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Posted by Joystiq Nov 16 2011 15:00 GMT
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It's a great time to be a fighting game fan. The genre is in the midst of a renaissance, meaning Skullgirls couldn't have come at a better time. But here's the thing: fighting game tutorials still suck.

Before Skullgirls, that is.

Posted by Joystiq Nov 15 2011 05:30 GMT
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Skullgirls' Ms. Fortune is an unusual mixture of influences. She's a cute, anime-style catgirl, but also sort of a zombie, given the ability to tear her own body apart and reassemble it without harm. She uses this ability to turn her head into a projectile, of course,

She also appears to have Wolverine's "Berserker Barrage" attack from his appearances in Capcom fighters. Like, exactly. She even yells "berserker barrage" when performing it. Does that make it a berserker homage?

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Posted by Kotaku Nov 14 2011 22:20 GMT
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#skullgirls Upon first glimpse of Ms. Fortune, one of the femme fatales in the upcoming Xbox Live Arcade fighter Skullgirls, I was all "Oh cute, a kitty girl." Then she ripped off her own head and threw it at her opponent. More »

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Posted by Kotaku Nov 04 2011 22:20 GMT
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#skullgirls Pretty pictures and adorably odd characters are nice and all, but when it comes to fighting game fans it's the game mechanics that matter. This video primer for Skullgirls shows off some of the features that button mashers just won't understand. More »

Posted by Joystiq Oct 30 2011 03:30 GMT
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From everything we've seen before, and from the contents of this latest trailer, it looks as though Skullgirls will attempt to solve universal genre issues that plague fighting game enthusiasts the world over. That's a pretty tall order, considering that Capcom, Namco, SNK (R.I.P) and others have been attempting the same feat for nearly 25 years.

Reverge Labs seems to understand that gameplay issues in fighters can't be solved by balancing alone, and as such will be implementing a number of mechanical systems in order to prevent abusive gameplay mechanics which can potentially taint a fighting experience. The Anti-Infinite Combo System, for instance, allows players to escape from combos that would otherwise guarantee a loss. Similarly, the game's blocking system protects unblockable high-low mix-up traps.

Skullgirls' radically different failsafe systems have already sparked heavy debate among the die-hard fighters that run Joystiq's circles, a prevailing opinion being that the "problems" the game's systems attempt to correct are not problems at all, but rather accepted play-styles inherent to the genre. It will take months of extensive community involvement for the scene to render a verdict either way, which we can get started on sometime early next year.

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Posted by PlayStation Blog Oct 27 2011 17:59 GMT
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A few weeks ago I gave you a run-down on our new 2D fighter, Skullgirls. Last time I discussed the game’s story and its characters, and exclusively revealed Ms. Fortune. This week we’ll be talking about the really important part: the gameplay.

As I noted last time, Skullgirls’ lead designer and programmer is Mike “Mike Z” Zaimont, a noted tournament fighter and (regretful) creator of the “real soviet damage” internet meme. While our art team strives to make the game look amazing, gameplay always comes first. Mike’s impetus to create Skullgirls was to make a game that was as fun to play as Marvel vs. Capcom 2, but addressed the system and balance problems that kept that game from being competitively viable.

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The bane of many a fighter is the infinite combo: these are easily-repeated, inescapable attack patterns, and they can completely ruin games. Skullgirls gets around this by monitoring the players’ attacks, and if the game detects a looping combo the other player can break out of it free by hitting any button. Because we’ve eliminated the worst case scenario, we can free up the rest of the game in ways others have been afraid to – Skullgirls’ combo system is wide open, letting you experiment freely.

Another common problem in team-based fighters is the high/low unblockable. For example, you attack low and call a high-hitting assist attack at the same time making it impossible for your opponent to block. It’s a cheesy and frustrating tactic, and so Skullgirls has a short grace period after blocking that will guard against other hit types. You’ll still need to read your opponent and block the first attack, but at least you’ve got a fighting chance now.

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While all of this was designed with the tournament scene in mind, it’s actually great for the casual player, too. If you’re new to fighting games, you can jump online without worrying about losing to these sorts of frustrating exploits – you may still lose, but at least it’ll be a fair fight you can actually learn from. That said, we’re doing everything we can to have the most comprehensive tutorials in a fighting game – we’ll not only teach you how to do things, but also why you should do them.

Being a small indie fighting game with an initial roster of eight characters, we’re giving you more ways to play with those characters. Skullgirls lets you play with mismatched team sizes of one to three character. Single characters can give and take tons of damage, while teams are weaker but compensate with the myriad strategic benefits of multiple characters. Also, by eliminating the possibility of high/low unblockables, we’ve been able to allow custom assists and let you call on any of your teammates’ moves in battle. So despite having only eight characters, these systems give you a huge number of ways to build your team. It’s also a great way in for Street Fighter and BlazBlue players, too – if you’re not used to playing team-based games, you can start with one-character and build up to a team, or not – it’s all up to you.

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Balance is something we’re taking seriously, and we’ve been aggressively play-testing the game and getting community feedback at events such as the East Coast Throwdown, the EVO Finals and Seasons Beatings. All of this is well and good, but what’s the point if you can’t play online with people? To ensure the best possible online experience, we’ve built our gameplay around the excellent GGPO networking library, the best one out there for fighting games. We’re also committed to providing free content and balance updates, as well as expanding the character roster through DLC.

Finally, a little bit of bittersweet news: as you may have heard, Skullgirls is now set for a release in early 2012. We’ve been getting tons of community feedback, and all the little tweaks and new features we’ve added delayed us a bit. We’ll have more on the

If you like what you see here, visit our website, Twitter @Skullgirls or Liking us on Facebook for the latest on the game as we approach release!

Thanks for reading!


Posted by Kotaku Oct 13 2011 18:40 GMT
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#skullgirls A scared schoolgirl trapped in a body fuelled by pain and fury, Painwheel dominates the air and pierces her foes with sharp spikes as the latest character introduced for Reverge Labs' all-girl fighter Skullgirls. You can call her Carol. More »

Posted by Joystiq Sep 29 2011 06:00 GMT
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Parasoul, the Skullgirls femme fatale shown in this trailer, is an umbrella-and-gun-wielding "crown princess of the Canopy Kingdom." She can also fight, but you probably already knew that considering this is a fighting game.

Posted by Giant Bomb Sep 28 2011 18:07 GMT
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If Skullgirls is a success, hopefully it will encourage more to take a risk on fighters.

Wholly original fighting games are few and far between, especially so when we're talking about fighting games developed outside Japan.

Skullgirls has been generating positive buzz since it was announced early this year, and Reverge Labs have decided to spend a little more time working on Skullgirls, prompting a delay into early 2012.

"There are a lot of reasons behind this delay, but the overriding one is that we’re just trying to make the best game we can," said designer, producer and community manager Peter Barthalow on the game's website.

"As tournament attendees and forum-goers know, we’ve done extensive tweaking and added new features based on community feedback," he continued. "While many of these things are individually small, they add up over time and can delay other tasks--some companies call this 'feature creep,' but we call it the extra polish that takes a game from 'good' to 'great.'

Barthalow even went ahead and listed out the changes that are coming as a result of the community:

  • Gameplay speed changes – 10% faster!
  • Lots of new effects and overall presentation improvements
  • Upgraded backgrounds to 3D
  • Additional music from Michiru Yamane
  • Requested color palettes
  • Accidental pause prevention option – hold Start for 15 frames to pause
  • PlayStation 3 custom soundtrack option
  • Button macros to help when playing on a pad
  • Innumerable balance and gameplay tweaks
  • In-game art galleries

There's no new, specific release date for Skullgirls. For the moment, it's just "early" in the first quarter of 2012, so in the worst case scenario, expect it before the end of March on Xbox Live Arcade and PlayStation Network.


Posted by IGN Sep 28 2011 13:43 GMT
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The developer of Skullgirls has stated that the 2D fighting game won't be released until early 2012. The game was originally schedule for release towards the end of this year...

Posted by Joystiq Sep 27 2011 16:45 GMT
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Downloadable fighter Skullgirls will launch in early 2012, Reverge Labs has announced. The key reason for the delay, according to the developer, is that the team is polishing the game's features, based on feedback it received while showing the game off during 2011.

"Some companies call this 'feature creep,' but we call it the extra polish that takes a game from 'good' to 'great,'" noted Peter Bartholow, Designer/Producer/Community Manager at Reverge Labs.

Additions the studio is working on before launch include speeding up the game, adding many new effects, upgrading backgrounds to 3D, incorporating more music from Michiru Yamane, adding button macros for pad playing and "innumerable balance and gameplay tweaks."

Posted by PlayStation Blog Sep 02 2011 15:38 GMT
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A few weeks ago, you may have noticed that Street Fighter IV’s venerable producer Yoshinori Ono said he was looking forward to a new game called “Skullgirls.” A lot of you probably hadn’t even heard of the game before, so I’m here to remedy that.

Skullgirls is more than just a PSN fighting game, it’s the realization of two peoples’ long-held dreams… seriously! Creative director Alex “o_8” Ahad has been working on the characters and story since he was in high school, and project lead Mike “Mike Z” Zaimont had been working on a fighting game engine in his free time since 2008. When mutual friends introduced them to each other, Skullgirls was born. Joining the recently founded Reverge Labs team in 2010, they signed with publisher Autumn games, and at E3 Konami announced that it will be distributing Skullgirls.

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Skullgirls takes place in the Canopy Kingdom, a country reminiscent of a 1940’s post-war America tinged with magic and intrigue. Hanging over the kingdom is the legend of the Skull Heart: this ancient artifact is said to be able to grant a wish to a young woman, but if her heart isn’t pure her wish will be twisted and she’ll be transformed into a living nightmare known as the “Skullgirl.” As the game begins, a new Skullgirl, Marie, has emerged and is terrorizing the kingdom, and so once again people are lining up to save the country from this menace and claim the Skull Heart for themselves.

Skullgirls’ initial eight characters are all females that range from the elegant to the macabre, and each has a distinct play style. In the future we’ll expand the roster with DLC characters, including (gasp!) men.

Thus far, we’ve revealed four characters:

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  • Filia is an amnesiac schoolgirl playing host to a powerful parasite creature named Samson. Wielding her shape-shifting hair, she’s nimble and excellent with combos.
  • Cerebella wields a powerful living hat, Vice-Versa, in her dual jobs as circus performer and Mafia leg-breaker. With a wide range of powerful throws at her disposal, she excels in close combat.
  • Peacock is a psychotic biomechanical monstrosity created to destroy the Skullgirl, whose weaponry manifests as murderous cartoon characters and deadly gags. With lots of ranged attacks and a teleport, she’s best when attacking from a distance.
  • Parasoul is the princess of the Canopy Kingdom and leader of its elite military force, the Black Egrets. With exceptional attack range, projectiles and strategic command of her soldiers, she’s a formidable opponent.

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Each of the characters is 100% hand-animated by our amazing art staff, and features an average of high-resolution 1300 frames per character, the most of any fighting game to date. Furthermore, our engine allows us to get really creative with their coloring, as well as light them in real-time.

Now just because we’ve got an all-girl cast (so far!) doesn’t mean we’ve neglected the gameplay: Mike’s primary goal is to make a truly balanced and competitive fighter by addressing a number of the lingering problems with the genre… but that will have to wait for another blog post.

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One last thing…

We’re excited to announce our fifth character exclusively on the PlayStation.Blog!

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Her name is Ms. Fortune, and she’s a cat burglar with a penchant for puns. While stealing a powerful life-giving artifact, the Mafia captured her, cut her up and left her for dead on the bottom of the ocean… but the artifact kept her alive through the ordeal, so now she can now detach her head, separate her limbs and generally dismember herself to perform a variety of amusing and grotesque feats of combat.

If you like what you see here, visit our website, Twitter @Skullgirls or “Like” us on Facebook to stay abreast of the latest developments and future public demonstrations.

Thanks for reading, and we look forward to fighting you online later this year!


Posted by Kotaku Jun 29 2011 00:00 GMT
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#framecounting Fighting game Skullgirls recently unveiled one of its latest feminine fighters, the 1920s-inspired character Peacock, a Skullgirl stuffed with in-jokes, pop culture references and homages to fighting games past, all peppered throughout her more than one thousand frames of animation. More »

Posted by IGN Jun 10 2011 02:08 GMT
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Skullgirls. This 2D fighter's quirky title hides an incredible development story and a promising future. It all started with collaboration between Mike "Mike Z" Zaimont, a skilled competitor in Street Fighter tournaments, and artist Alex Ahad. Zaimont began work on a fighting engine in his spare time and Ahad knows his way around character design. Combine their shared interests with the hard work of the folks at Reverge Labs, and Skullgirls was born...

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Posted by GameTrailers Jun 04 2011 02:15 GMT
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Explore the inspirations for Skullgirls with a developer.

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Posted by GameTrailers Jun 04 2011 02:14 GMT
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Take a tour through the art style of the 2D fighting video game Skullgirls.

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Posted by GameTrailers Jun 04 2011 02:12 GMT
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Meet Peacock, one of the newest girls in Skullgirls.

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Posted by Giant Bomb Jun 03 2011 23:10 GMT
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Get a sense of the blood, sweat, and tears going into the artwork in Reverge's downloadable 2D fighter.

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Posted by GameTrailers Jun 03 2011 21:56 GMT
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Go behind the scenes and see the art process behind Skullgirls!

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Posted by GameTrailers Apr 23 2011 00:33 GMT
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Michiru Yamane discusses her involvement composing for Skullgirls!

Posted by Joystiq Apr 21 2011 05:15 GMT
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Composer Michiru Yamane is best known for her work on Castlevania: Symphony of the Night and other Castlevania games. She also recently contributed to the bouncy soundtrack of Cave's iPhone game Mushihimesama Bug Panic. And now she's working on her first American-developed game: Reverge Labs' 2D fighter Skullgirls.

Per the developers' request, Yamane is creating "jazzy" music for the game's "dark deco" world. "I love Jazz and have been wanting to create some of my own," she said, "so I played a bit with the rhythm and different sounds to try and heighten the impact and almost primal nature of the unique graphics." So don't expect the same range of Gothic, orchestral, synth, choral rock we came to know from her work on Castlevania.

You can hear a bit of Skullgirls' music in the video statement by Yamane after the break.

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Posted by Kotaku Apr 20 2011 07:00 GMT
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#ost If you've played a Castlevania video game from the past decade, you've likely enjoyed the musical stylings of Japanese composer Michiru Yamane. She's the musician behind Castlevania: Symphony of the Night and dozens of other Konami games. More »

Posted by IGN Apr 06 2011 15:12 GMT
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Los Angeles - Get ready for the future of online play in console fighting games: Skullgirls is kicking slow connections to the curb! The highly anticipated 2D fighting game from Autumn Games and Reverge Labs will incorporate GroundStorm Studios' Good Game, Peace Out (GGPO) proprietary networking tec...

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Posted by GameTrailers Mar 15 2011 23:36 GMT
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Learn the designers' vision for a new stripe of fighting video game.

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Posted by GameTrailers Mar 15 2011 03:03 GMT
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The brawl begins with big arms and dangerous hairstyles.

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Posted by GameTrailers Mar 15 2011 03:02 GMT
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The contest continues with four tickets to a gun show.

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Posted by GameTrailers Mar 15 2011 02:59 GMT
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A tour through hits both finite and infinite at PAX East 2011.

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Posted by GameTrailers Mar 15 2011 02:53 GMT
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All hearts can break, but the Skullgirls can break your face. Savagely.

Posted by Joystiq Mar 15 2011 00:00 GMT
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Look past Skullgirls' big-breasted anime babes -- as seen in the announcement trailer -- and you'll find one of the most technical fighters out there. For fighting game fans, Skullgirls offers an interesting prospect: a predictive game engine designed to be a strong foundation to fix and avoid some of the biggest problems plaguing the genre.

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Posted by GameTrailers Mar 04 2011 08:38 GMT
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Will you play as two fatal femmes or one extra beastly bird? Lay down the smackdown at GDC 2011.