Sep 11, 2013As it stands, this very likely is the best PC fighting game available, period – and doubly so for the money. And not only that, but buying the game gives you access to the Skullgirls Beta, so you can test out changes in advance of their going live in the game proper.
Generally favorable reviews- based on 80 Ratings
Aug 27, 2013Skullgirls is a fighting game envisioned by fighting game community celebrity: Mike-Z. Because of Mike's pedigree, there is a stark similarity between this game and the Marvel vs. Capcom franchise (in terms of how the game is played). Players can choose from a current roster of 9 characters, and can form a team of 2 or 3 characters, or simply go solo (damage/health adjusts accordingly, depending on your team number). Allow me to say some good things about Skullgirls..
The animations are pretty to look at. They are very fluid and when looked at in slow-motion you can appreciate how smart certain moves look. The style? The crazy 1920's art-deco noir? It's fantastic and peaks the interest of the player. Most of the music is great, not memorable, but pleasant to listen to. And of course, the characters themselves exude both good character design and zany sex appeal. It's a very sweet looking game with a great concept. However..
The fighting game itself is both disconcerting and unpalatable for competitive play. When you boot the game up, you're treated to a simple (but effective) tutorial mode, teaching new players about the basic of basics: high, medium, low attacks, blocking, movement, hit-stuns and recovery time, block-strings and tech-ing out of throws. It also teaches the formula/play-style of all 9 of the characters. It succeeds in giving the player a warm welcome both to the game, and the fighting game genre. But that's about it.
As mentioned above, the game plays similar to marvel vs. capcom, a game which is known for it's long combos and fast-paced footsies. In skullgirls, you get just that. Unfortunately, because of it's relative ease, the hit-stun gauge (pocket of time you have to follow-up your combo) is too large, while in other games, the gauge is a lot tighter, forcing the player to get the timing just right to execute high-damaging and drawn out combos. What this means, is that though the game's mechanics is well-presented to the newcomer and the execution is easy on the fingers, the entire learning curve becomes drastically low.
More often than not, your opponents will hit-confirm you with one of the 6 pokes, and carry it into a 20-30 second combo that will deplete anywhere between 60 70% of your life-bar. And if you're like-minded and rehearsed your combo, you can counter in turn with one of your own. Essentially, the meta-game boils down to: ''Whoever gets first hit, wins.'' This is doubly true for relatively new players who haven't rehearsed such a combo.
This is where the game is crippled. The competitive nature of the fighting game genre revolves around trying to read your opponent, and to play mind-games. However, in skullgirls, they have neglected this element. Which is by far, the most important element. Though the game does a fantastic job at first-impressions and presentation; teaching newcomers and brushing veterans to the genre on the basics, the premise of competitive spirit is subsequently destroyed by the rather abhorrent combo mechanic.
In closing, skullgirls is a pretty game with a fun concept. However, it is let down by the game's inability to balance fast-paced combat with controlled, precise mechanics, but instead, makes the mechanic loose for the newcomer, which subsequently scares such players off when it's exploited to it's full extent. For this reason, I rate it a 4/10. Below average. If you're new to the fighting genre, and wish to pick up a fighting game? Avoid this one.… Full Review »
Aug 29, 2013I'll cut to the chase: go buy Skullgirls right now. It's incredibly fun and you'd be hard pressed to find a better value for your gaming dollar. The sheer amount stylishness, polished gameplay, and raw originality on display here is truly remarkable.
I've always enjoyed fighting games, but I'm not an expert by any means. I like to learn as many special moves and combos as I can, but my actual "strategy" usually ends up being semi-coherent button mashing. I own Street Fighter IV and Mortal Kombat and have had a lot of fun with both. Skullgirls is similar in many ways to its big-budget cousins, but it's also very much its own game. The neo-Art Deco art style is very well done and the characters are designed and animated to perfection. It's an absolute joy to watch classic Warner Bros.-style cartoon chaos unfold as cars race across the screen, heads roll, and giant balls of twine wreak havoc on your character. The voice acting is limited, but suits the mood of the game to a T, as does the 1920s-era jazz soundtrack.
I do have a few tiny nitpicks. I would like to see a few more characters, a little bit more voice work, more graphics options, and maybe some polishing done on a few of the stage backgrounds. Honestly though, I get why there are a couple of minor weaknesses like this. Clearly the developers spent a huge amount of time and money perfecting the core gameplay, and as a result they've come up with something really special. If a few secondary things fell through cracks or got pushed back then that's totally reasonable. It just makes me look forward all the more to future patches/DLC and (hopefully) Skullgirls 2!… Full Review »
Oct 9, 2013Beautiful game. The art style, music, and character design are top-notch. The game plays like Marvel vs Capcom, but with a few difference. The assists are infinite, which means they can be used with less caution, and the game implements an anti-infinite combo system, which can means there should be no infinite combos.
However, there are 100% combos, which may as well be infinite. But, they are not easy to do, and you won't see them online every often, if ever.
My biggest gripe is with the combos being very long and overdone. It's not fun to helplessly sit through someone's 80 hit combo. It's not fun because, not because you are helpless, but because it gets boring after a few times. And that's what the game turns into. Each player tries to capitalize on any openings, and once that first hit lands, it turns into a massive combo. And on top of that, everyone who plays has to learn those combos to compete. Spending hours in the training mode memorizing huge combos gets old. But that's how the game is played, so you don't have a choice.
All in all, it's a good game, but with a flawed combo system. I guess that was the vision of the designer though. I'll stick with games like KOF and GG.… Full Review »