Developer: Reverge Labs | Publisher: Autumn Games/Konami | Platform Reviewed On: Xbox 360In the past four years 2D fighters have gone from a dead genre, to nearly flooding the market again.Every game is fighting for an ever shrinking piece of the pie. Is there even room for a downloadable fighter?
I must admit Iím not a huge fighting game fan. Sure I can mash out a fireball or dragon punch if need be, but Iíve grown to realized Iíll never be on the center stage at EVO. Although every few months a new fighting game comes around, and I jump in hoping this will be the game were I go from noob to slightly better then a noob. Skullgirls is the new 2D fighting game on the block, the creators boost that with itís more in depth tutorials; it will teach a scrub like me to play, and think like a pro. Skullgirls does fall short on this promise, but that doesnít stop it from being a good fighting game.
Skullgirls developers Reverge Labs created a beautiful 2D fighter. Characters move around the screen with unparalleled grace as they pummel one another into the ground. The blend of 1920ís movies and modern anime art styles is weird at first, but quickly grows on you. Characters one-liners give flash backs to Bugs Bunny cartoons of yesteryear, classic fighting games, and popular Internet memes. Skullgirls has personally like no fighting game before it.
With a roster of only eight characters quality over quantity is the name of the game for this $15 dollar downloadable. The characters are fun to use and are all very unique. From the headless feline Ms. Fortune, to the chain smoking twelve-year-old Peacock each of the character has her own move set, style, and destructive specials.
While there is much to like about Skullgirls it does have some problems that keep it from being the new era in fighting games. During tag matches hitboxes will replace the characters when they tag in and out. The difficulty seems to vary from character to character. The grappler Cerebella, the shape shifter Double, and the forth mentioned Peacock hit some frustrating controller breaking combos against you even on normal difficulty. It not that itís challenging, it more like itís unfair. Characters will hit a ground combo into an air combo, back to the ground, and then end it with a special that will leave you in crying in the fetal position. Letís not even start on the final boss. It like the creators donít want you to see the ending with the cheese that she throws at you.
The tutorials that are suppose to teach fighting game strategy, and it does this pretty well. The game goes from teaching you basic combos, how to block high and low properly, cancels, and air combos. The tutorials are great, and probably the best in any fighting game, but the doesnít teach you have to play as a specific character, and there is no move list in the pause menu. Instead the game sends you to itís website to download a PDF with all the characters moves.
The GGPO middleware for online is great, and itís a shame more games donít use it. Before every match the game shows you the ping for the match, then suggest an amount of frames you should delay by. I would have been nice if the game feature lobby system where a group of people can join up and spectate a match or two before getting into the fray themselves.
With everything said, I do think Skullgirls is a good game, but it stumbles in some key areas. That keeps it from being a great game.