Separator

4 features that may attract unexpected players to Skullgirls

Profile
Sunday, November 27, 2011

As I played a preview build of Skullgirls, a team-based fighter, I couldn't do anything but block. A training challenge in the game was trying to teach me how to defend myself by getting rid of any moves that I may distract myself with. The thought process of the developers at Reverge Labs must’ve been: "If people can’t learn to guard themselves, we’ll take away all other options!"

I passed the challenge but not without learning a little something about Skullgirls. It’s not just a niche title for the hardcore fighting fan. The developers actually catered it more to casual gamers than do developers of popular franchises such as Street Fighter.

After playing for roughly two hours, I noticed four features that the game has that people may want to take note of before brushing the game off as another combo-heavy, fan-service fighter.

 

The training mode

A standard for fighters is to have a training stage that places you in a room to practice moves. Some games, like Street Fighter 4, include challenges that try to teach you how to do a 10-hit combo. I can't recall a single title, though, that explains when to use what you’ve learned. Tekken 6, Mortal KombatMarvel vs Capcom 3, and others all show you the moves but not the mindset of how to be a great fighter. When is it a good chance to use an anti-air attack? Why not just block instead? What's wrong with a constant assault?

Learning answers to questions like these can help anyone improve, and Skullgirls' meticulous, goal-based training mode will try to inform you. Players who want to get better but can’t seem to grasp the genre’s mechanics besides jumping in and attacking will have a chance to learn everything from the ground up.

I experienced one of these lessons during a preview. Instead of showing me how to do a relentless 8-hit barrage, Skullgirls taught me a very basic concept, the mix-up, and how to deal with it. I wasn't learning how to play the game but how to play the genre. If you're not good at fighters but want to be, then do yourself a favor and purchase Skullgirls.


The ratio system

Skullgirls allows you to pick up to three characters to use, but it uses the ratio system. You can only start a match once you've allocated your three points. Every character can be worth one, two, or three of these. If you stick with a solitary girl, she'll have more health and stronger attacks. Grab all three for more strategy but weaker stats. Capcom vs. SNK used something similar, but it assigned predetermined ratios, i.e., Ryu would always count as two people and players could only pair him with a fighter who counted as one.

Players who love the tactics of switching characters mid-match as well as those who like to master a single hero will be happy to find this game meets their needs. They could find the title to be unique in that it allows more variety with its 3-on-1 and 2-on-1 battles.


Animations

Many animation students from the university I attended are interested in Skullgirls...not so much for the battles but for the incredibly detailed art. The game’s artists drew every frame at twice the resolution usually shown on 720p screens. This combined with real-time lighting effects and backgrounds that shake when players smash the floor make for an entertaining visual experience.

The artists' creativity and attention to detail with their roster is worth mentioning. Peacock, a '20s-era cartoon character, fries an ant on the ground with her magnifying glass instead of a traditional low kick. Filia, a girl with a parasite on her head, has a move that resembles The Little Mermaid's Ariel's hair swing complete with water flying through the air.

Then we have Ms. Fortune, an undead feline feral, who’s the most animated of the cast. She shoots blood out of her calves to dash, uses her muscle tissue to wrap foes in a "yarn" ball, and throws her head on the floor in hopes of it biting her enemies.

These details in the animations are a pleasure to watch and could inspire many young artists to push their boundaries.


Michiru Yamane's music

The soundtrack may sound familiar to hardcore Castlevania fans and not without good reason. Michiru Yamane, famous for composing the music for nearly every major Castlevania title, has contributed to Skullgirls’ soundtrack. The songs are a departure from her usual Dracula-inspired theme, so devotees of the musician who want to hear something new from her may want to give them a listen. What better way to experience her music than to battle on the stages she created them for!


Is Skullgirls for you? If you found one of the listed features to be enticing, then this could be the game to lure you into the world of fighters. 

 
Problem? Report this post
SAM ALEGRIA'S SPONSOR
Comments (10)
Default_picture
November 27, 2011

This handsome fat man is looking forward to the game and has been for some time.

Fo1_hires_power_armour-1-2
November 27, 2011
(This comment was deleted)
Profile
November 27, 2011

Sorry to hear about your dilemma, Andres. I could only suggest that you take your hard disk with you that already contains the game. I don't remember if this works or not, though.

Default_picture
November 27, 2011

You don't actually need to be online 100% of the time, at least on 360. When you DL an electronic game, it's bound to your console. If that console loses internet connectivity, the game will run. If, however, you remove the storage media the game is on and plug it into another console, you need to be connected unless you do a license transfer.

Also, I'm confused why your friends not wanting it a) has to do with using consoles' online features and 2) has an impact on you playing the game. It includes super-stable, super-awesome GGPO netcode, so you'll have no shortage of opponents to play with in much better conditions than your average fighter's online environment.

And why would you take the game to their house if they didn't care for it? AND keep in mind the game won't cost nearly as much as a full disc release -- I'm confuddled.

Pict0079-web
November 27, 2011

I saw parts of the beta in action while I was at the Anime Expo. I was very impressed. I still wonder why it's taken this long to play an fighting game with American comic designs. By American comics, I don't mean characters taken from Marvel or D.C. I mean original designs.

I guess I'm just asking that, because most of the American companies focused on weird art styles, such as clay models and CGI balls. Mortal Kombat was somewhat original, but the old games still used sprites based on photos and videos of live action actors.

It's nice to see a game with a decent tutorial. I still have thumb blisters from finishing the tutorials for Virtua Fighter 4 and Blazblue: Continuum Shift. Besides, I always wanted to know the best time to pull off an anti-air or a block.

I'm looking forward to playing this game whenever it comes out.

Photo_126
November 27, 2011

This game looks very interesting as I've been looking for a way to crack into 2D fighters

 

The number 1 turnoff though is the character design.  Why does every female in the fighting genre have to have breast so large they look like wrecking balls and why do we need the skimpy costumes.  They obviously have strong artists they could've gone without the fanservice.

Pict0079-web
November 27, 2011

I always wonder about the entire fighting game stereotype of females with large breasts and skimpy outfits. I think I read a previous Bitmob article about a university forum, where Capcom representatives avoided answering why they had to follow the same stereotype in Street Fighter.

The American artists for this game had the opportunity to buck the entire trend. I guess some indie game developers still aren't willing to take any chances with the character design.

Photo_159
November 30, 2011

It doesn't have anything to do with indie devs not taking chances. Part of making an indie gme is making the game you want to make without the over arching shadow of a publisher or someone who says you can't do something. I don't how the relationship with Konami is - but I do know this...

Skull Girls is more than a fan service - it's the game Reverge want's to make with Staff members that want to make that game. One of the artists on Skull Girls is a girl and if you follow her blog it's easy to see one of her favorite things to draw is sexy ladies.

NSFW http://visublog.mechafetus.com/archives/author/kinuko

Does that make it suddenly okay to make all girls in every game from here on out hypersexualized? Of course not, but don't accuse a dev of conforming when they are actually making something really awesome - How many games with an entire cast of ladies in skimpy outfits actually has mechanics that could potentially stand up at an EVO or is even remotely playable? 

Default_picture
November 27, 2011

It's good to hear that this game has a tutorial mode that teaches you the basics. I felt BlazBlue did a good job with its tutorial system, teaching you how to do each move with a dash of anime humor.

I also like how this game uses a ratio system. The one here is similar to the one in Capcom vs. SNK 2, which improved upon the one from the original and let you choose each character's level manually. Believe me, this is a good thing.

Pict0079-web
November 27, 2011

Blazblue had a good tutorial, but I really hated the lessons where I had to perform the combo that Rachel-Alucard wanted. One of those combos almost felt impossible to pull off.

The ratio system is always interesting. This could also lead to some difficult scenarios where some teams are almost too overpowered. It's nice to see options for people to balance out their team, though.

You must log in to post a comment. Please register if you do not have an account yet.