Skullgirls
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663 Std. insgesamt
Verfasst: 14.04.22 10:34
I love a game that can make a whole world feel huge and immersive and interesting while you're spending 99% of the time just swapping punches and jump kicks.
Squigly and Leviathan are my favorite character to play.
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61721 Std. insgesamt
Verfasst: 04.04.22 07:26
The customization is beyond what i had ever seen before. There are around 30 different colors for each character, many of which are delightful pop culture references, as well as interchangeable English and Japanese voices for each character, meaning that if you like English Fillia and Japanese Valentine, you can play with both of their respective voices at once.
The vast customization are not just cosmetic, they also play heavily into the actual gameplay of skullgirls. You can choose how many characters are on your team (1, 2, or 3) as well as pick your character's assists from ANYWHERE in their movepool! any move you see in the game can be used as an assist, excluding air moves and supers. So if you want to use Valentine's full screen heavy bypass, you can do so, and if you really want to use Big Band's basic light kick, well I guess you can do that too. These factors lead to a near infinite number of different teams, and you can find which one best fits you and your playstyle.
In the grand scheme of skullgirls gameplay, your highly customized team is kind of like your character creation in an RPG. If you like to play more defensively, then maybe you could pick an assist like Big Band's invincible beat extend to keep people off of you, or Fillia's Hairball to push them away from you on the ground. If you want to go on a more offensive approach you could pick a fast character like Fillia or a close combat grappler like Cerebella to get in on them, backed up by a good lockdown assist like Squigly's drag'nbite or Robo Fortunes beam. This is an incredibly oversimplified version of team building, but the point is is that your assist choices and playstyle are going to heavily affect your gameplay. No 2 teams/players are the same, and you will get to discover and develop your playstyle through trial by combat.
The single player game modes are about what you would expect. each character gets a small personal story mode in which you will get to find out more about the character, as well as the world around them. I found these smaller story modes to be very interesting compared to longer form story modes like mortal kombat. It was interesting to learn about bits and pieces of the world from each character's perspective. For example, learning about the Medici mob through the eyes of Cerebella, walking muscle and loyal member of mob, might be different from Ms Fortune's perspective of them, as her close friends were literally torn to shreds by them for a mysterious gem. All in all, while the story modes may not be mechanically revolutionary for the genre, the world building and simple yet effective character development it uses more than makes up for it.
The multiplayer aspect of skullgirls is what has kept me highly motivated to play and learn, as it is some of the most fast paced, chaotic, and intense gameplay i have ever taken a part of. the game moves fast. VERY fast. there will often be many projectiles/assists on the screen at once, and some characters have blindingly quick options that you will have to watch out for, including brutal mix ups both in neutral and in combos. If this all sounds scary, IT IS. There is an INCREDIBLY steep learning curve to even know what is going on at a given time, and it certainly doesn't feel good to get decimated by someone and not even know what you did wrong. As much as I adore this game, I can't with good conscience say that this is a beginner friendly game, at least not for the online multiplayer. There are dozens of knowledge checks that one must know of every character, and at times it may feel like there is nothing you can do to stop your opponent from mauling you until you die. However, if you are a seasoned fighting game player or you are very determined, the gameplay is crisp, satisfying, rewarding, and spectacularly crazy.
Skullgirls combat systems work pretty differently than most fighting games. There are 6 buttons instead of the normal 4 that you might find in other games. In addition, instead of having hitstun decay like other fighting games (your moves have less and less stun time the further you get into a combo) skullgirls has a green bar, called undizzy, that builds up the further you get in your combo. Once the bar is filled, the player getting comboed can burst and get out of the combo. I like this system a lot, as I personally find it frustrating when certain moves don't connect in certain combos. In the undizzy system, your moves properties will always remain consistent. This system promotes the use of resets; intentionally dropping your combos in order to mix up the opponent and start a new combo, partially draining the undizzy bar. These resets are where a large amount of the knowledge checks come from, as you can be mixed anywhere in a combo. it is essential that you know your options of escape and ways to mitigate these resets. you won't only be mixed in combos, the offensive pressure that some characters have is off the charts, and you will have to make use of the pushblock mechanic to keep them off of you. all in all, Skullgirls gives you the tools to viciously mix people to an insane degree, but asks that you learn excellent defensive habits in turn, making for an intense battle of skill that will leave your brain going at 300 mph. If you are ready to get down and dirty, both in the lab and in battle, then this game is for you.
Some miscellaneous things I should mention; the soundtrack is spectacular, and I find myself listening to its early 1900's jazz inspired pieces both in and out of battle. The music perfectly compliments the beautiful stages which are full of character and personality, along with some special guests you might recognize from other games, as well as cameo's from skullgirls pro scene such as Sonicfox, Sev, and Swiftfox Dash. There are also DLC characters currently being made for the game, and while the season pass might look expensive at first, the characters are hand animated, and have countless hours of effort poured into every frame. These characters are of the best quality one could ask for, and are worth far more than their cost. It warms my heart to see that the game is still kicking after 9 years, creating new content and characters as well as foster and maintain a healthy community. Not many fighting games can boast such a dedicated fanbase and development team.
This game was very important to me throughout quarantine and beyond. It has been my hobby to fall back on when times were tough and it provided me with endless (aka 1000 hours) entertainment. I have not yet encountered a fighting game that can boast better quality, nuance, or longevity, and I am highly skeptical that I will find one that I like better than skullgirls. I HIGHLY recommend that you try this game. You can often find it on sale, and it's worth it for the single player content alone. I recommend that you try going online, as that is where the game is at its best in my opinion, but I will reiterate that it may be pretty brutal, and will require a lot of work. That being said, if you have the determination to work at this game, it will be worth all of the effort and more when you get to utterly outplay and ultimately crush your opponent in spectacular fashion.
Play Skullgirls!!!
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4552 Std. insgesamt
Verfasst: 28.03.22 03:12
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117 Std. insgesamt
Verfasst: 17.03.22 02:13
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5905 Std. insgesamt
Verfasst: 12.03.22 19:55
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380 Std. insgesamt
Verfasst: 26.02.22 10:24
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610 Std. insgesamt
Verfasst: 29.10.21 18:34
Cons: The game is super in-depth with great controls and a harsh learning curve. Also, screw the tutorial.
Great game, though.
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5696 Std. insgesamt
Verfasst: 08.09.21 15:22
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56 Std. insgesamt
Verfasst: 03.09.21 16:35
The only thing I disliked is that their grappler Cerebella's command grabs aren't 360s. The 360 motion is so ingrained to me that a Hadoken for a command grab is actually hard for me to wrap my head around.
Definitely will play way more of this. Cerebella and Peacock are amazing.
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4896 Std. insgesamt
Verfasst: 06.08.21 16:00
- Easy to understand what your character does
- Difficult to reach the full potential with thousands of things to learn and try out
- Great tutorials to help you reach said potential
- Great handdrawn animation (warning for extreme titty)
- Jazzy soundtrack
- A f f o r d a b l e
- Has survived the test of time
Do it.
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263 Std. insgesamt
Verfasst: 28.07.21 19:56
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601 Std. insgesamt
Verfasst: 27.06.21 05:45
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2751 Std. insgesamt
Verfasst: 25.06.21 06:44
Dark Stalkings
Summary:
A stylistic and formulaic fighting game that takes artistic risks which pay off beautifully.
Review:
Skullgirls 2nd Encore is a fighting game heavily reminiscent of Darkstalkers. If you've ever played a fighting game then you know exactly what you're getting into as far as mechanics and the like. While formulaic, there are still a lot of things that stand on its own here.
I'll start with probably the most obvious aspect of this game: artistic direction. Right away this game's eye-catching aesthetics showcase character personality in ways few others have. Some of the nuance in just the idle animations were impressive, the attack animations and victory poses were clever, creative, and often amusing to watch. The art style itself is bold, colorful, and detailed. If I could articulate it in a metaphor, I'd say comparing this to other fighting games that use more traditional styles are like comparing mass produced particle board (other games) to hand crafted wood. Everything just feels more substantive here.
The stories are fully voice acted, and while not exactly animated, they go further than just static images. Some of it reminded me of more independent Visual Novel styles. The voice acting ranged from good to great, unfortunately the stories left something to be desired. It's not uncommon for games in this genre to lack in that department, and unfortunately this one is no exception. In keeping with the game's themes it doesn't take itself seriously, which is a refreshing change from more conventional fighting game narratives that have been worn extremely thin over the decades.
Move sets are complex without being overly gimmicky, but there are some gimmicks that can be a blessing or a curse depending on your skill level. Many of the standards are there, including grapple breaks, cancels, and a special ability bar (however they re-brand them: a super by any other name can still turn thumbs to mush). The aforementioned animations are wonderfully done, if not especially fluid. This screams indie in all the best ways possible. Characters are unconventional, bouncy, and pleasantly detailed.
I really love the score here. Synth, piano, brass, string, and some clean vocals create a jazzy atmosphere that stands out from the more traditional fighting OSTs. The strong sense of originality and actual effort that went into this really shine, and underscores the importance of not only a great soundtrack, but some originality.
Likewise, the voice work was great. Voices were crisp, and while not all of the acting nailed it, it stands out for being in many ways creative and somewhat unconventional for the genre. I deeply admired the customizable options across the board. Instead of a single option to rule them all, you can pick and choose languages character by character. I also liked that it didn't take itself seriously, but still played everything straight.
This goes the same for a lot of the visuals. Character customization isn't super deep, but at least its there. Character design was thoroughly enjoyable. The move-sets were tricky, but not overly unnecessarily convoluted. Characters broadcast their moves in subtle ways that make this fair but fairly unpredictable, and every match is a discovery of cruel combos and “I didn't see that coming” attacks and finishers.
I have my gripes here as well, some of which are common to this genre. Bright screen flashes for no apparent reason can be distracting and headache inducing. This happens at the start of every match, during certain moves, and in story mode. I'm photosensitive, which doesn't help, but I understand that this is mostly an issue for me and many out there won't care.
Another problem is with one of the bosses, which I found to be overpowered and often a test of patience more than of skill. Marie was a perfect example of fighting game bosses done wrong. Largely static, overpowered, “spammy”, and changing the formula enough that it isn't like other matches. Instead of feeling like I was fighting a boss it was more like a bonus stage in Street Fighter where I had to beat up the car. I understand the desire to change things up, but it's frustrating and never feels like it fits with the game as a whole.
Finally, another minor gripe is that the controls, while tight, can feel oddly slippery in some instances, making moves extra difficult to execute. I've played far worse than this, but the controls could have been tightened up a little to fit the split-second timing needed to properly execute some of the game's more demanding combos.
This game was played with all settings maxed out using an Intel i7-8700k, 32gb DRAM, Samsung Evo SSD, 1080ti, running in a window on my 3440x1440 IPS monitor. I played using a knockoff Xbox 360 controller, and my keyboard. The controller was obviously the better experience.
Pros:
- Beautifully unconventional character design
- Great OST and sound effects
- Move sets are sensible
- Highly customizable controls
- Great sense of humor throughout
- Under-polished style feels new and original
- A ton of unlockables and extras
- Lots of fighting modes, local and online
- Jiggly, bouncy, weirdness
- No online achievements
- Peacock
Cons:
- Unpolished art may not appeal to some
- Unprofessional voice work might also annoy some
- Rage-inducing boss trope
- Achievements loaded with repetitive and sometimes difficult combos
- Jiggly, bouncy, weirdness may not be for all
- Marie
Verdict: 7/10
Skullgirls 2nd Encore borrows a lot from others in the genre but stands well on its own as a slick addition to any fighting fan's library.
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68 Std. insgesamt
Verfasst: 22.06.21 07:35
Artwork is top notch
Combat is tighter than a nuns pu55y
We got robot cat b1tches, we got Egyptian b1tches, we got giant arms on their heads b1tches, we got that 1, 2, and/or 3 char team comps.
Skullgirls is the epitome of 'hidden gem'.
If you have 500+ games in your steam library but Skullgirls isn't one of them...you're doing it wrong.
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2217 Std. insgesamt
Verfasst: 05.04.21 00:37
Also amazing soundtrack too
As well as the hips
ALL. THE. HIPS.
But yes, I would recommend it.
Just don't hit up online and get surprised when you get washed by a Valentine main or something .
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12508 Std. insgesamt
Verfasst: 03.03.21 15:28
by the way did I mention the rollback net...
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320 Std. insgesamt
Verfasst: 15.01.21 02:08
It manages to be both accessible and fairly indepth like any good fighting game- while I would never play online, I think the game is extremely good at teaching it's basics in it's tutorials and the actual gameplay doesn't leave much to be desired. Combined with the gorgeous animated art style that is still as stunning as it is in 2020 as it was in 2012, it's really no wonder this game continues to have a dedicated fanbase, even if they're rather quiet in the face of modern culture.
Maybe one day we'll get a true sequel or anything to follow up from this game, but as is, it's a product absolutely worth buying multiples of.
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78 Std. insgesamt
Verfasst: 10.01.21 10:55
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1832 Std. insgesamt
Verfasst: 25.11.20 19:47
I bought this game, because this game surprised me for a character which I dreamt about it, but when I was bored and I was very interested on any extra stuffs, I decided to buy 2nd encore upgrade DLC because:
1. This DLC pack gives you all DLC characters, All color palettes, voiced story mode and many more.
2. Don't try to buy separated contents, because when you buy some cheaper DLCs, it still will be boring, but the 2nd Encore Upgrade DLC is more worth than these.
I would recommend you to play this game when you are over 16, but my suggestion is to play the game when you are 18.
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118565 Std. insgesamt
Verfasst: 11.11.20 13:08
Skullgirls is an awesome fighting game originally released in 2012, and it is owned by Autumn Games. I've been playing it since back in late 2013, and it's still one of my favorite fighting games I've ever played along with Marvel vs. Capcom and Soul Calibur II. It's the game I've spent the most hours in my life because it's so good and addicting, and you can go to the tutorial to easily learn the special moves and combos, making this game friendly to beginners and novice players. However, like all fighting games, this game is still difficult to master.
The game can be played using different ratios of characters, with each player able to select up to three fighters on their team. A single character possesses more health and deals more damage, while larger teams gain the ability to perform character assists and recover health when tagged out. If you're new to the game, I would suggest that you should go solo first with a character you're interested in playing. Then when you become really good with the character, you can add up to two more characters as assists, making this game a team fighting game similar to the Marvel vs. Capcom series, and you're ready to kick @ss with your team!
This game is pretty combo heavy, as well as mixups, but two of Skullgirl's strongest selling points are the Infinite Prevention System (IPS) and the Undizzy System. IPS prevents infinite loop combos by giving the opponent a burst that will push the player away and end the combo if the player starts the same normal attack in another loop, whereas the undizzy system lets the opponent break the combo if his/her green meter is full. Be careful though, as experienced players can take advantage with those burst systems!
Currently, Skullgirls has 14 characters to play, with the 15th character, Annie, going to be added in 2021. You can play rushdown characters like Ms. Fortune and Filia, grapping characters like Cerebella, and zoners like Peacock, and they are all balanced and fun to play. Even Fukua, who was originally to be considered an April Fool's character and a physical clone of Filia, is unique in terms of gameplay, and she's the character who wants you to eat her shadows and fireballs. All characters have different special moves and blockbusters, and you can even play a song with Big Band's s.MP!
Skullgirls 2nd Encore features fully voiced story mode for each of the characters, and while none of their story modes are canon, they are all entertaining in their own way, and the voice acting is well done. The soundtrack is also very stellar, and it's made by the person who composed the Castlevania games. Lastly, the hand-drawn sprites are wonderfully detailed, they make the characters feel alive. I definitely recommend this game to fighting game fans, and I'm really hyped to see Annie of the Stars in 2021!
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432 Std. insgesamt
Verfasst: 31.10.20 17:14
I tip my hat to everyone who worked on this game. Other than Mike Z. Fuck off, Mike Z.
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18654 Std. insgesamt
Verfasst: 29.10.20 16:37
Play this game. Seriously.
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178 Std. insgesamt
Verfasst: 29.09.20 08:03
A must own for every 2D fighter enthusiast
Fighting games are hard, but if you love them then you have no reason not to pick this title up.
The game has:
- a bunch of really unique characters with unique mechanics,
- one of the best (if not the best) tutorial in any fighting game available,
- better net code than a lot of popular fighting games (even from much bigger developers), but sadly it has not big enough playerbase to take advantage of it.
and I'm barely scratching the surface.
I admit that I wasn't attracted to the art and character designs at first, but as I get to know the game I am learning that it is way better than I ever expected and you must try it as well.
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47422 Std. insgesamt
Verfasst: 12.09.20 18:53
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236 Std. insgesamt
Verfasst: 03.09.20 17:20
⢸⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⡇⠢⣀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
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614 Std. insgesamt
Verfasst: 06.07.20 15:09
Now, about the gameplay. It's smooth, fast and satisfying. What really surprised me is how clear it was, despite all the animations. You'll always know what's going on on the screen.
However, if you want to be a total pro at Skullgirls, you might want to consider buying an arcade stick. I tried playing both on keyboard and a Dualshock 4 controller. Both weren't perfect. Performing more complex moves on keyboard is a lot harder, because you usually need to do a quarter circle using your arrow keys and then press attack. It's not that easy as it sounds. On Dualshock it was much easier since it only required to move the stick, but surprisingly, I found playing with a controller even harder than with a keyboard. I guess it's just a personal preference.
Skullgirls is fun, no matter how experienced you are in fighting games. You can be a button masher like myself and still enjoy it. I highly recommend checking out the story modes first. After that you should check out online mode. Skullgirls' net code is fantastic. I usually have 100+ ping yet I can still play online without any lag. Oh, by the way, the game should work on pretty much any PC from the last.. 10 years? It's also a huge plus.
One last thing: 2nd Encore DLC is a must-have. The base game really lacks content. Only 8 characters (not counting the joke one, Fukua), a few maps, 25 color palettes for each character, story modes without voice acting. With the DLC you get 5 great new characters, a few new maps, some fresh color palettes, and finally, fully voiced story modes!
What are you waiting for? Buy Skullgirls with the 2nd Encore DLC ASAP before the Summer Sale is over! <3
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2040 Std. insgesamt
Verfasst: 01.03.20 02:17
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Release:11.04.2012
Genre:
Beat' em Up
Entwickler:keine Infos
Vertrieb:
Konami
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
Kein Prisoner hat oder wartet auf das Spiel