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‘autumn games’ Posts

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…

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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.

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Meet the Skullgirls, The Next Generation of PSN Fighters

Peter Bartholow's Avatar + Posted by Peter Bartholow on Sep 02, 2011

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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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