by Wood on Tue Apr 17, 2012 5:18 pm
After reading your review, I can conclude that there's absolutely no way I can change you mind about the game. It's impossible to argue taste with someone. However some the points you're throwing up here are very debatable, and mis-informed at points. The character design I think is actually very good. These aren't some weird abstraction of the trend that DOA and other anime fighters have been putting out. These are't well-endowed woman with pencil thin limbs that have no business in a fight, let alone a serious fighter. Each fighter either draws from previous fighters before it, or they're drawing from old timey cartoons. Filia is down right analogues for Millia Rage from Guilty Gear. Valentine is definitely based off Mai from Fatal Fury/King of Fighters. Peacock makes a parody of those old-time Disney bros. cartoons. What I'm getting at that these aren't just busty women for the sake of busty women, like DOA. They're meant to be drawing on the games that the designers LOVED to play. And even with that, all of these characters exude their own style. There's no mistaking these characters for anything else out there. To say that these sprites are not rendered with creativity or style is simply close-minded.
I'm not sure how this feels like Street Fighter at all. This doesn't feel like SF2, 3rd Strike, or even SF4. During an interview, Mike Z simply compared this game as Guilty Gear x MvC2. Over the top characters with a free form combo system of a vs game. Yes, SkullGirls does share the same 6-button set up as Street Fighter, but the similarities end right there. You also complained that the "Punch" and "Kick" buttons don't correspond with throwing fists or feet at an opponent, so you say that it loses that kinetic feel of a fighter. However, I must point out that I play Balrog (Boxer) in SF4. He doesn't have kicks at all. So instead of having a short, forward, and roundhouse kick, he instead gets access to another set of punches. Yet this doesn't break me from having to translate what that means to the game. When I press down and "Roundhouse" with Balrog, I'm still throwing a sweep, regardless. Or maybe Guilty Gear is more appropriate. When I play Slayer, who has no weapon asides from his limbs, what does Slash and Heavy Slash mean to him? He's still hitting people with some closed fists. Or BlazBlue, where the buttons is simply A, B, C, and Drive. Or Marvel 3, which is Light, Medium, Heavy, Special, and two assists? What I'm getting at is you're too hung up on expectations of what "think" the kick button should do, rather just understanding what the game says is a kick.
You're also calling this a game a highly technical game instead of an inspired and brilliant one. Tell me, Dave, what do you think is a revolutionary fighting game whose mechanics makes it stand out from its peers. I will argue this game's anti-loop system is a very creative solution to combat infinite combos. Previous methods are hit-stun decay and damage decay, or both methods. That is, the diminishing returns for each hit in a combo are such that if it's too long, your opponent will simply just recover out of the combo, as game like BlazBlue and MvC3 does. Or each hit in a combo does less and less damage inside of a long combo that it is not longer worth keeping a long combo going, and instead rewards a player that can do a short damaging combo and then go for a reset. In SkullGirls, if the system doesn't think it's a loop, it's a legitimate combo. If you repeat a pattern, the game will just stop the combo right then and there. This is the only game that does that. If that's not creative, how about custom assists? I'm able to, at the character select screen, input any ground move, and everytime I call for an assist, that's the move that comes out. It could be a special move, a normal move, a grab, whatever I want, as long as it's a grounded move. I can call a standing jab assist, just so I can tick grab opponents. I can do whatever creative set up I can go for.
Or how about we talk about this: This is a BRAND NEW IP in the world of fighting games. That ALONE is an impressive feat. This is a brand new game that asking for the same amount of money as some classics, some of which are actually more expensive if I remember correctly. Wasn't 3rd strike $20? This isn't a browser game, nor is this an indie channel game. There's enough work in here to absolutely warrant the asking price. This game has more going for it than even Street Fighter X Tekken, which is asking $60 for the base game, and $40 for costumes, and ANOTHER $40 for DLC characters that are on the disc, but can't get because the Vita version isn't out yet. Konami should be PROUD to publish this game, even with the flaws of being rushed out. If you disagree, then you need to play Castlevania: Judgement. That has Konami's name on it, and it's an absolutely terrible 3D fighting game. SkullGirls, on the other hand, is a love letter to fighting game that took 2 years to craft. I think you need to take another look at this game, sir.