Skullgirls review
We get into a fight with the Skullgirls and come out a bit battered and bloody. But we enjoyed it.
Kicking butt in a nurse's outfit
-
Ozzie Mejia posted a new article, Skullgirls review.
We get into a fight with the Skullgirls and come out a bit battered and bloody. But we enjoyed it.-
Skullgirls is pretty great IMO and has a lot of humor and in-jokes in it. The system for balancing teams is pretty much KOF 2k1, which is fine by me.
The one thing the review skips, which I think is very important, is the tutorial. The problem with fighting games in general (and I say this as someone who cut their teeth on the original Street Fighter II in the arcades) is the barrier of entry. Simply put, fighting games seem to assume you know how to play fighting games. Training/tutorials tend to be and introduction to movement, maybe an explanation of how your meter(s) fill, and 'Here are some combos, do them'. That just isn't helpful to new players.
Skullgirls does more. It starts off with the basics as you'd expect, but then goes on to explain things that other fighters take for granted, such as what a poke is and why you'd want to use it, how cancels work, what mix-ups are and more importantly how to defend against them.
Each section of the tutorial usually ends with you needing to do a small combo incorporating what you've just learned. By the end of the tutorial you're combining all those smaller combos into one big combo, and that has got to feel satisfying to the player who started off not knowing what they were doing.
The only thing that baffles me is the lack of an in-game move list. You're instead directed to download one from http://skullgirls.com/game/guides/
Overall, I'm extremely satisfied with the game, and it will be the one I direct new players to if they're curious about the genre. I really hope other franchises learn from, or outright rip off, the tutorial.
-
The move list is out because it requires UI work (if they have to adjust combos or change buttons, etc). They're a small team, so it is a good idea not to incur that extra UI cost (and testing) and just keep a simple website up to date.
That's my conspiracy theory for why. I don't know the actual reason.-
This is actually accurate, it was determined that it was not worth it for the payoff and they prioritized things that have more longterm value like implementing the hitbox viewer, etc.
There has been talk of some of these things being added with time in patches if they are able to financially support it (read: successful enough)
The team is tiny, as has been said.
-
-
-
-