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Search Results for: skullgirls

Skullgirls hits Squigly DLC crowdfunding goal in under 24 hours

By  •  February 26, 2013

Squigly XBLA

Update: In the brief span of time since this article was published, Lab Zero Games was able to raise another $25,000, meaning it has hit its first stretch goal: Squigly will now get her own stage and story mode. Original story follows.

Lab Zero Games was hoping to reach its goal in 30 days. Some thought the notion of raising $150,000 for a DLC character for XBLA, PSN and PC fighting game Skullgirls would be “impossible.” As it turns out, it was — just not in the way many onlookers were thinking.

It didn’t take Lab Zero 30 days to raise the funds it requires to finish designing the character Squigly and get her into its game. It didn’t even take 30 hours. In less than a day, the independent studio that last year was sculpted out of some bits of clay that fell from Reverge Labs was able to raise the full $150,000 it says it requires to bring Squigly to gamers.

“In less than 24 hours, #Skullgirls has raised $150k for Squigly!” reads a tweet that went out this morning from the official Skullgirls account. “Everyone at Lab Zero is humbled. Thank you so much!”

Shortly thereafter, Lab Zero Games CEO Peter Bartholow provided XBLAFans with details on the character’s XBLA release. First, a title update and mandatory DLC pack that will add Squigly — along with any stretch items that the Indiegogo campaign is able to hit — will be released. An initially free-of-charge Squigly unlock will be released simultaneously. Squigly will remain free for a 3-month period and will set gamers back $5 from that point forward.

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Get a new Skullgirls character for a mere $150,000

By  •  February 25, 2013

Lab Zero Games is back in the news, this time shooting for a lofty goal of $150,000 in order to bring a new character to all platforms. The new …
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Weekly Roundup: January 13 – Shoguns, Skullgirls and Special Forces

By  •  January 13, 2013

Weekly Roundup compiles all the biggest news stories, reviews and features from the week into one handy post on the weekends.

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It was a busy week for two of 2012’s biggest XBLA games: The Walking Dead and Minecraft. Minecraft saw its The End content delayed out of its next title update to some unknown future point. Meanwhile, we learned that The Walking Dead has sold a lot of episodes, that it may allow players to carry over saves to the next season and that gamers who bought a faulty Xbox 360 retail version of season one will be given a free XBLA copy. If you’re still looking for more XBLA coverage, be sure to keep an eye on the site every weeknight this week as we detail the biggest games coming to Xbox Live Arcade in 2013. What games are you looking forward to this year? Let us know in the comments below.

Here’s our week in review:

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Sticks and stones couldn’t break Skullgirls’ bones

By  •  January 11, 2013

The story of Skullgirls‘ development, release and post-release support just may have more twists to it than its top-heavy characters have curves on their pixelated bodies. It started with two men, each with a skill, a passion and an idea. In 2009, longtime fighting game fan and tournament player Mike “Mike Z” Zaimont began programming a fighting game of his own. Elsewhere, unbeknownst to Zaimont at the time, artist Alex “o_8” Ahad was drawing a new fighting game universe of his own into existence, complete with characters to populate it. Eventually the two were introduced and merged their pet projects together at Reverge Labs into the game that released on XBLA and PSN in April of last year as Skullgirls.

Critics generally gave the game a favorable reception, with its combined XBLA and PSN score averaging 80% on Metacritic. Gamers gave it a fairly warm reception, too. The developer was excited when Skullgirls sold 50,000 copies in its first 10 days on the market. Although the development team informed XBLAFans on Thursday that Skullgirls has failed to turn a profit to date, we were also informed that the game has performed well enough that publisher Autumn Games is interested in green-lighting a sequel if it can successfully dodge the sticks and stones City National Bank has thrown its way.

With a PC version, DLC characters and multiple sequels in the plans, things were looking up for Zaimont, Ahad and the rest of the crew at Reverge. Then everything went quiet. Months went by without a single update on the port, downloadable content or the sequel. It was eventually revealed that the Skullgirls team had been let go by Reverge Labs in June of 2012 after developer and publisher allowed their contract to expire without agreeing upon a new one. More sticks. More stones.

Whether it was the entire team that was let go or some fraction of it has been a matter that was up for some debate. Reverge blogged that it was some of the team, while the displaced developers once said it was “the entire” team. When questioned repeatedly by XBLAFans over the past couple of months, neither of those factions nor Autumn has been willing to go on record to clear the air. The one thing that has been abundantly clear, though, is that the contract expiration effectively brought about a game over screen for future Skullgirls content and its would-be creators.

Or did it?

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Microsoft holding up Skullgirls XBLA patch due to size restrictions *updated*

By  •  January 7, 2013

Skullgirls XBLA

Update: Lab Zero has informed XBLAFans that the studio has been working with Microsoft and has successfully shrunken down the size of the update some, though they declined to go into specifics about the current size of the update. Look for a full follow-up article coming soon. Original story below.

Lab Zero Games, the studio now responsible for all things Skullgirls following publisher Autumn Games and original developer Reverge Labs parting ways last summer, still hasn’t been able to get the patch that released for the PSN version of its fighting game in November onto the Xbox Live Marketplace. The holdup, apparently, is Microsoft’s XBLA update file size limit.

A tweet from the official Japanese Skullgirls Twitter account went out on Friday claiming that the update is exponentially larger than what Microsoft will allow. The update Lab Zero put together for its fighting game is roughly 590 MB in size — a whopping 147.5 times the size of the paltry 4 MB limit the developer says Microsoft places on updates. A rough Google translation showed that the Skullgirls team is under the impression that it’s possible to be granted an exception, but the process is arduous.

The revelatory tweet came on the same day that the main Skullgirls Twitter account stated that the team was “frustrated.” It’s not clear whether its frustrations are directed at Microsoft size limits or the two sides’ inabilities to get something worked out, but XBLAFans has followed up in an attempt to find out exactly what the team is unsated with and will update this story if we get a response.

Regardless of where the developer’s frustrations lie, Lab Zero Games is working with Microsoft to get the patch out “as soon as possible,” so there is still hope that it will make its way to XBLA. Skullgirls fans might not want to get their hopes up too high for it to appear anytime soon. The patch has been “held up in MS submission and holiday limbo” since as far back as December 12, according to an earlier tweet by the game’s official account. Though the team was said to be “pushing hard” later that very week, the calendar is nearing an entire month later and it sounds as if little, if any, progress has been made.

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Reverge Labs confirms lay-offs of ‘some’ of the Skullgirls team

By  •  November 27, 2012

It was revealed last week that “the entire” team responsible for Reverge Labs’ XBLA and PSN fighting game, Skullgirls, had been laid off this past June. In an interesting twist — and a welcome one for the displaced developers — publisher Autumn Games was revealed to be in possession of the IP and the publisher decided to bring together the team responsible for it under a new banner, Lab Zero Games.

Upon hearing the news, XBLA Fans reached out to Reverge, Autumn and Lab Zero in search of clarification as to the nature of the split and the current state of the studios and the Skullgirls property. Though multiple requests for comment from the Autumn/Lab Zero camp have gone unanswered as of publication time, Reverge Labs CEO Richard Wyckoff was willing to briefly talk about the lay-offs last week.

“I can’t say much except that Reverge completed the Skullgirls contract with Autumn Games when we shipped the game in April and we aren’t currently engaged by Autumn for any other Skullgirls work,” Wyckoff told XBLA Fans via email. “Because of this we did have to lay off some of the Skullgirls team.”

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Laid-off Skullgirls team forms Lab Zero Games; continues Skullgirls work

By  •  November 20, 2012

The video game industry, like most entertainment industries, can be a cold business. It’s not uncommon for a few bad reviews of a game or debut sales numbers that fail to reach blockbuster heights to lead to massive studio layoffs, with the ax sometimes falling on entire teams or studios. As if that wasn’t depressing enough, layoffs can even occur when a release garners strong sales and decent review scores. Though gamers are just hearing about it now, five months ago that became the fate of the team at Reverge Labs responsible for developing XBLA’s Skullgirls.

In June, “the entire” group that developed the XBLA and PSN fighting game was laid off by developer Reverge Labs. Members of the development staff were gagged during the intervening months, but they have just recently been able to open up about the matter. In an introductory post on its new website, the team briefly discussed its severance from Reverge and revealed that it’s not all bad news: Lab Zero Games, a new studio comprised of the former Reverge employees, has been founded in Los Angeles. What’s more, Lab Zero is doing “everything in [its] power and then some” to return to working on a planned Skullgirls DLC character and a PC port “as soon as possible.”

It’s an unlikely development in the team’s saga, made possible by the fact that Reverge never owned the IP. Publisher Autumn Games apparently retains full rights to all things Skullgirls, and it “is fully behind the new studio,” according to Lab Zero. The two sides are going to continue collaborating on future content for the game thanks to Autumn’s support of the developer. More merchandise and “a few other things” are in the works on top of the previously mentioned DLC and PC version.

IP battles between developers and publishers have been well-documented over the years. Both parties traditionally seek to secure the rights to a game franchise and deals are regularly signed or passed upon based on insistence of ownership by one side, the other or both. This case is unique in that the creators of a new IP actually benefited by not being granted ownership of it. Had Reverge seized control, Lab Zero would obviously not be in a position to continue working on the game today.

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Skullgirls hits 50K in sales, update coming

By  •  April 27, 2012

Fighting game darling Skullgirls hit a major sales milestone in only 10 days on the market. Across all platforms the game has sold over 50,000 copies. That is great news because …
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Skullgirls review (XBLA)

By  •  April 13, 2012

Skullgirls was developed by Reverge Labs and published by Autumn Games and Konami. It was released on April 11, 2012 for 1200 MSP. A copy was purchased by the reviewer.

What happens when a talented artist with tons of characters designs and a fighting game pro with a character-less fighting engine meet up? Skullgirls happens, that’s what! Skullgirls, a true labor of love, set out to defy expectations of fighting games and provide a solid engine. Fighting games have given birth to a number of strange mechanics over the years, and a lot of the games themselves are strange. For instance, Skullgirls lets you view hitbox and hitstun data in training mode, which you can access straight form versus mode! Variable team sizes are balanced, and it’s impossible to accidentally hit the pause button mid-fight.

Skullgirls takes place in The Canopy Kingdom which is home to the Skull Heart, and the tournament for its acquisition. There’s evidence of a very deep, rich story and environment, though only the surface is touched in the game. Each character has a different reason to go for the Skull Heart, which, if acquired, grants one wish. However, if the wish is even slightly impure, it comes out corrupted, and the wisher becomes the Skullgirl.

Suffice to say the story is actually pretty cool, and props to Reverge for actually telling one, but that’s not the focus. Skullgirls is all about the fighting, casual or competitive, so let’s see if it stands up to the greats.

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Skullgirls set to rip up XBLA April 11

By  •  April 2, 2012

Upcoming XBLA fighter, Skullgirls finally got a release date this weekend, and this time it’s the correct one. Community Manager Peter Bartholow made the announcement on a NeoGAF forum:


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