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Skullgirls- New Characters, Painwheel and Valentine, Announced [Full Roster Revealed]

Actually, we recently had to remove Filia's other win poses to get the game to fit into memory again. All the polish on the stages and UI was eating up a bunch, and we needed to cut some non-essential animations for the time-being to get it to fit again.

Which one was left? Hope it's the one with Samson standing and Filia waving like hair.
 
There will be a story mode. It's all "non-canon" and is told with talking portraits and a lot of original illustrations.

The portraits and illustrations also feature a lot of characters beyond the eight playable characters, too...

This should be interesting to see, of course. Guessing it's not voiced too, right? I only personally ask because lots in the KoF XIII threads around the net were suprised that stories could be told without voices in the 2000s! XD

Actually, we recently had to remove Filia's other win poses to get the game to fit into memory again. All the polish on the stages and UI was eating up a bunch, and we needed to cut some non-essential animations for the time-being to get it to fit again.

Haha, not suprised about this at all. I actually started to wonder about this when the BG characters start to multiply to such large numbers.

We have plans on how to work around that, though. If they work out, we hope to add more intros, taunts and other flourishes with updates.

I've wanted to see fighters do this kinda stuff for a while. Seems like the perfect thing to add along with updates, or to add value to DLC. Not just pertaining to the newly added characters, but also between existing characters, of even just minor shifts and changes to old assets (Like adding a new character to a scene that'd make sense to have them in single player, or add new characters to the openings/intros as they show up.)

Of course, I've wished every game had an opening-editor since Soul Calibur on DC... (One of the Dynasty Warriors did such a thing too...), but that's neither this or that...
 
The latest Friday Night Fight went up... after I went to sleep! Good thing I randomly woke up?

http://www.gametrailers.com/video/friday-night-skullgirls/725364
Okay, Dacidbro officially has the sickest painwheel out there. How long has he had access to the game? I only heard of him playing at around SCR so he must have done a few marathon runs in order to get this good.
Hmm, I guess I can talk about this a little.

There will be a story mode. It's all "non-canon" and is told with talking portraits and a lot of original illustrations.

The portraits and illustrations also feature a lot of characters beyond the eight playable characters, too...
Sounds like BlazBlue which is exactly what I was hoping for!
Actually, we recently had to remove Filia's other win poses to get the game to fit into memory again. All the polish on the stages and UI was eating up a bunch, and we needed to cut some non-essential animations for the time-being to get it to fit again.

We have plans on how to work around that, though. If they work out, we hope to add more intros, taunts and other flourishes with updates.
This is good news. The game should have a very very long life if the updates contain lots of meaty additions and changes. This is EXACTLY the kind of thing that people wanted out of Marvel vs Capcom 3 if anyone else notices.
This should be interesting to see, of course. Guessing it's not voiced too, right? I only personally ask because lots in the KoF XIII threads around the net were suprised that stories could be told without voices in the 2000s! XD
How old is the KOF demographic? Games have been told without voices for two decades and they grew pretty well despite the lack of voices. Having them is a nice thing though.

I usually use the Japanese setting with subtitles on a game like BlazBlue, but this game deserves my full attention in English seeing as it is an American comic/cartoon inspired game.
That Ryu reference was hilarious.
Holy crap I did not notice this until just now.

Holy crapola
 
IPW vids are always so damn clean. I hope you guys continue to net those exclusives. I have one question though. Could someone add the name of the game to the description under the video or something? There is no mention of the name in the video or on the youtube page itself(not even tags, surprisingly).
Careful, Lord Hants giveth and Lord Haunts taketh away...
 
Careful, Lord Hants giveth and Lord Haunts taketh away...

hauntsfinalultimatesmaller.gif

Why is there no mirror for this image?
w/e

Anyway, Valentine looks awesome can't wait to play her.
 
The latest Friday Night Fight went up... after I went to sleep! Good thing I randomly woke up?

http://www.gametrailers.com/video/friday-night-skullgirls/725364




Hmm, I guess I can talk about this a little.

There will be a story mode. It's all "non-canon" and is told with talking portraits and a lot of original illustrations.

The portraits and illustrations also feature a lot of characters beyond the eight playable characters, too...

I realize you're probably limited in terms of what you can and can't reveal but I thought I'd try to get some more details anyway.

. Story mode plan to have branching paths? Joke/Real endings ala BlazBlue?
. You say "non-canon"what does that mean exactly? That each characters specific endings aren't part of the "true" line of events?
. You say talking portraits, does this mean story mode will be voiced?
. You mentioned something before about how Squigly / Umbrella not having "a particularly prominent role in the first arc of the story." Does this mean that there are plans to continually update story mode throughout the game's release?
 
Actually, we recently had to remove Filia's other win poses to get the game to fit into memory again. All the polish on the stages and UI was eating up a bunch, and we needed to cut some non-essential animations for the time-being to get it to fit again.

We have plans on how to work around that, though. If they work out, we hope to add more intros, taunts and other flourishes with updates.

Is it possible to randomly generate that before the game actually starts so it fits into memory but you still get all of the winposes? :) Not sure how you guys handle your loading.
 
Careful, Lord Hants giveth and Lord Haunts taketh away...
I'll make a note of that.
It appears some information has appeared about the training mode features of the game - specifically hitsun and hitbox display: http://wiki.shoryuken.com/Skullgirls/Practice_Room
Neato

I think this game is powered by hate as much as it is powered by praise because it just keeps getting better and better despite the "controversy" that surrounds it. I bet January is gonna be full of surprises now that Reverge is in the home stretch.
And I won't have to buy a Vita to see them. Good shit guys.
Indeed

This game would be a deal at $40. The fact that it'll probably be $15-$20 is amazing and a steal. I can't wait to see how they update the game with DLC and patches(not necessarily balance, Mike has gone on record stating that they'll be rare).
 
BTW, guys, sorry there was no Friday Night Fight this week.

We made one and delivered it to GT yesterday, but I think our contacts there were out for the week.
 
That .99 Alpha I saw on the last one makes me think it's really close to release.

Then again, I've seen some companies do .999 and .9999 betas.
 
Some information has appeared about the training mode features of the game - specifically hitsun and hitbox display: http://wiki.shoryuken.com/Skullgirls/Practice_Room

http://i200.photobucket.com/albums/aa161/Pizzarino/sghitboxes/parasol_airhp.png[/IMG

[IMG]http://i200.photobucket.com/albums/aa161/Pizzarino/sghitboxes/parasol_fhp.png[/IMG[/QUOTE]Hey look its that really awesome feature that should be available in all fighting games by default!
 
We plan to have free updates, and that will include balance patches if necessary.

Mike believes in letting things marinate a bit to see if the community evolves and comes up with a new tactic to counter it, though - he's against kneejerk patching.

That's a good position to take.
 
Hit boxes are evocative of 3S to me. Didn't that game use a bunch of small quads to more or less mirror the area of the sprites instead of fewer, large, arbitrary boxes?
 
Glad FNF went up!

Also, damn... I was called out on Twitter for my version number trolling.

Yeah I was really wondering hard if that .999 meant the game was going to be submitted in a week or two with a hidden surprise last character or something.
 
Sorry I haven't checked on it in the later half of December. Did we manage to "go gold" ?

NOPE! Still waiting for confirmation of a release date though it honestly seems like we're just on the cusp of an official feature complete version of the game being shown to the public. From various comments from the developers it seems like they're on track with whatever deadline they've personally set for completion but the approval process for putting the game on PSN and XBL is what's keeping them from setting an official release date.

I'd imagine we'll be told 3-4 weeks before release.
 

Jesus, the guy is up to 24 vids now! Absolutely fantastic!

Edit :
Oh awesome awesome. Valentines tag out animation after using an assist is sickk.
http://www.youtube.com/watch?v=0685e3VfFd0#t=34s
 
Is it just me, or do camera videos@30FPS look better than direct-feed videos @30FPS when it comes to animation?

I mean obviously direct feed 60FPS trumps everything, but for some reason I feel like more of that smoothness that makes watching 60FPS vids so good is retained in the camera vids.

Valentine looks pretty hype on rushdown, as well as that ultra-lame Peacock zoning. Loved the steamroller kill :D

I can't wait to see more direct feed video of Valentine just to get a better look at how quirky her normals/specials are. Her throw/air throw animations are awesome now that they're in. Finishing Ms. Fortune off by sawing at her neck was awesome and kinda makes me wish that mechanic where you could knock her head off from her body was still around(or just certain attacks like that one knock her head off when you kill her).
 
This game launches with 8 characters right? How many are we at now?

Filia
Cerebella
Parasoul
Peacock
Ms.Fortune
Painwheel
Valentine

So were at 7? 1 more and then we can expect a release date or is there other substantial content yet to be added?
 
Sorry again about Friday Night Fight slipping again - I delivered it to GT, but it was a big one and probably would've taken several hours to convert, and they might've also bumped it for their other weekend stuff.

There will be a lot of video this week, though...!


This game launches with 8 characters right? How many are we at now?

Filia
Cerebella
Parasoul
Peacock
Ms.Fortune
Painwheel
Valentine

So were at 7? 1 more and then we can expect a release date or is there other substantial content yet to be added?

First party rules for downloadable games prohibit you from making release date announcements until the game has been approved.

We're not done yet, but we're getting close - mostly tech stuff, bug-fixing and finalizing Valentine and the 8th character.
 
Alex just redid her smoke bomb to me more swirly and ninja-y and, yes, it's pretty awesome.

This is a silly thing but are some of the backgrounds in the demo builds not fully painted yet? I'm just curious because they seem inconsistent. Some structures and NPCs are detailed, others appear to be sketch lines with rough brush fill in covering them.
 
This is a silly thing but are some of the backgrounds in the demo builds not fully painted yet? I'm just curious because they seem inconsistent. Some structures and NPCs are detailed, others appear to be sketch lines with rough brush fill in covering them.

They're basically final now - there might be a few minor tweaks, but the stuff you're talking about are part of the style he's going for. He wants a very distinct, painterly style so that the characters read well against them.

Are for NPCs... Basically, the further characters get in the background, the more painterly they become - the fighting characters have strong black outlines, characters in the immediate background are a little fuzzier with lighter outlines, and they get less and less defined the further back they go.
 
They're basically final now - there might be a few minor tweaks, but the stuff you're talking about are part of the style he's going for. He wants a very distinct, painterly style so that the characters read well against them.

Are for NPCs... Basically, the further characters get in the background, the more painterly they become - the fighting characters have strong black outlines, characters in the immediate background are a little fuzzier with lighter outlines, and they get less and less defined the further back they go.

OK - I think the backgrounds have shaped up really well from the early prototypes. I was just curious if they were going to change again before release.
 
Just finished watching some of the later Valentine videos and yup, I've found my second character. I knows 'em when I sees 'em! :D
 
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