorry to hear that Ravidarth. I think it's bullshit the flack you guys are getting. Keep doing what you are doing the quality of your title will speak for itself.
 
Right now the only thing that bothers me about the art style in this game are the color palettes, which seem a bit dark and muted in areas where they shouldn't be. A little more color would be nice. Other than that I think it looks really great.
 
Right now the only thing that bothers me about the art style in this game are the color palettes, which seem a bit dark and muted in areas where they shouldn't be. A little more color would be nice. Other than that I think it looks really great.
Have you checked the color palette thread on SRK? They've made more than three dozen alt colors(I think) and there ares some real winners in there.
 
I'm referring to the color palettes of the backgrounds as much as I am to the characters. Some of the colors just aren't harmonizing very well for me - but I'll reserve judgement for the final product and how it looks on my screen.

Have you checked the color palette thread on SRK? They've made more than three dozen alt colors(I think) and there ares some real winners in there.

I can't seem to find it - link?
 
Just because you've seen a palette in screens and videos so far doesn't mean it'll be in the final game, BTW.

We made way more than we need, so we can whittle it down to the best ones.
 
Video confirms Cerebella is the best character currently in the game <3. Somebody's going to have to explain "Tuna with Bacon!" to me though.

On another note, I caught the WNF archive the other day (hurray for my computer not insta-crashing when I open a stream anymore. No idea what changed but I'm hoping it stays this way).

Painwheel's Hatred Install:
-Seems too subtle for my tastes. I feel like it needs to be more obvious that it is active similar to other non-transforming install supers (Berserker Charge, Mad Beast, Genei-Jin, Dragon Install, etc.).
-Needs some kind of timer so that both players have some idea how much of it is left (similar to those small bars in MvC3 perhaps).
-Seems to incur a laundry list of changes but I have no idea if that is all worth 3 meters (as opposed to large speed or damage buffs).
-Seems to last a pretty short period of time, especially if it ticks down anytime she's on screen.

A question I had - the stages are still being worked on right? I'm assuming the classroom stage isn't done correct? Also, the far left side of Maplecrest, with the cat lady on the porch, still seems unfinished after all this time.
 
Video confirms Cerebella is the best character currently in the game <3. Somebody's going to have to explain "Tuna with Bacon!" to me though.

On another note, I caught the WNF archive the other day (hurray for my computer not insta-crashing when I open a stream anymore. No idea what changed but I'm hoping it stays this way).

Painwheel's Hatred Install:
-Seems too subtle for my tastes. I feel like it needs to be more obvious that it is active similar to other non-transforming install supers (Berserker Charge, Mad Beast, Genei-Jin, Dragon Install, etc.).
-Needs some kind of timer so that both players have some idea how much of it is left (similar to those small bars in MvC3 perhaps).
-Seems to incur a laundry list of changes but I have no idea if that is all worth 3 meters (as opposed to large speed or damage buffs).
-Seems to last a pretty short period of time, especially if it ticks down anytime she's on screen.

A question I had - the stages are still being worked on right? I'm assuming the classroom stage isn't done correct? Also, the far left side of Maplecrest, with the cat lady on the porch, still seems unfinished after all this time.

Tuna with bacon are the mis-heard lyrics to Dudley's stage in CvS2: http://www.youtube.com/watch?v=jefU3owEAgM

Not sure what to say about Hatred Install. It only just went in, so I'm sure it'll be tuned. But it makes some pretty big improvements to Painwheel's core mechanics - if you learn those, I think it'll be valuable.

The stages are mostly done now, too. A few tweaks left here and there, but I don't know if they're planning on addressing that part of Maplecrest or not.
 
Tuna with bacon are the mis-heard lyrics to Dudley's stage in CvS2: http://www.youtube.com/watch?v=jefU3owEAgM

Not sure what to say about Hatred Install. It only just went in, so I'm sure it'll be tuned. But it makes some pretty big improvements to Painwheel's core mechanics - if you learn those, I think it'll be valuable.

The stages are mostly done now, too. A few tweaks left here and there, but I don't know if they're planning on addressing that part of Maplecrest or not.

I hope that part of Maplecrest gets a bit if an overhaul ... As its been shown right now it sticks out a whole lot and for all the bad reasons. The lab s big white centerpiece (above the big rat scientist dude) is also lacking in polish.

Just my two cents
 
That FnF was brutal for Severin lol. Mike actually turned to look at him and said "baited" after he faked Severin with Cerebella's super at the end haha(true story).

Also, I'm kind of surprised that no one talked about the WNF showing. It was not the most amazing thing in the world(Painwheel was pretty amazing with some new stuff they presented), but it was great to see the game on the stream again. The best part was that the trolling went WAY DOWN compared to before. Lots of people were curious about how the game works and I got to answer a few questions for interested parties. It was a much better experience and putting the game out there for everyone to see is the best way to silence the haters for sure.

Each new WNF for Skullgirls is another chance to secure hundreds of day one customers(who will hopefully tell three or four friends about the game) and tons of awareness. Hopefully it continues to show up at WNF.
I'm referring to the color palettes of the backgrounds as much as I am to the characters. Some of the colors just aren't harmonizing very well for me - but I'll reserve judgement for the final product and how it looks on my screen.
Ah, I see. The stages look pretty good to me so far, but I do agree that the left side of Maplecrest is less active. Are there any particular ones that stand out? My personal favorites are the stage with the fish people, the nightime street with old Ryu and that elevator stage.
Just because you've seen a palette in screens and videos so far doesn't mean it'll be in the final game, BTW.

We made way more than we need, so we can whittle it down to the best ones.
This makes me wonder how you guys have dealt with some of the fan made palettes. Did your team find any of them good enough to use? You could just give a number like more than five or ten if you don't want to be specific(I'd prefer a number over a couple of confirmations anyway). Don't torture us with a vague response and a wink. :(

Edit: Bonus question for art team I guess...

Is the process for coloring palettes really time intensive? Do you guys see yourselves changing palettes if someone comes up with a cool color scheme or character reference?
DAT PARASOUL
The first charge character that I am determined to learn thoroughly. I can't wait!
 
What is lol? Not the term, just... is it the situation or the post?
It is pretty funny. Alex has so many crazy concepts and people are still digging up new characters/drawings every once in a while.

Is it actually a new character tease? I just opened up one of his websites so I can look around a bit out of curiosity.

Edit: This is gonna drive me crazy. It could be anyone except Umbrella and Squigly.

;_;

Edit#2: I think it is double. I just kinda feel it.
 
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