A press release has been issued about the upcoming 2D fighting game Skullgirls. It would appear as if the game is on track for a 2011 release and has picked up the art talents of Alex Ahad, who has worked on projects such as Scott Pilgrim and Lava Punch. Read the full press release below.
Autumn Games and Reverge Labs to Unleash Skullgirls in 2011; Additional Details to be Revealed at GDC
Los Angeles – Feb. 3, 2011 – Prepare for the fight of your life! Autumn Games, a premier publisher of interactive entertainment, is working with game developer Reverge Labs to develop Skullgirls, a new fast-paced 2D fighting game that puts players in control of fierce female warriors in an extraordinary Dark Deco world. The team is led by renowned fighting game champion Mike “Mike Z” Zaimont and artist Alex Ahad, whose work has appeared in many publications, including Scott Pilgrim and Lava Punch. Using advanced graphical technology never before achieved in a game of its type, Skullgirls is currently in development for a 2011 release on high-definition home consoles.
“We believe that Skullgirls has the chops to be the next big 2D fighter – it has amazing art, tight gameplay, and a rich and deep backstory,” said Jason Donnell, president and COO, Autumn Games. “Working with the talented group at Reverge Labs is an added bonus, particularly with Mike Z’s expertise in the competitive games arena and Alex Ahad’s phenomenal art style. Together we’re delivering a challenging and competitive – and really fun – game, wrapped in the convenience and easy expandability of DLC on the two leading gaming services.”
“We’re aiming to create a new take on fighting games, drawing on our own experience as competitive gamers to combine the best elements of classic fighters into something with intense action, an engaging story and the most advanced 2D fighting engine ever created,” said Richard Wyckoff, CEO, Reverge Labs. “Autumn Games is quickly making a name for itself in the industry as a publisher of fresh and exciting games and a true partner to independent game developers, and they were the ideal choice for us to partner with on Skullgirls.”
Sign up to receive Skullgirls news at http://www.skullgirls.com (http://www.skullgirls.com), or become a fan on Facebook for game updates, exclusive artwork and more. ESRB RATING PENDING: May contain content inappropriate for children. Visit www.esrb.org (http://www.esrb.org) for rating information.
Additional details will be revealed at the upcoming Game Developers Conference in San Francisco, March 1-2, where Skullgirls will be shown by appointment only. Qualified press should contact Racheal Caswell at Wonacott Communications (rcaswell@wonacottpr.com) in advance to schedule a hands-on preview.
# # #
About Autumn Games
Autumn Games is a premier publisher of interactive entertainment focused on partnering with leading creative talent to deliver blockbuster video games and related media through long-term partnerships with a number of the most respected game studios in the industry. Autumn Games’ mission is to support these creative teams in their efforts to make cutting-edge, culturally impactful entertainment. Autumn Games was founded as a joint venture between Communications Equity Associates (“CEA”) and Autumn Entertainment Partners, combining CEA’s 37 year track record in global media and entertainment, private equity and merchant banking with Autumn Entertainment Partners’ unparalleled expertise in content finance.
For more information, please visit www.autumngames.com (http://www.autumngames.com)
About Reverge Labs
Reverge Labs, LLC is a new independent developer committed to creating high-quality downloadable games. Founded by CEO Richard Wyckoff and CTO Emil Dotchevski, Reverge draws on combined game development experience of more than 40 years to create unique artistic visions using cutting-edge development techniques.
For more information, please visit www.revergelabs.com (http://www.revergelabs.com).
If there was an earlier thread, let's link the two together.
Yea, saw a vid on it few days ago. Looks pretty interesting. Wonder how long 'til we get the sprite rips. =P
this game looks awesome. its like jojos bizarre and mvc :w00t: hoping this has online bcause scott pilgrim doesnt and that's just wrong especially if its like mvc
they moves look real nice! i am liking this with every showing! SKULLGIRLS bring it! :w00t:same here this game gets better with every update. im liking the balance and damage scaling and its fun to see the moves inspired by mvc. parasols tears are just like shumas eyes and her lvl 3 is bb hoods firing squad. this is looking like a more polished mvc2 and im liking it :O*D
Our good friend Jesse Cortez over at Destructoid (http://www.destructoid.com/hands-on-with-parasoul-from-skullgirls-209206.phtml) had some time to sit down with Mike Z at EVO and try out one of Skullgirls newly announced characters Parasoul. He gives a great break down of her playstyle, relating many of her attacks to characters in other games to give readers a better idea what she is all about. Check out a small excerpt after the break and read the rest by clicking here (http://www.destructoid.com/hands-on-with-parasoul-from-skullgirls-209206.phtml).
Her special moves can be divided into two types. The first involves the use of her umbrella, which releases napalm grenades that travel in an arc dictated by how long you hold the button down. If you played as Cable from Marvel vs. Capcom 2, you should be familiar with this system. What I found interesting is that the Skullgirls team used EVO as a play-test and actually changed how these grenades worked based on what they saw at the convention. Therefore, the way to set off these grenades is still under development, but it's impressive that they are relying on actual gamer play-testing to decide on the final move set.
Latest news. If you haven't seen her, it's...Painwheel in action!
http://www.youtube.com/watch?v=ymOmT9qKOEo&feature=youtube_gdata_player# (http://www.youtube.com/watch?v=ymOmT9qKOEo&feature=youtube_gdata_player#)
i wish we could get a more specific release date. the anticipation is killing me :-SS
Damnit! give me a release date already! :D^^(PM)^ im hoping it comes out this month it wont be easy balancing this, sf x tekken, and marvel (hmm i did stop playing rank match for it though)
This has enough stuff for a full disc release, and yet it will be a live/psn title!its releasing with 8 chars and the game is like mvc2 with hand drawn sprites, so the most it will be is about 300mb. that would be a waste of money to get that out on hd dvd and blue ray disc which holds way more space than that
word they are really draggin this on smh lol It would be jacked up if they decide to tank the game or put it on hold for next year^^ lol
xboxlive marketplace has given skullgirls the release date of april 4, 2012.
http://marketplace.xbox.com/en-US/Product/Skullgirls/66acd000-77fe-1000-9115-d802584111db (http://marketplace.xbox.com/en-US/Product/Skullgirls/66acd000-77fe-1000-9115-d802584111db)
Peter “Ravidrath” Bartholow of Reverge Labs recently posted a brand new entry to the Playstation blog that reveals their latest trailer as well as a few details on the demo coming to PSN. Double, the unholy amalgamation of multiple characters’ movesets, is the featured character in the brand new teaser, and it showcases just how unique the character is compared to the rest of the cast. I quite like her transformation into a laser-ring shooting Moai statue.
He also went through some of the features the trial version of the game will feature, which includes Filia and Cerebella, as well as a full-fledged training mode to help you get situated with the game before dropping your money on it.
The full list is as follows:
Two Characters, Filia and Cerebella
An abbreviated Arcade Mode, with three AI battles
Local versus play, limited to duo teams
Four tutorials
Practice Room
$15 worth.wow thats all? thats pretty sweet deal. definetly gonna try and get that soon. first gonna rock the demo. thanx bro. :thumbsup:
Yeah, we for sure need to have weekend lobbies for this game.I'm down, just need more time to practice. Loving the combo possibilities and simplified moves, just gotta get used to the controller scheme.
Ok, tired of playing the computer, anyone up for a match?
isnt the lobby for this game limited to two people though?... I haven't hopped online yet. Just played with a buddy of mine. If that's the case, that sucks. *Iceman ThumbsDown!*
....THIS CAME OUT?!?!?!Yeah. You should get it if you want that Marvel feeling, without that Capcom milking. lol
I think I know what I'm doing today...
im interested in gettin this game nao.....There's a demo if you want to test the waters first. Oh, and you'll need to DL the demo before you can play the full game. (Yeah, it's one of those.)
What can I say to them (my brother and my dad)?
I have to admit the major reason I'm not getting the game is because there are no guys in it...guys wont be added unless the game does well and it looks like it will sell alot so only a matter of time
dont ever play a 3 on 1 match against cerebella...everything she does is a ko
I have to admit the major reason I'm not getting the game is because there are no guys in it...And that's the same reason why my brother doesn't want to play that kind of game. Even my dad heard it from my brother and he said to me I should not download it 'cause of that. :D
Tits.Weak advice! :thumbsdown:
:D I kid, I kid, do what Acey suggests!
Anybody found their mains yet?So far, I'm really liking Ms. Fortune.
Anybody found their mains yet?
Unlock 10th paletteWhere do we input that code?
For 360: Down, RB, Up, LB, Y, B
For PS3: Down, R1, Up, L1, Square, X
Am getting a feel for all the characters at the moment. Seriously a fun game, best 15 bucks I ever spent.
Where do we input that code?local versus screen when selecting sides with controller. input the code with controller 1
Reverge Labs and Autumn Games have announced that Skullgirls has managed to sell over 50,000 copies across both platforms in its first 10 days. This is definitely great news, especially since the game has yet to be released on the European Playstation Network. The Skullgirls Twitter account also announced that the developers are now working on the first title update. Details on what the update contains are still unknown, but it’s nice to know that the game sold enough copies to justify additional content.
http://shoryuken.com/2012/04/26/skullgirls-sells-over-50k-copies-dev-team-now-working-on-first-update/ (http://shoryuken.com/2012/04/26/skullgirls-sells-over-50k-copies-dev-team-now-working-on-first-update/)Good to hear about the update. Wish my PS3 would get a good enough connection to actually play online. \-/o
i just downloaded it today. i like the game in general on the strange characters and combos but seriously yo that last master is bullsh*t *Iceman ThumbsDown!*. Hard for no reason at all. maybe im gettin old but i dont find ridiculously cheap fighting game bosses epic at all...she barely takes damage and all her attacks are spam cheap >o:-(....im finding myself constantly trying to cheese her down for the win. Those one hit near fatal kills is retarded. if i could express that to those developers id say next time dont do that sh*t it takes away from caring to end the game. Make the boss intelligent not dumb cheap. In my strong opinion i dont like that at all :-w....
i had to lose a good 12 times now. one time i nearly beat the B*tch and she killed me with some unknown force and took all my health away like it was one of those Guilty gear fatals. having that as a normal move sucks because she already have those skeletons thats damn there build of adamantium...
Now im just trying to end it off GP and thats it. ill prolly play one of you cats here but dont expect much competition from me in that game. you might as well use me as a punching bag and practice new tricks for the real competition^^
Yeah, boss is no slouch, though I usually win with no problems using Parasoul or Valentine. It's really easy for Valentine because she has that move that rushes by the opponent cutting, and puts her behind them.
On a side note, on the stage New Meridian, you can spot a character that looks like Ryu, and also the character Bonus Kun from Galaxy Fight and Waku Waku 7 is leaning on the wall next to him. They can be seen to the far right. =D
one time i skipped the third form battle because Painwheel hyper hitted her when second form was about to fall, she taked that much damage that she exploded, changed third form and automatically exploded again, that was fun XDAwesome :thumbsup:
Easiest to beat the final boss for me was Peacock. Qcf+hp - Argus Agony all day while safely blocking her moves, then qcb+hp on final form until dead.
one time i skipped the third form battle because Painwheel hyper hitted her when second form was about to fall, she taked that much damage that she exploded, changed third form and automatically exploded again, that was fun XD:DxDie I want to start using Painwheel now.
For me, the final boss has a few patterns that indicate certain attacks, but some are just guess work. Although, I think the issue isn't so much recognizing patterns, but having the right/safest response when the boss attacks. For example, parasoul's :2, :8 HK acts like a safety counter against almost anything because the invinciblity window is long useless against that dragon-looking skull attack, sheesh it is too long). For this to work, do crouch combos and when you see or even sense danger cancel into that attack. Same thing can be said about Filia's uppercut move, but the problem with that is it has very long recovery.
Some strategies work better on certain forms than others. It's just a matter of experimenting and reacting with a same move when the boss attacks...if you can.
OMG that dragon skull thing DemonKai, i know what ya mean man i hated that too and everytime i got hit, i kept thinkin "man that does so many hits and has so much hitstun that i can just go make me a sammich, come back and that thing will STILL be hittin me..." smgdmfh -_-
All i know is...rush her @ss down, be relentless while holding back (literally...while holding back on your D-Pad...or whatever ya use...)
ok that does it, i am so not gonna get this game now., you guys are scaring me !Yeah, the difficulty is a little high. I completely get butt-owned by the CPU if I quit playing for a while and come back. lol
i actually got the demo.....uhhhhh... WTF and dang this thing is like overkill hard! i couldnt even touch the one babe cause she spammed so much stuff it took me 3 tries till i just rushed her down like a mack truck over a badger! i couldnt get all funky like i wanted to but dang. >:(
OMG that dragon skull thing DemonKai, i know what ya mean man i hated that too and everytime i got hit, i kept thinkin "man that does so many hits and has so much hitstun that i can just go make me a sammich, come back and that thing will STILL be hittin me..." smgdmfh -_-
All i know is...rush her @ss down, be relentless while holding back (literally...while holding back on your D-Pad...or whatever ya use...)
ok that does it, i am so not gonna get this game now., you guys are scaring me !
i actually got the demo.....uhhhhh... WTF and dang this thing is like overkill hard! i couldnt even touch the one babe cause she spammed so much stuff it took me 3 tries till i just rushed her down like a mack truck over a badger! i couldnt get all funky like i wanted to but dang. >:(
double nerfs make me sad :(
Cerebella was nerfed by 50-75 on every normal hit (not command normals, specials, and supers). This translates to a loss of 700-1400 on combos.
Cerebella’s DP throw option select has been removed.
We're happy to (finally) announce that the Skullgirls patch will go live on the PlayStation 3 version on November 20th!
That patch has over 300 improvements, fixes and tweaks! We'll be posting the full patch notes once it's up!
When we know more about the Xbox 360 patch release, we'll let you know!
Also, full patch notes will be posted on Skullgirls.com when the patch is live!
They've funded Big Band as well as the mystery third character. I was reading through the playstyle possibilities of the characters (it's here - http://www.labzerogames.com/3rdcharacter/ (http://www.labzerogames.com/3rdcharacter/)) When I noticed one really interesting note in the style writing of Mrs. Victoria (the schoolteacher):Probably. This game was make by the FGC for the FGC, so I wouldn't doubt it.
"...and every other fighting game you have never heard of. Plus Dragon Claw."
Maybe I'm stupid, but I've done some simple digging on the internet and... isn't Dragon Claw an original character for Mugen? Does this mean that someone in the skullgirls dev team knows who we are?
They certainly know about Mugen, but I'm pretty sure they don't take it as seriously.In today's Salty Cupcakes, Mike Z said he thought about MUGEN when trying to make a fighting game, but decided he couldn't do what he wanted to do with it, so he created the Z Engine.
A new arena will enter the game. Click here (http://www.eventhubs.com/news/2013/mar/12/skullgirls-new-bonus-stage-river-king-casino) for the details.Actually there will be like 7 new stages dude. lol Here's the full list of stuff we'll be getting:
Don't worry. This may have brought it back.
It would be great if Skullgirls made it to Evo.It (sorta) did. It's going to be a side tournament with a $2000 pot.
I hope so...I've missed out so much in this game. It would be great if Skullgirls made it to Evo. Also I may record some more videos, but I wish I had a better capture card because this Dazzle kinda sucks now. You can't even see the names of the players. Whatever works I guess...There is no need. Show us your videos and we will comment.
There is no need. Show us your videos and we will comment.
Very well, for now I only know how to use Parasoul (somehow someway...), I wish I could get better with Cerebella, Valentine, or Painwheel.
I have another long video recorded, just needs editing and it'll be ready for upload.
From the looks of these, I'd say Parasoul is your top pick.
Hey, everyone - I just wanted to take a little of your time to update you on the status of the PS3 and Xbox 360 patches.
As it’s been alluded to in the past, things have not always been hunky-dory between Autumn Games and Konami. Around the time of the last update, it became clear that it would not be possible to proceed with the new patches as long as Konami was involved with Skullgirls.
So, as of today, Autumn and Konami have terminated their business relationship, allowing us to move forward with the PS3 and Xbox 360 patch in a more timely and cost-effective manner.
Testing on the patches is nearly complete, and we’re happy with how thorough our testing partner, Digital Hearts, have been in their review. But we’re still not out of the woods yet - before we can submit the patches to Sony and Microsoft for certification, the game needs to be transferred to a new publisher in their systems.
Autumn Games will be the new publisher of Skullgirls on PSN. We expect this transition to happen pretty quickly as Autumn Games has already taken the first steps to making it happen.
Since Microsoft doesn’t support purely digital publishers, Autumn is currently working with MarvelousAQL to secure a replacement XBLA publishing slot - this is an essential step, because without this Microsoft would simply delist the game from the Marketplace.
Because of the different levels of complexity with these transitions, the PS3 version of the patch should once again be out before the Xbox 360 release. But Xbox 360 owners shouldn’t worry - the delay between the two shouldn’t be anything like that with the previous patch, now that we have the format of the patching mastered.
Finally, since Konami was the distributor in the US and EU and not Japan, this shouldn’t have any profound effect on the release of the Japanese PS3 patch. However, before we can finalize the Japanese PS3 patch we need to get the US and EU patches completed. We’re working closely with our Japanese distributor, CyberFront, to make sure that all of the patches land as close to each other as possible.
So there you have it.
We apologize that these deep business dealings have come between you and the first character your collective efforts have funded, but we’re confident that subsequent patches will go more smoothly with this all of this behind us.
As always, thanks for your patience and understanding, and feel free to ask questions directly to indiegogo (at) labzerogames (dot) com.
Salty! Dec 06 News on Linux/Mac and Console patches (http://www.youtube.com/watch?v=G4bDxb4JNwA#ws)
Youtube video courtesy of Makross. For the original source, go here: http://t.co/Xb1PB4pNvD (http://t.co/Xb1PB4pNvD)
tl;dr, Following Lab Zero ceasing relations with Konami, Konami has asked for Skullgirls to be de-listed from PSN and XBLA on the 17th and 31st of this month, respectively. Mike is working really hard to get a build through QA to be published by Autumn Games (PS3 EU PS3 NA)/Marvelous AQL (360)/CyberFront (PS3-Japan), but details are sketchy. One of the reasons a new build is necessary is that if SG keeps using the same Communications ID for the game, Konami would be able to shut the game down whenever it wants.
Lab Zero only found out about this through a Sony account manager after the request had been approved, so the decision is probably final. They have requested the date for the PSN takedown be moved until the end of the month, but after claiming that Sony and then Autumn wouldn't let them, all three asked for the date to be moved and Konami has not responded since then.
What does this mean for you?
Sony has said that people won't have to re-buy the game through the store, but because this has not happened before nobody knows exactly how the transition will work. Also, this should not remove the game from your hard drive if you already have it, but may or may not cause netplay issues.
Also, time that Mike spends on this is time he isn't spending on Big Band. On the upside, if the new verison gets through QA on the first try, there's a possibility that the Big Band Build will be up sooner than it would have been otherwise.
What you can do -
Please, don't talk crap about Konami online. It isn't going to change anything, makes us look bad, and makes them think that they've made the right decision. Nothing good will be achieved by ripping into the powerless intern managing Konami's twitter account, etc.
Test out the latest Beta build if you have it. Mike has very little time to test the build before submitting for QA (Monday) if we want to prevent the game from disappearing after getting pulled. If you know how, using the -log option to run the game may be useful.
Update: The best way to let Mike know about any issues with the Beta is to comment on the Patch Notes update on Steam, or else send a PM @Mike_Z on here.
Keep playing, and keep having fun. This isn't the end of the world.
If you want to buy a copy of the game to help support Lab Zero, buy the Steam version. The PS3 and 360 versions won't result in any extra money for L0 at this point, and Konami gets a cut from those.
More info will be added over the coming hours, but I wanted to get this out as quickly as possible.
Other (Minor) news from salty:(click to show/hide)
EDIT: FAQ that will be updated as new info arises
Wow Vad you're member number 1! Heh.
Oh hey, I can answer those questions:
Will the steam version be affected?
Nope!
[edit] There won't be updates to it - besides beta changes->real game - until this stuff is dealt with, but that's all.
Will game re-certification cut into IGG funds?
No, thankfully certification submissions are free on both consoles now. I THINK.
Also the artists are still working on Big Band cleanup / Eliza animation, it's just Ravidrath and myself that are doing this junk.
Does this mean that Lab Zero can use the Konami Code now?
Yes. But do we really want to anymore?
If anything I'd use it upside-down and backward (Start Select A B R L R L U U D D, the Lab Zero code?) or make it delete your game or something.
Does this mean that Lab Zero will be less likely to look at DLC/regular-update models for future games?
No, at least not for me. I am thrilled with both of those choices because it gives us an unprecedented* ability to communicate with the fans and improve the game to their liking (or disliking, heh). It certainly DOES mean looking more carefully at who we join up with to do business in the future.
You missed a bit of news, though admittedly it came later on in the stream:(click to show/hide)
* Try spelling that with very little sleep. Took me four tries.
i honestly dont think this makes a difference its almost impossible to even find matches online for this game. when there are ppl on its at most of them for lobby matches whenever i try and 2 of the 3 will be from japan with horrible connection. the game has been dead for a while, its always something. not blaming them but thats just how it is. every time we expect an update it gets pushed back again :-??1. Almost everyone has moved to the PC version of the game and the beta because of the patch thing.
atleast ppl with pc can enjoy it on steam with no probs
Good morning, everyone! We understand that quite a few people still have not received their vouchers for their upgrade to #Skullgirls Encore.
First, some clarification: the vouchers being sent out are for the US PSN version only. We'll have news on the EU PSN version, the JP PSN version, and the 360 version soon. The US PSN version was the first to make it through the approval process.
Second, we sincerely apologize for the delay in receiving the vouchers. We are trying to get word from Sony on the status of the messages. There are several thousands of them that are being sent out, and we don't know how long it's supposed to take for all of them to reach their destination. We are told that this is only the second time Sony has ever done anything like this.
Lastly, because Sony is sending the vouchers out, we unfortunately don't have a way to check on the status of individual vouchers, and have no way to speed up the distribution process. A number of us at the office still haven't receive ours either.
If we receive any word from Sony regarding the situation, we'll post about it here on our page and on our twitter account: @Skullgirls
For those wondering, we would have loved to submit a patch update instead, but since we switched publishers, it wasn't possible to do so with the way PSN is set up.
We are sorry for any frustration or inconvenience caused.
Obvious shots being fired at Capcom is obvious. Though it was a joke they are including her as well. I think it only took a week for this character to be done...a week...