"skullgirls" Posts

Skullgirls: 2nd Encore Shows Off on PlayStation Underground

Posted by Ryan Clements on May 04, 2015

Welcome back to PlayStation Underground, our online show about video games! Today, we go underground with Skullgirls: 2nd Encore, a spectacular fighting game with a ton of personality that’s coming to PS4, and PS Vita soon after.

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2013 PAX Prime Indie Game Sale

Posted by Pierre Gravereau on Aug 26, 2013

Indie-Sale-Promo

PAX Prime in Seattle is right around the corner and we’re celebrating with great discounts on some of our favorite indie games that were shown at previous PAX Prime shows. Starting tomorrow, we’re offering deals on some fantastic titles, with discounts of up to 65% off and PlayStation Plus members receiving up to 75% off. These prices will be available starting tomorrow through September 2nd on PlayStation Store. Check out the full lineup of games.

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Skullgirls Color DLC Today, New Characters Coming

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!

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Skullgirls Update: Free Character and Stage, Thanks to Fans

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.

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Skullgirls Hits PSN April 10th, Full Demo Details

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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Pulse 3/27 Edition: Closure, Skullgirls, PS Vita Top 10

Posted by Kevin Furuichi on Mar 27, 2012

In this edition of Pulse presented by PlayStation Network, host Christina Lee shines the spotlight on Closure – another very cool indie game coming to PSN later today. Check out this hand-drawn mysterious world that uses light as the primary game mechanic. Closure is this week’s featured Spring Fever title in the PlayStation Store (and for more about the game, check out Sid Shuman’s GDC interview here).

Upcoming 2D fighting game Skullgirls also features impressive hand-drawn art. With eight female characters and three-person teams, this dark deco fighter shows off some impressive moves — of course, Pulse is there for the full story.

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Dev Diary: Skullgirls is a Feature-Rich PSN Fighter

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

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Skullgirls Dev Diary: Skullgirls’ Perfected Pugilism

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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