Lead Designer Mike Zaimont is the man behind Skullgirls. He’s also a pro fighter who’s competed in EVO tournaments, so he knows a thing or two about making a good fighting game. I got some really good hands-on time with this new fighter, but I’ll have a more detailed preview next week when all the chaos of GDC has subsided.
In the mean time, I do want to at least put this game on your radar as it has the serious potential of becoming a big fighting franchise. What really fascinates me about Skullgirls is that it’s actually being designed with exploiters in mind so people can’t abuse the system. Fighting fans know what I’m talking about here. Fighting games tend to suffer from combo moves that can’t be broken if the player knows what they’re doing. Skullgirls looks to answer that in order to make the experience fair for everyone.
I promise I’ll have more for you soon and explain in detail how this all will work. Until then, check out the beautiful art style of the game done by Kinuko and Persona, two amazing artists from the Mecha Fetus Visublog.