PlayStation.Blog

Author Archive

Skullgirls Encore Coming to PS4 and PS Vita in 2014

Peter Bartholow's Avatar + Posted by Peter Bartholow on Jul 10, 2014

Skullgirls-Encore-on-PS4-and-PS-Vita

We read your comments, we took them to heart, and we’re finally making it happen: Skullgirls Encore will be coming to PS4 and PS Vita later this year! The PS4 and PS Vita versions of Skullgirls Encore will be feature complete.

Read More »

Big Band Coming to Skullgirls Encore Tuesday

Peter Bartholow's Avatar + Posted by Peter Bartholow on Apr 18, 2014

He’s almost here: Big Band, Skullgirls Encore’s first male character, arrives for free next Tuesday, April 22nd!

Read More »

Skullgirls Encore Launching on February 11th

Peter Bartholow's Avatar + Posted by Peter Bartholow on Feb 10, 2014

To release the new content funded by our successful Indiegogo campaign, Skullgirls had to undergo a painful publisher transition, one that required removing the game from the store entirely and resubmitting it. But don’t worry — everyone who previously purchased Skullgirls will receive Skullgirls Encore and the DLC Character Color Bundle free, which we’ll detail at the end of this post.

Read More »

Skullgirls Color DLC Today, New Characters Coming

Peter Bartholow's Avatar + Posted by Peter Bartholow on May 14, 2013

Skullgirls

Since Skullgirls was released last year, our fans have loved the flexibility our powerful 3D engine provides us when it comes to character color palettes and have been clamoring for more. So we’re happy to announce that after a long wait, Skullgirls will finally be getting DLC character color packs today!

Read More »

Skullgirls Update: Free Character and Stage, Thanks to Fans

Peter Bartholow's Avatar + Posted by Peter Bartholow on Mar 05, 2013

skullgirls

Last week, Lab Zero Games, the new developer of Skullgirls, started an Indiegogo campaign to keep the game growing with the addition of new characters. The results have simply blown us away — our amazing fans raised $150,000 to fund Squigly, our first DLC character, in under 24 hours.

Read More »

Skullgirls Hits PSN April 10th, Full Demo Details

Peter Bartholow's Avatar + Posted by Peter Bartholow on Apr 06, 2012

Hey everybody! Now that I’m finally able to answer the two questions everyone’s been asking, the PlayStation.Blog has graciously allowed me to address you again. Without further ado…

Skullgirls will (finally) be released in North America on PSN on April 10th for $14.99, with a European release in the following weeks. While that sinks in, check out the trailer for our eighth playable character, the disturbing Double.

Ready? Good. Now, just think about it…

A fully-featured fighting game

…With endless hours of online, genre-refining gameplay by a tournament champ…

…With an amazing cast of characters, realized with stunning and smooth high-resolution 2D animation…

Read More »

Dev Diary: Skullgirls is a Feature-Rich PSN Fighter

Peter Bartholow's Avatar + Posted by Peter Bartholow on Feb 03, 2012

Previously on the PlayStation Blog, I introduced you to Skullgirls’ story and characters and discussed its unique gameplay systems. Today, with the game racing towards completion, I’m here to shed a little more light on the game’s features.

Even though Skullgirls is a downloadable game for PSN, we’ve got a feature set consistent with a full-priced fighter.

  • Story Mode
  • Arcade Mode
  • Tutorials
  • Practice Room
  • Ranked and Unranked Online Play
  • Custom Soundtracks
  • PS3-exclusive Trophies

Read More »

Skullgirls Dev Diary: Skullgirls’ Perfected Pugilism

Peter Bartholow's Avatar + Posted by Peter Bartholow on Oct 27, 2011

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.

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.

Read More »