Hoping for some clarification on this.
I want to believe this. Does anyone know how much say L0 actually has though? I thought Autumn has control over the IP...
I want to believe this. Does anyone know how much say L0 actually has though? I thought Autumn has control over the IP...
I'm pretty torn on this....
- A) What the quotes says, but
- B) To a large audience, this will be a big part of their image of what Skullgirls is, and I don't want anything taking away from SG rep as a respectable fighter IP
Iunno lol :P I'm just hoping for the best :3 Here's to the hype!
Ehhhh, I'm not sure I like League as the best comparison here, what with having to buy every character and then that convoluted rune nonsense...
That's good enough for me. I call that a success boys.
With regards to the story content, how much control do you have? One of the things I appreciated most about the story modes of Skullgirls is how none of the cast turned into a poorly written 'Strong Female Character' TM, even after the playable male chars were introduced.
If/when SG2 happens, perhaps it could include some sort of recap of the events of Mobile? I heard they did something like that for the KH rereleases.Ok I woke up to a lot of alerts but I do have a few questions.
@Ravidrath For instance: if anyone decides to skip this (I know a lot of people who simply don't like to game on mobile) will the miss out on "big" things story wise like huge plot points or reveals? Or will it be more fun side stories that add more to characters but if you do decide to skip it you won't miss big chunks of story?
Basically would this be needed to get the "full" story and have exclusive plot points if Skullgirls 2 ever happens?
It's not going to be like Kingdom Hearts where you would need to buy games across platforms to understand the story right?
This is exceptionally not the case. I have played enough Injustice and MKX mobile by now to know how much agency you actually have there, vs in SG mobile.
This, I honestly agree with. I can't stand that jargon-y crap either, and had basically the same reaction onstage, though everyone was looking at the screen.jesus christ, I didn't think they'd try to cram that many buzzwords into the reveal speech
"a fighting game for mobile that captured the depth and essence of a fighting game, while at the same time being extremely accessible and built from the ground up with mobile in mind"
it's like someone just vomited business jargon and the crowd ate it all up
Stew on it for a while, I'm sure as the project simmers down they'll find a design that doesn't go against the grain of Lab Zero's principles. This is their bread and butter we're talking about here, they wouldn't want to let the franchise go stale.
I think they mean "there's barley [sic] any actual gameplay in the video", not "in the game itself".
Moonlight said:Came out of the panel. In general, it was awesome. Skullgirls mobile looked cool, too. To address a few immediate concerns: what they showed looked like Skullgirls. They headed off any concerns on predatory micro transactions (but the game will be free to play) and everything in the game will be unlockable for free, apparently. Ravid specifically compared it to League, where you can play the full uncompromised game for free and if you're kicking over money it's because you want to, basically.
It's more of a game than I was expecting, actually. All the controls are limited to a couple buttons to control supers and swipe/hold motions. There's dashing forward/back, launchers, blocking, etc. RPG mechanics/progression come into how the game seems to calculate damage and different skills characters have. They demo'd Big Band who has a skill where he regents some health for a couple seconds when he tags into a battle. Eliza inflicts a bleed status effect when anyone uses a super and heals off getting hit with bleed. Each character colour palette has different skills and stuff. Think of it sorta like custom moves in Smash 4?
The game is so far totally single player, though. We might see Versus later, I don't recall them promising anything.
There's new music, new assets, new animations, and they said they wanted to add new characters to the game to use as a basis for Skullgirls 2 (!!!) since the game basically uses the exact same sprites/assets in the exact same way. They also made no guarantees or promises but basically Annie is confirmed.
EDIT: Oh yeah, there's an offensive assist mode for people who'd feel intimidated even by the touch controls. Basically it just sets the character you play as into a really aggressive AI that just attacks with normals so you can just think of when to activate supers or when to block or even when to attack yourself. Seems like a pretty smart feature. Implementation wise, at least.
Ravidrath said:Swipe forward does a dash-forward attack, swipe back does a back dash. Pretty sure that's it for pure movement?
Tapping does a canned combo, swipe up does a launcher and tapping them in the air does an aerial combo. Swiping down does a knockdown attack. And holding a finger of them does a charge attack.
Holding two fingers blocks, and swiping two fingers does a throw.
Moonlight said:Played around with it a bit. I really enjoyed myself, actually. The controls feel very intuitive. It took me like a minute to fully adjust, and it totally clicked from there. Was pretty fun messing around with the grabs, launchers, dashing, etc. Felt... yeah, like Skullgirls. Different, of course, but the pacing of the fights felt right.
Ravid showed me how it looks like on a phone screen. And yeah, if looks really nice.
I had the gacha/monetization stuff explained to me a bit, too. You earn crates (relics is the nomenclature, technically) that contain some random loot - special moves for your characters, new versions of characters (?), and such - and if you get duplicates, those convert into skill points for the character that special/palette was associated with. You spend the skill points in the progression tree those characters have. They'll have daily events (on a rotation? I wasn't sure) where you're guaranteed a crate for that character's drops. And then you can buy in-game currency to buy these crates yourself if you want. No stamina stuff, either.
But that all doesn't matter because what really matters is that Charley gave me a quick glimpse at the story menu and I see that one of the chapters reaaaaally looks like it concerns Black Dahlia. All I need from this story, really.
Sigh, this is where you're losing me. Money affects gameplay, and while you can say it won't be a big deal in this game, every mobile game claims that. It always seems inevitable that at some point the grinding gets too much and you need to either cough up or you'll be stuck for a while, and even if you do cough up you'll still hit another bottleneck later and it never ends.Moonlight said:I had the gacha/monetization stuff explained to me a bit, too. You earn crates (relics is the nomenclature, technically) that contain some random loot - special moves for your characters, new versions of characters (?), and such - and if you get duplicates, those convert into skill points for the character that special/palette was associated with. You spend the skill points in the progression tree those characters have. They'll have daily events (on a rotation? I wasn't sure) where you're guaranteed a crate for that character's drops. And then you can buy in-game currency to buy these crates yourself if you want. No stamina stuff, either.