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  • Skullgirls' fourth new character is Beowolf

    by 
    Jordan Mallory
    Jordan Mallory
    05.17.2013

    The results are in, and fans have voted to make Beowolf the fourth new character in Lab Zero Games' little fighter that could, Skullgirls. An ex pro wrestler, Beowolf and his trusty folding chair (named The Hurting, naturally) have come out of retirement in order to test the true limits of his strength. Being a wrestler and everything, Beowolf's playstyle has been influence by Street Fighter's Rainbow Mika and El Fuerte, as well as Tekken's King. Beowolf is the fourth new character to be funded by Lab Zero's wildly successful Indiegogo campaign, which raised over $800,000 for DLC production back in March. Three other characters, Eliza, Squigly and Big Band, are also currently in development. Squigly is expected to be the first released, dropping alongside the PC version of the game sometime this summer.

  • Skullgirls' $150,000 Indiegogo goal met in less than 24 hours

    by 
    Jordan Mallory
    Jordan Mallory
    02.26.2013

    Skullgirls developer Lab Zero Games has not only succeeded in raising the $150,000 required to design, develop and implement the game's first DLC character, but in doing so has also delivered crowd-funding platform Indiegogo's fastest and most-funded gaming project to date.The fundraiser met its goal after 22 hours, and is sitting just above $184,000 as of press time, with 29 days of funding still left to go. This means that the project's first stretch goal, a new level and story mode campaign for Squigly, the new character, has also been completely funded. If the fundraiser reaches $375,000 before its completion, Skullgirls' first male character, Big Band, will also be created.Once completed, Squigly will be made available at no cost on Xbox 360, PlayStation 3 and PC.

  • Skullgirls dev wants $150,000 in crowdfunding for new character

    by 
    Mike Suszek
    Mike Suszek
    02.24.2013

    Mike Zaimont and Peter Bartholow of Lab Zero Games recently unveiled plans during a Twitch.tv stream to crowdfund a new character for Skullgirls, Shoryuken reported. Zaimont and Bartholow's goal is to raise $150,000 starting February 25 to develop the "Squigly" character, her story and stage, in addition to stretch goals for two other characters."I know that $150k sounds like a ton of money, and it's only that cheap because we're taking huge paycuts to try and make it happen at all," Bartholow told Shoryuken. "A full cost breakdown will be provided so that people can see how their money will be spent."Once the Squigly character is completed, she will be available free for three months on all platforms, regardless if players have contributed to the developer's crowdfunding efforts.

  • Skullgirls PC moving forward through new deal with Marvelous AQL

    by 
    Jordan Mallory
    Jordan Mallory
    01.31.2013

    Development of the long-awaited PC version of indie fighter Skullgirls is set to begin in "the coming weeks," thanks to a funding/publishing deal between existing publisher Autumn Games and Japanese publisher Marvelous AQL.The agreement, which is in its "final stages" according to Peter Bartholow, CEO of developer Lab Zero Games, will allow Skullgirls to be ported to the PC with "expanded multiplayer functionality" as compared to the console version. Bartholow expects the porting process to take "around four months" to complete, with more information regarding the port's new features, as well as details on a public beta, to follow as development progresses.Meanwhile, Skullgirls' quest to raise the most money for breast cancer research (and therefore become the eighth official EVO 2013 selection) continues. Limited edition posters (left) are now available for pre-order, with 50 percent of all sales going directly to the fundraiser.

  • Skullgirls XBLA patch in limbo due to file size

    by 
    Jordan Mallory
    Jordan Mallory
    01.09.2013

    Despite landing on the PlayStation 3 back in late November, Skullgirls' Slightly Different Edition update has yet to make its way to Microsoft's console. The delay is due to the file size of the update itself, according to XBLA Fan's translation of a tweet from the official Japanese Skullgirls account.While Microsoft limits XBLA updates to just four megs, the fighter's Slightly Different Edition patch weighs in at 590 megabytes. Being granted an exception to the rule is apparently possible, though subsequently time consuming. No announcements have been made regarding an expected completion date for the whole deal.Though dubbed Slightly Different, the patch changes an impressive number of details for each character in Skullgirls, in addition to adding further modes and UI improvements. It's also supposed to decrease load times, though the patch itself seems to be suffering from quite a long one.Update: We were contacted by Lab Zero Games' Peter Bartholow, who clarified the situation a bit further. "We've been working with MS developer support and have managed to reduce the size of the update significantly," Bartholow said. He went on to inform us that the size of the update itself is "still in flux," but that Lab Zero is "hopeful that the size reduction will help speed up the submission process."

  • Skullgirls team forms new studio, continues work on series

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    11.20.2012

    The team behind Skullgirls will continue work on the game under a new banner after being quietly laid off from Reverge Labs this summer. Shoryuken lays out the odd tale that finds the team being let go in June, but then reforming as Lab Zero Games and continuing work on the franchise."Not being able to tell anyone about these rather significant developments has almost been as bad as being largely unemployed and unable to continue our work on Skullgirls," an introductory letter on Lab Zero Games' site reads. "We have always strived to be as open and transparent as our business and legal obligations will allow, but we feared news of these events would discourage our fans more than our conspicuous silence would. Being able to finally fill everyone in on everything is a huge relief, and we hope you understand our reasons for keeping quiet until now."We've reached out to Lab Zero for more details. In the meantime, the developer says the circumstances of the summer have delayed work on the PC version of Skullgirls and "indefinitely delayed" the first DLC character. They haven't given up, they're just busy trying to get back up.

  • Skullgirls 'Slightly Different Edition' patch hits PS3 version Nov. 20

    by 
    Jordan Mallory
    Jordan Mallory
    11.17.2012

    The PlayStation network version of indie fighting game Skullgirls will be receiving a rather sizable update next Tuesday, November 20. Dubbed "Skullgirls: Slightly Different Edition," the patch makes a multitude of balance and gameplay changes to all characters, in addition to correcting bugs and adding new features/modes.Amongst those new features are the addition of in-game move lists for each character, a new Tournament Mode that streamlines the user interface and menu hierarchy for tournament settings, cross-compatibility between North American and European/Australian matchmaking regions in online play, individual character tutorials and a lot more.No date has been given for when the patch will be applied to the XBLA version of the game, though the patch notes do promise to greatly improve load times whenever that happens. The full list of changes, including character/balance adjustments and other various mechanical fiddling, can be found here.

  • Skullgirls boppin' to PC digital distribution later this year

    by 
    David Hinkle
    David Hinkle
    05.02.2012

    Reverge Labs' debut fighter Skullgirls is coming to major digital distribution channels later this year. The Windows PC port will be available on Steam, Origin, GameFly, GamersGate and GameStop PC Downloads.The PC version will ship with several updates built in – updates that will eventually be patched into the console versions. These include "in-game movelists, additional tutorials, retuned single player AI, enhanced leaderboards, in-game name display for online matches, and additional multi-player regions."

  • Skullgirls sells more than 50K to date, Reverge working on updates

    by 
    JC Fletcher
    JC Fletcher
    04.26.2012

    Reverge Labs announced via Twitter that Skullgirls has sold over 50,000 copies in ten days of availability. That number doesn't include any European PSN sales, as that version arrives on May 2.The company thanked fans, and revealed that it's at work on "the first updates," the contents of which are currently unknown. However, Reverge has suggested that in-game move lists and input displays for training mode are among the updates it would want to add, if enough people bought the game to support the hosting costs.This is good news for the first-time developer, and good news for fans. It's good news for everyone but "Peacemillian," who made a statement in chat during a streaming event last September: "if this game breaks 50k sold I'll eat my own shit."

  • Skullgirls review: Close, but no cigar

    by 
    Jordan Mallory
    Jordan Mallory
    04.13.2012

    Despite the fresh renaissance the fighting game genre has grown into over the last couple of years, the medium is still dominated by the superpowers that brought it to its knees during the late twentieth century: Capcom, Namco Bandai, SNK Playmore, etc. Now, however, a new challenger comes.Skullgirls, the debut title from Reverge Labs, is unique in that it's one of the very few original IP fighting games to come out since the genre regained its popularity. What's more, its also an anime-style 2D fighter from an American development studio, which is crazy. I've been following Skullgirls' production since it was announced last year, and as much as I wish it were the paradigm-shifting indie darling the fighting game scene so desperately needs, that is sadly not the case.%Gallery-153133%

  • PSA: Skullgirls heads to PSN today, XBLA tomorrow

    by 
    JC Fletcher
    JC Fletcher
    04.10.2012

    In honor of Skullgirls' impending release, Reverge Labs released this trailer of Double, reminding us that there's a character who morphs into disgusting versions of the other characters through a process that looks kind of like turning inside out.If you want to pick up the only fighting game this year with a Gradius-inspired moai transformation, Skullgirls is out in North America today on the PS3's PlayStation Network, with XBLA following tomorrow, for $15.

  • Skullgirls hits PSN on April 10

    by 
    Jordan Mallory
    Jordan Mallory
    04.07.2012

    Skullgirls' previously undetermined PSN release date has been totally determined, with the game now set to launch at $14.99 in the Americas on Tuesday, April 10 – one day ahead of the XBLA release. The game's PSN launch dates in Europe, Australia and New Zealand are unfortunately still a mystery, although Wednesday's XBLA release does include those territories.Skullgirls is also knee-deep in the tournament fighting scene and will be making appearances at several major tournaments around the country -- appropriate, considering that it's been designed specifically with serious competitive fighting in mind. This will be helpful for people who are curious about Reverge Labs' debut title, but are also strangely adverse to downloading trial versions of things. Finally, a way to support your local fighting game community and indulge your bizarre eccentricities simultaneously.

  • Skullgirls hits XBLA April 11, PSN release still undetermined

    by 
    Jordan Mallory
    Jordan Mallory
    03.31.2012

    Skullgirls has just passed Microsoft's certification gauntlet and will be available for 1200 MS Points on Wednesday, April 11. The game's PSN release date has yet to be finalized, although it will "very probably be April 10th," according to an announcement made on neoGAF by Reverge Labs community manager Peter Bartholow.Bartholow was able to say, however, that the PSN version's price point will be a comparable $14.99 in North America.

  • Double is Skullgirls' final, grossest character

    by 
    Jordan Mallory
    Jordan Mallory
    02.18.2012

    You didn't think the entire Skullgirls character roster was going to be comprised exclusively of buxom cartoon vixens, did you? Reverge Labs had to do something to balance this stuff out, so what better way to show that it's what's on the inside that counts than to add a character whose insides are on her outsides?Double, the terrible, moist hand/mouth creature above, is actually much more disgusting in motion, as you'll see in the walkthrough videos after the break. A shapeshifter, Double's fighting style is an amalgamation of the other styles in the game: She morphs into other characters to perform tweaked versions of their normals, and most of her specials are moves that didn't make it into their respective character's final moves list.She's got some really original stuff as well, like a level-5 super that transforms her into an Easter Island head that spews bullet-hell projectiles from its mouth. We're intrigued, but also a little nauseous.%Gallery-147971%

  • Skullgirls reimagines anatomy in its story mode

    by 
    JC Fletcher
    JC Fletcher
    02.05.2012

    This trailer introduces the story mode for the downloadable fighter Skullgirls -- and introduces some striking pieces of poster artwork at the same time. Each of the combatants has been cursed by the "Skull Heart," a wish-granting artifact. We're now left wondering if this is a heart shaped like a skull, or a heart that resides inside a skull, or just, like, the middle of a skull.A dev diary on the PlayStation Blog lays out this and the other modes found within the game, and also teases the inclusion of four exclusive Trophies in the PS3 version.

  • Meet Valentine, Skullgirls' phlebotomist femme fatale

    by 
    Jordan Mallory
    Jordan Mallory
    11.26.2011

    Somewhere, someone once thought this exact thought: "I love going to the hospital to have my blood work done, but I wish the procedure could be performed by a ninjutsu-trained assassin wearing an extremely revealing outfit instead of Ethel Mertz's retired understudy." The result of that thought is Valentine, the seventh playable character to be announced for Reverge Labs' upcoming fighter Skullgirls. Both a ninja and a nurse, Valentine's arsenal includes bonesaws, defibrillators and dead human bodies. Previously part of an Anti-Skullgirl Labs group called "Last Hope" and partially responsible for the creation of cast compatriot Painwheel, Valentine now uses her martial/medical skills in service of the Skullgirl. She, along with seven other fighters, will be fighting for control of the Skull Heart some time in early 2012.%Gallery-140320%

  • Skullgirls' Ms. Fortune separates skull from girl

    by 
    JC Fletcher
    JC Fletcher
    11.15.2011

    Skullgirls' Ms. Fortune is an unusual mixture of influences. She's a cute, anime-style catgirl, but also sort of a zombie, given the ability to tear her own body apart and reassemble it without harm. She uses this ability to turn her head into a projectile, of course. She also appears to have Wolverine's "Berserker Barrage" attack from his appearances in Capcom fighters. Like, exactly. She even yells "berserker barrage" "furrserker purrage" when performing it. Does that make it a berserker homage? Update: Reverge Labs' Mike Z let us know that it's actually "furrserker purrage." Because she's a cat!

  • Skullgirls 'Move Primer' trailer primes your eventual moves

    by 
    Jordan Mallory
    Jordan Mallory
    10.29.2011

    From everything we've seen before, and from the contents of this latest trailer, it looks as though Skullgirls will attempt to solve universal genre issues that plague fighting game enthusiasts the world over. That's a pretty tall order, considering that Capcom, Namco, SNK (R.I.P) and others have been attempting the same feat for nearly 25 years. Reverge Labs seems to understand that gameplay issues in fighters can't be solved by balancing alone, and as such will be implementing a number of mechanical systems in order to prevent abusive gameplay mechanics which can potentially taint a fighting experience. The Anti-Infinite Combo System, for instance, allows players to escape from combos that would otherwise guarantee a loss. Similarly, the game's blocking system protects unblockable high-low mix-up traps. Skullgirls' radically different failsafe systems have already sparked heavy debate among the die-hard fighters that run Joystiq's circles, a prevailing opinion being that the "problems" the game's systems attempt to correct are not problems at all, but rather accepted play-styles inherent to the genre. It will take months of extensive community involvement for the scene to render a verdict either way, which we can get started on sometime early next year.

  • Skullgirls delayed, cracking craniums in 2012

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    09.27.2011

    Downloadable fighter Skullgirls will launch in early 2012, Reverge Labs has announced. The key reason for the delay, according to the developer, is that the team is polishing the game's features, based on feedback it received while showing the game off during 2011. "Some companies call this 'feature creep,' but we call it the extra polish that takes a game from 'good' to 'great,'" noted Peter Bartholow, Designer/Producer/Community Manager at Reverge Labs. Additions the studio is working on before launch include speeding up the game, adding many new effects, upgrading backgrounds to 3D, incorporating more music from Michiru Yamane, adding button macros for pad playing and "innumerable balance and gameplay tweaks." %Gallery-126006%

  • Castlevania's Michiru Yamane making the 'jazzy' sounds of Skullgirls

    by 
    JC Fletcher
    JC Fletcher
    04.21.2011

    Composer Michiru Yamane is best known for her work on Castlevania: Symphony of the Night and other Castlevania games. She also recently contributed to the bouncy soundtrack of Cave's iPhone game Mushihimesama Bug Panic. And now she's working on her first American-developed game: Reverge Labs' 2D fighter Skullgirls. Per the developers' request, Yamane is creating "jazzy" music for the game's "dark deco" world. "I love Jazz and have been wanting to create some of my own," she said, "so I played a bit with the rhythm and different sounds to try and heighten the impact and almost primal nature of the unique graphics." So don't expect the same range of Gothic, orchestral, synth, choral rock we came to know from her work on Castlevania. You can hear a bit of Skullgirls' music in the video statement by Yamane after the break.