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Skullgirls Preview

on 1 September 2011

Coming to the already crowded fighting game market is Skullgirls, a 2D Indie fighting game that deserves your attention.

Reverge Labs is no strangers to fighting games, with a staff comprising of tournament level players. Skullgirls was created in response to the problems they perceived in the competitive fighting scene, especially with such ill-balanced games as Marvel vs Capcom 2, the main inspiration for the game itself.

Players choose three of the lovely ladies available, four have been revealed at the time of writing, and battle it out to the death over the Skull Heart, an anatomically impossible MacGuffin apparently worth fighting over. This leads to really a neat supernaturally themed anime inspired art style, with plenty of charm and heaps of character to go with it.

Announced so far is Filia, your classic quarter-circle and dragon punch motion character with an octopus parasite in place of hair; Cerebella, the extremely busty circus girl who performs grappling moves with her living hat that has extremely strong extra arms; Peacock, a tricksy teleporting character who’s zoning moves resemble actions in ‘30s cartoons; and newly announced at Gamescom, Parasoul. She is a princess who makes use of charge moves, summoning sticky bombs from her umbrella and getting her personal guards to attack or defend her.

The game looks gorgeous, with beautiful and fluid hand drawn high definition artwork that you just don’t see enough of, and it only compliments the dynamic fighting system the game has in place.

Taking more than just a three strong tag team from the Capcom Vs games, the game affords the same sort of combos such as cancelling out of normal moves with a special and going on to juggle your opponent. There are even tag supers you can pull off with onscreen queues to help with the timing.

One of the major issues with a game like Marvel vs Capcom is infinite combos, and Reverge has taken that into consideration—if you stop mixing up your moves in a combo, after a short while they’ll lose a lot of their effect and your opponent pressing any button will allow them to break out of it. Of course you could just change your strategy to try and avoid this, but the devs are making sure that you will never get off a cheap and infinite combo.

Reverge’s claim that its game will be more competition friendly seems to be ringing true: removing all the gamey exploits that a lot of fighting games (and video games in general) have is a good way to get more players who are less interested in questionable bugs, and more about pure skill.

Stay Tuned.

You can also catch Rob on CurrentGen.com for daily podcasts and audio coverage of Gamescom and games in general.