Skullgirls~

I laughed hard when i saw the trailer, remind me Millia Rage from Guilty gear, the game doesnt look bad tought. Seems like a smooth fighting game with nice art (actually I heard the guy who made Scott Pilgrim made the art for the characters).

well, ahab did an illustration of the 1st evil ex and his chicks, but he did not made scott pilgrim

Game looks awesome, can’t wait for the tits I mean game to come out.

I think that this game won’t be a hit. Why? It needs way more coverage than it is currently getting. MK type coverage. I don’t know how, but they gotta pull the 1983-1985 Nintendo shit. Mad extra modes to get casuals up in on it to. Mini-games, and all of that shit.
As it stands now, rarely does anybody know of this game, unless that changes, it will only be popular amongst the hardcore gamers.

The whole coverage thing. This is an Independent game they don’t have thousands of dollars to run up ads make huge booths or posters for advertisement. Alot of it is going by word of mouth or contacts from when they worked for Pandemic. I’m surprised this game is getting this much coverage.

If it is a solid fighting game it will have a scene(especially with ggpo).

Yep. If its good it will move units. Reviews when this game is ready will also help. Honestly, the coverage seen so far is good, and the community involvement is really beneficial to putting the name out there.

Signed,
Everybody

This game is pretty as hell.

I seriously cannot wait to play it in the summer. (with SFIII:3SO I hope)

I got my eyes on Parasoul.

I hope she’s a fucked up mix of Peach and Wesker.

im super excited for this game

Not really sure what else can be done, without massive amounts of money.

It got a lot of really positive coverage at GDC and PAX, and will only get more as more characters are revealed, videos go up and people play it at tournaments.

Is that really worth mentioning? I thought it’d be obvious that random indie developer #12407 doesn’t have the marketing budget of warner brothers… it’ll sell with FG fans who like that sort of thing and probably a nice chunk of the indie game whores, though a lot of those are PC based.

Speaking of marketing, from a marketing perspective I think they have the worst possible pairing of characters to be the face of their game so far, what with all the superficial similarities.

From a gameplay perspective, I’m really not digging the unblockable or infinite protection choices in this game.

Best possible coverage is X-Play.

Weren’t newgrounds/behometh the exact same situation as SG? I’d say newgrounds is a good place for ads, considering the millions that view that homepage each day.

Meh. I think a lot of gamer’s opinions on X-Play is lower than IGN and Game Informer, which I think are both influential in getting the name out there. IIRC both 1-Up and Giantbomb have rendered praises for this title, so I think that’s a solid spot for a signoff on this game.

Blog

Good read, imo.

Mike Z. is awesome.

Unless I suddenly become really good at a popular but mechanically questionable fighting game.

Then, Mike Z. isn’t awesome anymore.

Only the first line of this post should be regarded.

the best exposure skullgirls can get is closer to release and have it headline summer of arcade and stuff. right now there’s 2 characters and not a whole lot going on.

it really needs to be flaunted closer to release. i think a big help will be word of mouth, and that is our job. ill make sure to hype it up on other forums. you guys should do the same if you’re looking forward to it.

edit: also i think the best “low level player” outlet is going to be american artist forums. stuff like devian art, webcomic forums etc. those kinds of places have the highest interest in US style animation and probably the overall style. this game is going to sell to the online comics/animation crowd and to fighting game specialists primarily. the highest interest i got in talking about the game was a webcomics irc channel, where everyone was really fascinated by the animation quality and designs.

so let me get this straight, you can’t do infinite combos, but you can do combos of around 95 hits and basically kill a character? seems kinda strange.

Yes. They don’t care how long or damaging your combos are, as long as you never repeat the same sequence it’s fine. :coffee: I’m skeptical.

I think that specific combo was just for showing off the different mechanics, and the final version will have shorter combos.

Nevertheless, I think I could be interesting mechanic that’s just waiting to be refined. So, it’ll be interesting to see just where they go with this.

The combo that Mike’s been showing off requires a lot of meter and he’s indicated it takes some execution skill. My guess is combos that long will be rare, unless saving all your meter for the last character becomes the dominant strategy.