What got you interested in Skullgirls

For me, what hooked me first was the awesome art style, animation quality and very unique character designs. Then the solid game design all around reeled me in. I love that whenever Mike Z explains why he did something, it actually makes sense, instead of the design decisions in some big-name games that make me go “BU-WHY?!”. It doesn’t hurt it has a mostly female cast, since I only play female characters in fighting games.

I love the style, all the fan service (I mean the movie / game / other references, honest) and I have a high hope the game’ll be a solid fighter to play too. I started fighting games with SF4, so I haven’t played most of the games this game is taking ideas from either, so its going to be all brand new to me, which makes me excited. I’ve played many fighting games since SF4, but none as much as SSF4. I played MK and SF on NES/SNES as a kid though, but never really got into it. And there never really was an arcade scene in my country. I think Skullgirls is definitely going to be my main game now.

Did I mention I love the animations? I really couldn’t get into older FGs because the animations look like stopmotion to me, very robotic, and I don’t know why. I have a hard time grasping even 3S, because the animations teleport around. Another reason to love Skullgirls, since the animations are butter smooth, so I get to play a lovely 2D game.

In the long run, I really hope this game grows a scene so I have people to play it with. If I had to name one thing I hope from the game, its that it lights the path to better design for all fighting games. I think there’s a lot of untapped potential in fighting games, especially better online modes have the potential to reel in a lot more people, but all the games so far have just gone with the bare minimum lobbies & matchmaking. They should be instead copying the good things from WoW (some arena queue stuff), LoL / DotA-likes online modes, etc. I feel this would get even more people to play fighting games, which would ensure a stream of quality opponents :slight_smile:

I think I randomly saw Alex Ahad’s thread some time ago. I wasn’t really interested then, but a while later I saw the thread again and this time they had a site. I didn’t like the look of any of the characters except for Parasoul then so I thought I could at least keep an eye out for it later. Then I think the next time I saw it was when they were showing it off for the first time when it was just Filia. Filia did nothing for me and I kept clicking on the new info when it came because I was tired of just seeing the same old fighting game franchises. When Peacock was revealed that’s when I really got interested in it and I really like her old school design which is funny because I passed over her when she was up on the site the first time. After that, I was hooked.

I started being interested once I saw those pre alpha videos that had no proper health bars and only Fillia was playable - a cool looking western fighting game? Gotta watch out for it. From then on I started watching the game develop and every single thing announced got me hype, from being made by a pro player that cares equally about new and veteran players, the high level gameplay from FNFs, custom assists, Michiru Yamane, GGPO, YT replay uploads, and so on.

When I saw these forums and how much input they were happy to receive and try out, and when I saw that they we’re being so active with the community. There’s been nothing like this with FG’s and it’s just pretty cool.

First, it was the art. Pretty cartoon girls fighting it out? AWESOME! Then I saw how you could choose how many teammates you wanted, you could make your own assists, the game looked so unique and smooth…Everything just seems so good. Can’t wait to try it out.

  1. It’s a real 2D fighter.
  2. Indie game made by community player.
  3. Small roster that’s actually diverse.

I first heard about the game somewhere in 2008 when I was hitting random threads at SRK. I basically feel in love with the whole design philosophy behind the game, with every interview with Mike, Ahad or pretty much anyone involved with it I could feel a ton of passion behind the project, which is something I see fading from current developers. I loved the art style, the setting, the characters, their quirks and uniqueness, I did some personal research and learned more about the history of the project, how o_8 has been creating this universes and these characters since college and how Mike was working on his BS free FG engine.

Each time Mike got interviewed and explained the stuff behind the engine, or answered questions here or on DL forums I had nergasms. I’m an amateur game designer, I write down ideas, program some generic stuff when I have free time, or use programs that will work with my limited time to put some ideas into life, what these people are doing, from a total dream project into a real retail game that will hit millions of people in the world just brings me a tear in my eyes.

As for fighting games, I’ve been playing them ever since SFII. I never truly had a real scene growing up, but I was always at arcades, playing, challenging people or simply holding on my quarter for as long as I could. Every now and then I invited friends to play over my house, I only had SNES ports of games and later PS1. When I got my PS2 was when I played fgs mostly through emulators and such, that was when I started watching videos, and playing over kaileera and 2df and I found SRK. When I got my PS3 that’s when I got excited over a more accessible online experience with a bigger playerbase. I bought SC4 to see how viable all the online gaming was to fgs. Some of my favorite FGs of all times are: ST, A2, 3S, SamSho2, SamSho4, Garou, LB2, RBFF2, JoJo, KOF98, VSav, XvSF, MVC1 + others

While I respect everything SF4 has done for the fg in the past few years I was always thinking in the back of my head “cool, hopefully people will move on to more high level fighters once they have a better grasp of fgs” and I expected the developers to follow the same idea. So far only KOFXIII and SG feel to me like a solid fighting game experience. SG rewards smart decisions, good play and don’t spoon feed you the answers.

There’s a lot of smart things being put in SGs, there’s a lot of genuine love being put in this game. That will always impress me. I want this to be big, I want people to look past whatever limiting prejudice they have and give this real gem of a game a try. Sure I do appreciate all the forms in this game, the vibrant characters and the stages, and the fact that one of my all time favorite composers Michiru Yamane is behind this (I’m a big Castlevania fan) too.

I’m ready to do my darnest to be as competitive as I can be in this game. Even if it takes a while as my practice time has been severely crippled as I’m overworking to pay for all my EVO trip expenses.

And I like big booties, and this game has plenty of them. xP

I honestly don’t even remember how I heard about it but I’m guessing Mike Z’s name is what got me to look into it.

well i wasn’t a fan at first, i go where characters lead me and seeing filia first wasn’t helping (like her but don’t want to use her) so it took seeing parasoul to grab my attention, then i saw gameplay and i really like the pace of the game, and the voice acting.

i also like that this is an original series; it’s not another sf,marvel,soul calibur,mk,bb/gg,mb,kof. even persona4 and aquapazza aren’t original in terms of characters.

At first I paid no real attention to the game, since there was only Filia and Cerebella, which had me thinking this was only some weird 2D fighting game that emphasized characters with ‘head weapons’ and fanservice.

I was also a frequent Blazblue and occasional MvC3 player, so I had all the fighting games I wanted at the time. After some time, however, I started to lose interest in Blazblue and I completely lost interest for MvC3, due to various flaws I noticed in the games. (MvC3 in particular though)

A few months later I noticed that other characters in Skullgirls (Parasoul, Peacock, Ms. Fortune) were introduced, so this time, I was a little more intrigued. I then learned that the game’s pace, mechanics and features were just perfect in my eyes. The various features for the tutorial (like the hitbox viewer), the freedom there is for combos, the infinite detection system, custom assists and the varied cast of characters were the things that had me completely hooked to this game.

magneto with morrigan’s hair

The first interview I saw with Mike from around the time of EVO last year where he described what he thought the issues with FGs were and what he hoped to do to remedy them. My $15 was booked right there.

I’ll play damn near any fighter I can get my hands on.

Skullgirls has more than just that going for it. However, the DLC characters need to come with a quickness, when 75% of the roster can potentially be active during a match you need a bigger roster. 20 or so is my personal sweet spot.

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As soon as I saw art deco.

Peacock’s Tenrai Ha.

That, and Panzerfaust. And then Squigly. And then it spiraled downward into some kind of happy oblivion.

The very first time I wasn’t interested in the game, but after seeing a very early build at EVO 2k10 I was interested. I even got to see Mike Z dabbling with it. After that it snowballed from there. But what really put me over the edge was the early Ms. Fortune pics I saw a few months later. Then Ms. Fortune got the sexy, sleek, and awesome redesign, and I was hooked. In a list form I’d have to say:

  1. A fighter made by people who actually cared.
  2. Draws from the elements of past games.
  3. The feature to play the game how you want to, as in variable team sizes.
  4. All the characters are really different from each other.
  5. The art style is to die for, and even in early build I saw the animation was gorgeous.
  6. A different approach to the tutorial mode idea makes it not just good for Skullgirls but fighters in general.
  7. All of the little things that were added per request or just cause it was a good idea. That can be a list on its own.
  8. GGPO netcode suits North American connections better, at least from my experience.
  9. Mike Z.
  10. Ms. Fortune and shimapan.

Another thing I have to add is that it brings players from both poles of the fighter spectrum. Finally we get to see BlazBlue and Guilty Gear communities get together with the SFIV and Marvel community to play together. I think that’s really awesome.

First time I got exposed to Skullgirls was thru Neogaf, then I religiously followed their thread there like mad.

What got me interested with Skullgirls are…

  1. The overall aesthetic and the design. I’m not a good FG player, I get more satisfaction with seeing the art, seeing the backgrounds, seeing how the move animates etc. Add to that, I like using female characters in FG’s so I really like the roster. And it’s also fun that it’s fanservice with thought, not outright.

  2. The staff. The dedication to their craft first and foremost. I also adore the fact that they aren’t as prejudiced and acknowledges the different types of people within the fan base. (I mean seriously, they openly embraced female to male genderbends! Most fighting games before only tolerated male to female genderbends!)

  3. The features. Even though I am not deep serious with the gameplay, I do appreciate the inclusions of stuff like the anti-infinite system (as I have seen this in arcades and it sux) and the 360 motion thingie (one thing I hate using grapplers).

Mike Z’s philosophy.

This is what it comes down to for me. I don’t give a shit about this honest game blah blah blah shit. It’s really simple for me. I just want to play the most fun game. And this game looks like it’s going to be the 2nd most fun game right behind KOF. I just want to play a good fun game, but that seems like it’s asking too much from Marvel, so I’m a give this game a try.