Seriously?Can i just insult mike z then? I don't think he's a gaffer.
Seriously?Can i just insult mike z then? I don't think he's a gaffer.
Wait people are shitting on this game? Really?
A developer making a fighting game that actually cares about the community and doesn't see it as a huge walking wallet, and you guys are bad mouthing it?
Hey, why go to SRK forums when SRK forums can come to you!
"Animu pervert loligame mikez sux MVC2 4evar only good game 6 characters says fuck YOU!"
Am I doing it right?
Can i just insult mike z then? I don't think he's a gaffer.
Parallax Scroll
Banned
(Today, 12:14 PM)
I don't think we need to be in a circle-jerk to say you are acting like a dick.
I want to support the game but character design is such a turn off for me. -_-
I think that's a testament to just how important art direction is.
Well, it's got about the same number of characters as Marvel 2.
I love Marvel vs Capcom 2 as much as the next guy, but that game was pretty damn broken.
I'm just happy Skullgirls is trying to emulate MvC2 in its gameplay mechanics.
Perhaps. I feel like a veteran fighting game player can't ignore the god-like animation though.
I've never seen this as a Marvel 2 analogue, regardless of what its original intentions were when Mike Z started it. It looks like it has a far slower, less relentless pace and much less reliance on assists. If I'd compare it to anything, I might say Vampire Saviour, but I'm not even too sure about that. It looks like its own thing, which is fantastic - I got sick of so many games trying to feel like GGXX over the last few years.
From an aesthetic perspective the only problem I have with the game is I don't like how the hits look, feel and sound.
That's probably my biggest superficial barrier with getting into this game.
Also, if anyone is actually versed in airdash style fighters, they all play WAY more like Melty Blood than Guilty Gear. Guilty Gear actually has a much higher emphasis on a strong ground game.
I think that's a testament to just how important art direction is.
So the story mode will be extensive right?
That's all folks!
From an aesthetic perspective the only problem I have with the game is I don't like how the hits look, feel and sound.
That's probably my biggest superficial barrier with getting into this game.
It took years for people to make VS and Marvel look as fast as it did. I don't think it's QUITE Marvel speed, but it looks faster than GGXX if you discount how incredibly lengthy the hitstop is.Melty Blood and GGX actually share quite a lot of ground in my mind in how they feel. Which is ambiguous, but meh, it's how I feel (and I'm not really fond of either). I think you're mad if you reckon Skullgirls looks anywhere near as fast-paced as Marvel though. It's nothing to do with skill, it's just the relative speed of the characters and the rate of attack. We've seen good people play the game.
I really wish this was also available for the Vita.
Could have sworn someone said they might be support for Vita release sometime later down the line, I assume it would'nt be too difficult with the cross-play functionality between it and the PS3...or I could be wrong.
I just know they said they're considering it.
I don't really care for the animation, but that's because high animation count, lower contrast levels (black outlines and darker shadows hurt this more than help) and a fast game make for severe readability issues. These kinds of things are distinctly bad in a competitive game, especially for one so visually noisy through having assists and lots of projectiles.
From a pure gameplay perspective, I think the art style is bad for the type of game Skullgirls is. I think the animation itself is very well done.
It took years for people to make VS and Marvel look as fast as it did. I don't think it's QUITE Marvel speed, but it looks faster than GGXX if you discount how incredibly lengthy the hitstop is.
The opportunity for cross-play functionality has no bearing on the ability to port a game to a completely new platform such as the Vita.Could have sworn someone said they might be support for Vita release sometime later down the line, I assume it would'nt be too difficult with the cross-play functionality between it and the PS3...or I could be wrong.
I just know they said they're considering it.
Panty-shot lovers, represent.
Mike Z is my FGC idol.
Wish this game was on disc so I could get it urleh at a mom and pop shop
Y'know, that's a good point. More often than not, I've seen the game demoed on lighter stages, but I could see dark palettes + dark stages being harder to parse than usual. I don't see it being TOO much of a problem, but if it causes enough problems I guess some stages would end up soft-banned; kind of like how Jill's camo/THC gimmick in MvC3 was banned in my neighborhood after NorCal Regionals this year
But I don't think you can, or should, discount how long the hitstop is; it's all part of flow of the fight. That's what I was saying in the other part of that post, the hits look chunky and absolute when they connect, and they definitely play a part in the game's pace. It's why I'm looking forward to it more than I would be if it truly was just "Marvel 2 fixed" and just played exactly the same.
We tuned the lighting in the darker stages with input from SRK's Keits, who is colorblind... so hopefully that's not actually an issue.
I'm going to be keeping an eye out for that kind of feedback for future patches, though.
I'm torn on the art direction.
I think some of the characters are really awesome and unique creations (Double, Peacock), but I dislike that that there are such heavy overtones in the cast toward over-sexualized, humongous titty, panty showing females. If the game continues to expand and they eventually shoot for ~30 characters, I think it would broaden the appeal a lot more to throw in a handful of male characters and some creatures (similar to Double).
Pretty much. Almost everyone I know who's into the game is trying as hard as possible to ignore the art style. I personally dig it, but only because
A) it kind of reminds me of some Euro comics I used to read, and
B) I like the fact that almost every playable character is monstrous or deformed in one way or another.
However, they are pretty happy about the game mechanics and the extra stuff surrounding it.
The way I see it, some people will be interested in the gameplay but turned away by the look, or vice versa. It happens.
I'm torn on the art direction.
I think some of the characters are really awesome and unique creations (Double, Peacock), but I dislike that that there are such heavy overtones in the cast toward over-sexualized, humongous titty, panty showing females. If the game continues to expand and they eventually shoot for ~30 characters, I think it would broaden the appeal a lot more to throw in a handful of male characters and some creatures (similar to Double).
Be grateful for what we have now, as the game looked like this 4-5 years ago:
http://www.youtube.com/watch?v=8vXHRRI6qfE
I want to support the game but character design is such a turn off for me. -_-
I think pace and speed are actually different things. I think the pace looks better than Marvel. The tension curve in this game is wholly different. I think long combos are HORRIBLE and the infinite prevention does nothing to fix the pace issues in VS games. Speed I would define more as how fast you move through the game screen, total frames of moves, etc. Pace would be combo length, knockdown length, how the "feeling out" phase tends to happen (less aggressive incentives cause this).
Maybe. I dunno. I haven't thought about it quite that much. I think we're starting to get into nebulous, subjective game design land now - I mean, what's "better"? How does someone qualify that, objectively? Some people like Marvel's pace, after all.
I'm not saying what you said about pace vs speed is wrong, but this is the kind of low level design that's impossible to nail down objectively. And I don't disagree that it does look better, but it's hard to judge, and I think it's fair to say that, broadly, generically, Skullgirls looks a lot slower than Marvel. For the better. Subjectively speaking. Yeah.