- Il gioco è sviluppato da Mike_Z ( della fama di BB) - Fino a tre combattenti per squadra (simile al ratio di CvS2) e assist - Roster di 10 personaggi (più eventuali DLC a detta degli sviluppatori) MECCANICHE:
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NA: Can you tell us anything about the combo system that stands out from other games?
MZ: Brace yourself, because I can talk about this stuff forever…
The basis for the combo system is lifted almost directly from the Marvel vs. Capcom series. You can combo pretty much anything into anything else, and it’s really open and free. There are chain combos, launchers, air combos, and you can cancel normal attacks to specials to supers. The systems we’ve added on top of this proven foundation have led to some really interesting features.
It all starts with our anti-infinite system. While the freedom afforded by a combo system like this is great, the inevitable infinite combos it creates are what tend to ruin games. So we’re heading that off from the start – if the game detects that your combo is looping, the hit sparks and sound effects will change and your opponent will be able to break out of it for free. They can only escape if you let them, by doing a loop, and the system starts out pretty lenient and then gets stricter as your combo gets longer.
The detection is based on the actual combo you are doing, and there are only a few very simple rules. By heading this off, it means Skullgirls didn’t need hit-stun deterioration, gravity scaling, or any other combo limiters – if some series of hits combos at the beginning, it will still combo at the end. It also doesn’t forcibly end your combo – you still do damage, and if the opponent chooses not to escape you could continue forever.
One of the other things the game engine outright prevents is high-low unblockables. In other games, if you are touched simultaneously by a high attack and a low attack, you can’t block both and the opponent gets a free hit… and the subsequent combo. In Skullgirls, if you are touched by an attack that forces you to block high or low, you are protected from any other object hitting high or low for about 12 frames, or 1/5th of a second – this means any 100% “human unblockable” setup will only be a 50/50, since you still have to block the first hit properly.
This protection enables one of our other unique features, custom assist types. When choosing what a character will do as an assist, the player can choose from two predetermined moves, or they can perform their own action by inputting the move at the character select screen.
A standing weak punch for tick throw setups, a multi-hit low move for mixups, an invincible special move as antiair… you want it, you got it. Any ground move, any special move, throws, even dashing – whatever you do, that’s the assist you get. The only limitation is no supers, because those were supremely overpowered when we had it as an option. I should also note that any assist, even immediately invincible moves, will have 3 vulnerable frames when they land to prevent situations in which the opponent’s only choice is to block.
Nessuna informazione sull'uscita del gioco che rimane ancora 2011. Il gioco sarà rilasciato in Digital download
News: La data di uscita del gioco è stata spostata da "late 2011" a "early 2012". A quanto pare hanno deciso, in seguito al feedback della community, di modificare alcuni aspetti del gioco. Di seguito quello su cui stanno lavorando:
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Here are a few of the changes and features we’ve implemented or will be implementing based on the community’s feedback:
Gameplay speed changes – 10% faster! Lots of new effects and overall presentation improvements Upgraded backgrounds to 3D Additional music from Michiru Yamane Requested color palettes Accidental pause prevention option – hold Start for 15 frames to pause PlayStation 3 custom soundtrack option Button macros to help when playing on a pad Innumerable balance and gameplay tweaks In-game art galleries
Per quanto le meccaniche di gioco, non male, non sembrano nulla di rivoluzionario o innovativo, la direzione artistica e le animazioni spaccano veramente
Quotone... chissà se sarà possibile forzare la modalità 1vs1 oppure sarà obbligatorio mischiarla con le altre... A parte questo, il loro sistema non è certo nuovo ma alcune feature che hanno introdotto sono molto interessanti. Mi riferisco al loro sistema di rilevazione delle infinite, quello per evitare gli unblockable setup, la possibilità di giocare in 3vs2 o 2vs1... infatti anche i jappo li stanno tenendo d'occhio.
Anch'io preferisco 1v1, rende più onore alla profondità che ogni personaggio ha dietro. Ormai manca un solo pg da presentare del roster originale (di 8): Umbrella. Visto che è stato rimandato spero ne aggiungano altri prima della release ufficiale
E con Valentine viene concluso il roster iniziale.
Gli ultimi altri due personaggi che inizialmente dovevano essere presenti all'uscita, Squiggly e Umbrella (gli ultimi due sulla destra), verrano rilasciati come "early DLC"