but only if you have the experience with fighting games. SNK, Skullgirls lets you set up either a normal-strength three-man team, a team of two stronger fighters, or just one extra-powerful warrior serving as your "team." While it uses a six-button setup like Street Fighter, the simple controller motions work in the game's favor, making sure it's not a competition of who's able to pull off more complex inputs, but rather who's able to use their tools better and fight smarter. Fortune? The "fill the screen with projectiles" insanity of Peacock? The high mixup potential of Filia? No matter which character you choose, you'll have to work for every win. Do you go for the fast, mobile, rekka-based Ms. There are only eight playable characters, but each character feels vastly different from the others, each requiring a different tactical mindset to play. Skullgirls is all about skill, and it shows. Right away, fighting game fans will be thriving in a challenging and competitive environment, both playing against the computer and against online opponents. There's no such luxury in Skullgirls, as the game fought me like I stole its baby brother's lunch money. This comes as a shock since I can usually sleepwalk through any part of fighting games where I play against the CPU-just using basic combos and tactics earns me victories on other fighters' highest difficulties. Through a combination of incredibly tight, balanced gameplay and astounding visuals, this $15 download-only game stands out as-so far-one of the best fighting games of the year, if not one of the best games of 2012.įirst, a confession: playing the game on Normal difficulty demolished me. There's a large and vocal segment of gamers that just assume with less budget comes less quality, that a small (but dedicated) team can't put out product as solid as a thousand-person team from a major developer.Įvery now and then, though, we get a title like Skullgirls. I notice there's kind of a stigma against smaller games these days, whether downloadable or handheld.
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