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==Soundtrack==
==Soundtrack==
Reverge Labs has announced that the game's music will consist of original compositions by [[Michiru Yamane]], primarily known for her work on [[Konami]]'s ''[[Castlevania]]'' series.<ref>{{cite web|url=http://www.ign.com/articles/2011/04/20/michiru-yamane-scoring-skullgirls-dark-deco-soundtrack|date=2011-04-20|accessdate=2011-04-20|author=IGN Staff|publisher=[[IGN]]|title=Michiru Yamane Scoring Skullgirls' Dark Deco Soundtrack}}</ref> The soundtrack was released on April 21, 2012 on [[iTunes]] containing 28 songs from the game.<ref>{{cite web|url=http://www.gametrailers.com/side-mission/12537/skullgirls-original-soundtrack-released|date=2012-04-25|accessdate=2012-04-25|last=Kayser|first=Daniel|publisher=[[GameTrailers]]|title=Skullgirls Original Soundtrack Released}}</ref> A new soundtrack will eventually be released, which will contain additional songs composed for DLC stages.
The '''''Skullgirls Original Soundtrack''''' consists of 28 original compositions. The album features music by [[Michiru Yamane]], Vincent Diamante, Blaine McGurty, and Brenton Kossak.<ref>{{cite web|url=http://www.ign.com/articles/2011/04/20/michiru-yamane-scoring-skullgirls-dark-deco-soundtrack|date=2011-04-20|accessdate=2011-04-20|author=IGN Staff|publisher=[[IGN]]|title=Michiru Yamane Scoring Skullgirls' Dark Deco Soundtrack}}</ref> On April 20, 2011, Reverge Labs announced that they had enlisted Yamane, primarily known for her work on [[Konami]]'s ''[[Castlevania]]'' series, to create the soundtrack for ''Skullgirls''.<ref name="OST">{{cite web|url=http://www.ign.com/articles/2011/04/20/michiru-yamane-scoring-skullgirls-dark-deco-soundtrack|date=2011-04-20|accessdate=2011-04-20|author=IGN Staff|publisher=[[IGN]]|title=Michiru Yamane Scoring Skullgirls' Dark Deco Soundtrack}}</ref> According to Richard Wyckoff, [[CEO]] of Reverge Labs, the developers sought out Yamane because "[they] knew her mixture of haunting gothic themes, jazz and rock would lend itself perfectly to Skullgirls' 'Dark Deco' style."<ref name="OST"/> When Reverge Labs requested Yamane to write "jazzy" music, she "played a bit with the rhythm and different sounds to try and heighten the impact and almost primal nature of the unique graphics."<ref>{{cite web|url=http://www.joystiq.com/2011/04/21/castlevanias-michiru-yamane-making-the-jazzy-sounds-of-skullg/|date=2011-04-21|accessdate=2011-04-21|last=Fletcher|first=JC|publisher=[[Joystiq]]|title=Castlevania's Michiru Yamane making the 'jazzy' sounds of Skullgirls}}</ref> Her involvement marks the first time a Japanese composer has scored a Western-developed game.<ref>{{cite web|url=http://skullgirls.com/media/music/]|accessdate=2013-05-27|publisher=Skullgirls|title=Music « Skullgirls}}</ref> The official soundtrack was released on April 24, 2012 on [[iTunes]].<ref>{{cite web|url=http://www.gametrailers.com/side-mission/12537/skullgirls-original-soundtrack-released|date=2012-04-25|accessdate=2012-04-25|last=Kayser|first=Daniel|publisher=[[GameTrailers]]|title=Skullgirls Original Soundtrack Released}}</ref> People who donated at least $10 ([[USD]]) to the ''Skullgirls'' Indiegogo crowdfunding campaign received a digital copy of the soundtrack.<ref name="Indiegogo">{{cite web|url=http://www.indiegogo.com/projects/keep-skullgirls-growing|date=2013-02-25|accessdate=2013-02-25|last=Bartholow|first=Peter|publisher=[[Indiegogo]]|title=Keep Skullgirls Growing}}</ref> An exclusive, physical CD release of the ''Skullgirls Original Soundtrack'' was offered, among other rewards, to those who donated $150 or more to the drive.<ref name="Indiegogo"/>


{{tracklist
{{tracklist
| collapsed = yes
| collapsed = yes
| headline = ''Skullgirls (Original Soundtrack)'' tracklist
| headline = ''Skullgirls Original Soundtrack'' tracklist
| extra_column =
| extra_column = Artist(s)
| total_length = 1:11:46
| total_length = 1:11:46
| title1 = Echoes
| title1 = Echoes
| extra1 = Vincent Diamante
| length1 = 0:16
| length1 = 0:16
| title2 = The Legend of the Skull Heart
| title2 = The Legend of the Skull Heart
| extra2 = Michiru Yamane, Vincent Diamante
| length2 = 1:36
| length2 = 1:36
| title3 = Pedestrians Crossing
| title3 = Pedestrians Crossing
| extra3 = Brenton Kossak, Blaine McGurty
| length3 = 3:32
| length3 = 3:32
| title4 = Pick of the Litter
| title4 = Pick of the Litter
| extra4 = Brenton Kossak, Blaine McGurty
| length4 = 3:18
| length4 = 3:18
| title5 = In Rapid Succession
| title5 = In Rapid Succession
| extra5 = Vincent Diamante
| length5 = 2:24
| length5 = 2:24
| title6 = Moonlit Melee
| title6 = Moonlit Melee
| extra6 = Michiru Yamane
| length6 = 6:06
| length6 = 6:06
| title7 = Whiling the Hours Away
| title7 = Whiling the Hours Away
| extra7 = Vincent Diamante
| length7 = 1:40
| length7 = 1:40
| title8 = Them's Fightin' Words
| title8 = Them's Fightin' Words
| extra8 = Brenton Kossak, Blaine McGurty
| length8 = 0:52
| length8 = 0:52
| title9 = The Fish Man's Dance
| title9 = The Fish Man's Dance
| extra9 = Michiru Yamane
| length9 = 6:16
| length9 = 6:16
| title10 = An Uncertain Fate
| title10 = An Uncertain Fate
| extra10 = Brenton Kossak, Blaine McGurty
| length10 = 1:10
| length10 = 1:10
| title11 = The Seat of Power
| title11 = The Seat of Power
| extra11 = Michiru Yamane
| length11 = 6:16
| length11 = 6:16
| title12 = Shenanigans and Goings-Ons
| title12 = Shenanigans and Goings-Ons
| extra12 = Vincent Diamante
| length12 = 1:33
| length12 = 1:33
| title13 = Paved With Good Intentions
| title13 = Paved With Good Intentions
| extra13 = Michiru Yamane
| length13 = 6:15
| length13 = 6:15
| title14 = Forgotten Moments
| title14 = Forgotten Moments
| extra14 = Vincent Diamante
| length14 = 3:37
| length14 = 3:37
| title15 = A Roll of the Dice
| title15 = A Roll of the Dice
| extra15 = Brenton Kossak, Blaine McGurty
| length15 = 0:51
| length15 = 0:51
| title16 = The Lives We Left Behind
| title16 = The Lives We Left Behind
| extra16 = Michiru Yamane
| length16 = 6:14
| length16 = 6:14
| title17 = Fugue in Three Goddesses
| title17 = Fugue in Three Goddesses
| extra17 = Vincent Diamante
| length17 = 1:22
| length17 = 1:22
| title18 = Dirge of the Divine Trinity
| title18 = Dirge of the Divine Trinity
| extra18 = Michiru Yamane
| length18 = 6:27
| length18 = 6:27
| title19 = The Catacombs Below
| title19 = The Catacombs Below
| extra19 = Vincent Diamante
| length19 = 0:17
| length19 = 0:17
| title20 = Dire Machinations
| title20 = Dire Machinations
| extra20 = Vincent Diamante
| length20 = 1:16
| length20 = 1:16
| title21 = Her True Power Revealed
| title21 = Her True Power Revealed
| extra21 = Vincent Diamante
| length21 = 0:14
| length21 = 0:14
| title22 = Skull Heart Arrhythmia
| title22 = Skull Heart Arrhythmia
| extra22 = Michiru Yamane
| length22 = 6:13
| length22 = 6:13
| title23 = Daybreak
| title23 = Daybreak
| extra23 = Vincent Diamante
| length23 = 2:07
| length23 = 2:07
| title24 = A Return to Normalcy
| title24 = A Return to Normalcy
| extra24 = Vincent Diamante
| length24 = 2:08
| length24 = 2:08
| title25 = In a Moment's Time
| title25 = In a Moment's Time
| extra25 = Michiru Yamane
| length25 = 4:28
| length25 = 4:28
| title26 = Learning One's Craft
| title26 = Learning One's Craft
| extra26 = Michiru Yamane
| length26 = 6:12
| length26 = 6:12
| title27 = The Lives We Tried to Reclaim
| title27 = The Lives We Tried to Reclaim
| extra27 = Vincent Diamante
| length27 = 1:44
| length27 = 1:44
| title28 = Hitomi No Kioku (Bonus Track)
| title28 = Hitomi No Kioku (Bonus Track)
| extra28 = Michiru Yamane
| length28 = 4:28
| length28 = 4:28
}}
}}
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}}
}}


''Skullgirls'' received generally positive reviews. Aggregating review sites [[GameRankings]] and [[Metacritic]] gave the PlayStation 3 version scores of 83.00% and 82/100,<ref name="GRPS3"/><ref name="MCPS3"/> and the Xbox 360 version 78.73% and 78/100.<ref name="GR360"/><ref name="MC360"/> The game sold over 50,000 copies across both platforms within the first ten days of its release date.<ref>{{cite web|url=http://www.vg247.com/2012/04/27/skullgirls-sales-top-50000-in-ten-days/|date=2012-04-27|accessdate=2012-04-27|last=Hillier|first=Brenna|publisher=[[VG247]]|title=Skullgirls sales top 50,000 in ten days}}</ref> ''Skullgirls'' immediately became the highest selling game on the Xbox Live Arcade upon its release.<ref>{{cite web|url=https://twitter.com/revergelabs/status/190886577084448768|date=2012-04-13|accessdate=2012-04-13|publisher=Reverge Labs|title=Twitter / revergelabs}}</ref> It was also listed as the third best-selling title on the PlayStation Network for April 2012.<ref>{{cite web|url=http://blog.us.playstation.com/2012/05/15/april-2012-psn-top-sellers-i-am-alive-survives-the-competition/|date=2012-05-15|accessdate=2012-05-15|last=Haro|first=Morgan|publisher=[[PlayStation Blog]]|title=April 2012 PSN Top Sellers: I Am Alive Survives The Competition}}</ref> The game saw a similar performance in Japan, climbing to the top spot on the PlayStation Network’s list of best-selling downloadable PlayStation 3 titles within a week of its release.<ref>{{cite web|url=http://shoryuken.com/2013/02/21/skullgirls-currently-the-1-downloadable-playstation-3-title-in-japan/|date=2013-02-21|accessdate=2013-02-21|author=MyLifeIsAnRPG|publisher=Shoryuken|title=Skullgirls Currently the #1 Downloadable PlayStation 3 Title in Japan}}</ref> According to Peter Bartholow, [[CEO]] of Lab Zero Games, ''Skullgirls'' met Japanese publisher CyberFront's lifetime sales estimates in the first two weeks of its release.<ref>{{cite web|url=http://www.vg247.com/2013/03/08/you-saved-skullgirls-lab-zeros-indiegogo-gamble/|date=2013-03-08|accessdate=2013-03-08|last=Hillier|first=Brenna|publisher=[[VG247]]|title=You saved Skullgirls: Lab Zero’s Indiegogo gamble}}</ref>
''Skullgirls'' received generally positive reviews. Aggregating review sites [[GameRankings]] and [[Metacritic]] gave the PlayStation 3 version scores of 83.00% and 82/100,<ref name="GRPS3"/><ref name="MCPS3"/> and the Xbox 360 version 78.73% and 78/100.<ref name="GR360"/><ref name="MC360"/> The game sold over 50,000 copies across both platforms within the first ten days of its release date.<ref>{{cite web|url=http://www.vg247.com/2012/04/27/skullgirls-sales-top-50000-in-ten-days/|date=2012-04-27|accessdate=2012-04-27|last=Hillier|first=Brenna|publisher=[[VG247]]|title=Skullgirls sales top 50,000 in ten days}}</ref> ''Skullgirls'' immediately became the highest selling game on the Xbox Live Arcade upon its release.<ref>{{cite web|url=https://twitter.com/revergelabs/status/190886577084448768|date=2012-04-13|accessdate=2012-04-13|publisher=Reverge Labs|title=Twitter / revergelabs}}</ref> It was also listed as the third best-selling title on the PlayStation Network for April 2012.<ref>{{cite web|url=http://blog.us.playstation.com/2012/05/15/april-2012-psn-top-sellers-i-am-alive-survives-the-competition/|date=2012-05-15|accessdate=2012-05-15|last=Haro|first=Morgan|publisher=[[PlayStation Blog]]|title=April 2012 PSN Top Sellers: I Am Alive Survives The Competition}}</ref> The game saw a similar performance in Japan, climbing to the top spot on the PlayStation Network’s list of best-selling downloadable PlayStation 3 titles within a week of its release.<ref>{{cite web|url=http://shoryuken.com/2013/02/21/skullgirls-currently-the-1-downloadable-playstation-3-title-in-japan/|date=2013-02-21|accessdate=2013-02-21|author=MyLifeIsAnRPG|publisher=Shoryuken|title=Skullgirls Currently the #1 Downloadable PlayStation 3 Title in Japan}}</ref> According to Peter Bartholow, CEO of Lab Zero Games, ''Skullgirls'' met Japanese publisher CyberFront's lifetime sales estimates in the first two weeks of its release.<ref>{{cite web|url=http://www.vg247.com/2013/03/08/you-saved-skullgirls-lab-zeros-indiegogo-gamble/|date=2013-03-08|accessdate=2013-03-08|last=Hillier|first=Brenna|publisher=[[VG247]]|title=You saved Skullgirls: Lab Zero’s Indiegogo gamble}}</ref>


Several reviewers praised the presentation and animation. Ryan Clements of [[IGN]] lauded the graphics, stating that the game creates "some of the best hand-drawn character sprites ever used in gaming." He gave the game an Editor's Choice award, reaffirming that ''Skullgirls'' succeeds in creating "the prettiest 2D visuals to date."<ref name="IGN"/> John Learned of [[GamesRadar]] also praised the art style, saying "the [[art deco]] design is only on the surface compared to the [[Tex Avery]]-meets-[[Bubblegum Crisis]] subtlety that gives not only the playable characters, but also the backgrounds a lot of flair."<ref name="GRadar"/> However, some critics noted that the overtly sexualized all-female cast could potentially be divisive. Dan Ryckert of ''[[Game Informer]]'' claimed that while ''Skullgirls'' was beautifully animated, some animations were "juvenile and unnecessary".<ref name="GI"/> He expressed that it was "disappointing to see that so much of the art style seems focused on anatomy and fetishistic outfits."<ref name="GI"/>
Several reviewers praised the presentation and animation. Ryan Clements of [[IGN]] lauded the graphics, stating that the game creates "some of the best hand-drawn character sprites ever used in gaming." He gave the game an Editor's Choice award, reaffirming that ''Skullgirls'' succeeds in creating "the prettiest 2D visuals to date."<ref name="IGN"/> John Learned of [[GamesRadar]] also praised the art style, saying "the [[art deco]] design is only on the surface compared to the [[Tex Avery]]-meets-[[Bubblegum Crisis]] subtlety that gives not only the playable characters, but also the backgrounds a lot of flair."<ref name="GRadar"/> However, some critics noted that the overtly sexualized all-female cast could potentially be divisive. Dan Ryckert of ''[[Game Informer]]'' claimed that while ''Skullgirls'' was beautifully animated, some animations were "juvenile and unnecessary".<ref name="GI"/> He expressed that it was "disappointing to see that so much of the art style seems focused on anatomy and fetishistic outfits."<ref name="GI"/>

Revision as of 23:12, 27 May 2013

Skullgirls
Skullgirls cover art
Developer(s)Reverge Labs
Lab Zero Games
Publisher(s)Autumn Games
Konami
Marvelous AQL (PC)
CyberFront (Japan)
Director(s)Alex Ahad (creative director)
Cristina Vee (voice over director)
Designer(s)Mike Zaimont (project lead)
Ian Cox
Peter Bartholow
Programmer(s)Mike Zaimont
Ben Moise
Emil Dotchevski
Artist(s)Alex Ahad (art lead)
Mariel Cartwright (animation lead)
Jonathan Kim (senior animator)
Bahi JD (animator)
Richard Suh (lead cleanup)
Brian Jun (artist)
Tyson Hesse (keyframe character animator)
Composer(s)Michiru Yamane
Vincent Diamante
Brenton Kossak
Blaine McGurty
EngineZ-Engine
Platform(s)PlayStation 3
Xbox 360
Arcade
Microsoft Windows
Linux
ReleasePlayStation Network
Xbox Live Arcade
April 11, 2012[2]
Microsoft Windows
June 2013 (beta release)[4]
July 2013 (official release)[4]
Genre(s)Fighting
Mode(s)
Arcade systemTaito Type X2

Skullgirls is a downloadable 2D fighting game developed by Reverge Labs and co-published by Autumn Games and Konami. The game was released on the PlayStation Network in North America on April 10, 2012, and the Xbox Live Arcade on April 11, 2012. Europe and Australia later received the PlayStation Network version on May 2, 2012. Skullgirls was released in Japan by CyberFront on the PlayStation Network in February 14, 2013, and will also be brought to Japanese arcades in late 2013.[5][6] A Microsoft Windows version, developed by Lab Zero Games and published by Marvelous AQL, is scheduled for release in July 2013.[7] A Linux port is also reportedly in the works.[8]

Gameplay

Skullgirls is a fighting game that can be played using different ratios of characters, with each player able to have up to three fighters on their team. These teams are balanced by their numbers. For example, single-player teams possess more health and deal more damage, while larger teams gain the ability to perform character assists and recover health when tagged out. Players can customize their character assist attacks, as well as perform super moves by charging their special meter with offensive attacks.[9] The game has various unique systems, such as infinite detection which gives players the chance to break out of a loop combo, easier inputs for more complex actions, and protection against high and low unblockable attacks.[10][11] The game also features online play using the GGPO netcode.[12]

Synopsis

Plot

Set in the fictional Canopy Kingdom, the story of Skullgirls focuses on several people fighting for the opportunity to control the mysterious Skull Heart, an artifact with the ability to grant a young woman's wishes. If a woman with an impure soul attempts to use the Heart, her wish will be corrupted and she will be transformed into the next Skullgirl, a monstrous entity with immense power that haunts humanity.

Characters

The Skullgirls roster consists of eight playable female characters. Each character sprite has approximately 1,400 hand-drawn frames of animation, the most amount of frames per character in any fighting game.[13] Every character has ten alternate color palettes, some of which must be unlocked. An additional five downloadable characters are planned, including the game's first playable male characters and two voter-selected characters.[14]

  • Filia (Voiced by: Christine Marie Cabanos), an amnesiac schoolgirl who possesses a symbiote parasite on her head named Samson (Voiced by: Del Stetson).
  • Cerebella (Voiced by: Cristina Vee), an orphaned circus performer working for the mafia who wears a living hat, Vice-Versa, which possesses large, powerful muscles.
  • Peacock (Voiced by: Sarah Williams), a mutilated war orphan who was rebuilt with biomechanical weaponry by the Anti-Skullgirl Labs, which is further augmented by her damaged psyche and love of cartoons.
  • Parasoul (Voiced by: Erin Fitzgerald), the princess of the Canopy Kingdom and the leader of its elite military squad, the Black Egrets. Her mother was once a Skullgirl that nearly destroyed the world.
  • Ms. Fortune (Voiced by: Kimlinh Tran), the sole survivor of the thieving Fishbone Gang. She swallowed the mystical Life Gem that allows her to keep living even when chopped into pieces.
  • Painwheel (Voiced by: Danielle McRae), a normal schoolgirl who was kidnapped by Valentine and infused with parasites and experimental Skullgirl blood, turning her into a monster.
  • Valentine (Voiced by: Laura Post), the sole survivor of the Last Hope, a group of special Anti-Skullgirl Lab operatives. After the Last Hope was eliminated, Valentine is forced to work for Marie and Double.
  • Double (Voiced by: Charlotte Ann), a formless monster that can imitate the moves of other fighters. It often disguises itself as a nun.
  • Bloody Marie (Voiced by: Kira Buckland), the Skullgirl, current wielder of the Skull Heart. She appears as the final boss of the game; however, she is not playable.
  • Squigly (Voiced by: Lauren Landa), an undead opera singer who was brought back to life by the parasite Leviathan (Voiced by: Liam O'Brien). She is the first forthcoming DLC character.[15]
  • Big Band (Voiced by: Rich Brown), a police officer who, after his corrupt unit left him for dead, received an experimental saxophone-like iron lung from the Anti-Skullgirl Labs. He is the second forthcoming DLC character.[16]
  • Eliza, a celebrity diva who was blackmailed into working for the mafia. She is the host of the parasite Sekhmet, which can manifest itself in the pools of blood she leaves in battle. Selected by fan vote, she is the third forthcoming DLC character.[17]
  • Beowulf, a retired professional wrestler who wields a folding chair called "The Hurting". Selected by fan vote, he is the fourth forthcoming DLC character.[18]
  • Robo-Fortune (Voiced by: Kimlinh Tran), a robotic version of Ms. Fortune. Originally based on an alternate voice pack added by Tran, she is the fifth forthcoming DLC character.[19][20]

Development

Skullgirls began its life as two separate projects. Tournament fighter Mike "Mike Z" Zaimont had begun working on a fighting game engine, while Alex Ahad had begun working on a world, story and characters for a fighting game. Some years later, mutual friends introduced them to one another, and their two personal projects were merged into Skullgirls.[21] Zaimont, a tournament-level fighting game enthusiast, teamed up with Richard Wyckoff and Emil Dotchevski, the founders of Reverge Labs, to bring Skullgirls to home consoles. A PC version has been announced for release in mid-2013 and will be published by Marvelous AQL.[22] The PC port is planned to have several improvements over the console version, including "expanded multiplayer functionality such as lobbies."[23] The developers originally planned to implement cross-platform play between the PC and PlayStation Network versions, a few months following the PC version's release.[24] However, they later found out that they would be unable to use Steam as a go-between and were forced to drop the idea.

After the game's release, Reverge Labs laid off "the entire" Skullgirls development team for unknown reasons. However, after roughly five months of silence, the team revealed they had started their own studio, Lab Zero Games, to continue development on the PC port, future patches, and downloadable content.[25] This was only possible as the IP rights fully rested with the original publishers, Autumn Games, who are "fully behind the new studio".[26]

Crowdfunding

On February 25, 2013, Lab Zero Games set up an Indiegogo page for Skullgirls, in an effort to raise $150,000 (USD) for the development of the game's first DLC character, Squigly. Contributors received various rewards, including desktop wallpapers, the game's soundtrack, a Steam key when the game is ported to PC, Steam keys of another Marvelous AQL title, Half Minute Hero, ringtones from the voice actresses of the game, and the chance to add a background character to the game, among others.[27] The campaign reached its initial goal in less than 24 hours, while the stretch goal of a second DLC character, Big Band, secured funding in just over 2 weeks.[15][16] A third DLC character, determined by fan vote, was funded during the final two days, along with a playable robotic version of Ms. Fortune, named Robo-Fortune.[28] With minutes left before the end of the drive, the last stretch goal was met, securing funding for another fan-selected DLC character.[29] The Indiegogo campaign had raised nearly $830,000 of its original $150,000 goal.[29] Several alternate character and announcer voice packs were also funded.[29] All downloadable characters and voice packs will be free to download on all platforms within the first three months of their release.[30]

Soundtrack

The Skullgirls Original Soundtrack consists of 28 original compositions. The album features music by Michiru Yamane, Vincent Diamante, Blaine McGurty, and Brenton Kossak.[31] On April 20, 2011, Reverge Labs announced that they had enlisted Yamane, primarily known for her work on Konami's Castlevania series, to create the soundtrack for Skullgirls.[32] According to Richard Wyckoff, CEO of Reverge Labs, the developers sought out Yamane because "[they] knew her mixture of haunting gothic themes, jazz and rock would lend itself perfectly to Skullgirls' 'Dark Deco' style."[32] When Reverge Labs requested Yamane to write "jazzy" music, she "played a bit with the rhythm and different sounds to try and heighten the impact and almost primal nature of the unique graphics."[33] Her involvement marks the first time a Japanese composer has scored a Western-developed game.[34] The official soundtrack was released on April 24, 2012 on iTunes.[35] People who donated at least $10 (USD) to the Skullgirls Indiegogo crowdfunding campaign received a digital copy of the soundtrack.[36] An exclusive, physical CD release of the Skullgirls Original Soundtrack was offered, among other rewards, to those who donated $150 or more to the drive.[36]

Skullgirls Original Soundtrack tracklist
No.TitleArtist(s)Length
1."Echoes"Vincent Diamante0:16
2."The Legend of the Skull Heart"Michiru Yamane, Vincent Diamante1:36
3."Pedestrians Crossing"Brenton Kossak, Blaine McGurty3:32
4."Pick of the Litter"Brenton Kossak, Blaine McGurty3:18
5."In Rapid Succession"Vincent Diamante2:24
6."Moonlit Melee"Michiru Yamane6:06
7."Whiling the Hours Away"Vincent Diamante1:40
8."Them's Fightin' Words"Brenton Kossak, Blaine McGurty0:52
9."The Fish Man's Dance"Michiru Yamane6:16
10."An Uncertain Fate"Brenton Kossak, Blaine McGurty1:10
11."The Seat of Power"Michiru Yamane6:16
12."Shenanigans and Goings-Ons"Vincent Diamante1:33
13."Paved With Good Intentions"Michiru Yamane6:15
14."Forgotten Moments"Vincent Diamante3:37
15."A Roll of the Dice"Brenton Kossak, Blaine McGurty0:51
16."The Lives We Left Behind"Michiru Yamane6:14
17."Fugue in Three Goddesses"Vincent Diamante1:22
18."Dirge of the Divine Trinity"Michiru Yamane6:27
19."The Catacombs Below"Vincent Diamante0:17
20."Dire Machinations"Vincent Diamante1:16
21."Her True Power Revealed"Vincent Diamante0:14
22."Skull Heart Arrhythmia"Michiru Yamane6:13
23."Daybreak"Vincent Diamante2:07
24."A Return to Normalcy"Vincent Diamante2:08
25."In a Moment's Time"Michiru Yamane4:28
26."Learning One's Craft"Michiru Yamane6:12
27."The Lives We Tried to Reclaim"Vincent Diamante1:44
28."Hitomi No Kioku (Bonus Track)"Michiru Yamane4:28
Total length:1:11:46

Reception

Skullgirls received generally positive reviews. Aggregating review sites GameRankings and Metacritic gave the PlayStation 3 version scores of 83.00% and 82/100,[38][40] and the Xbox 360 version 78.73% and 78/100.[37][39] The game sold over 50,000 copies across both platforms within the first ten days of its release date.[52] Skullgirls immediately became the highest selling game on the Xbox Live Arcade upon its release.[53] It was also listed as the third best-selling title on the PlayStation Network for April 2012.[54] The game saw a similar performance in Japan, climbing to the top spot on the PlayStation Network’s list of best-selling downloadable PlayStation 3 titles within a week of its release.[55] According to Peter Bartholow, CEO of Lab Zero Games, Skullgirls met Japanese publisher CyberFront's lifetime sales estimates in the first two weeks of its release.[56]

Several reviewers praised the presentation and animation. Ryan Clements of IGN lauded the graphics, stating that the game creates "some of the best hand-drawn character sprites ever used in gaming." He gave the game an Editor's Choice award, reaffirming that Skullgirls succeeds in creating "the prettiest 2D visuals to date."[49] John Learned of GamesRadar also praised the art style, saying "the art deco design is only on the surface compared to the Tex Avery-meets-Bubblegum Crisis subtlety that gives not only the playable characters, but also the backgrounds a lot of flair."[46] However, some critics noted that the overtly sexualized all-female cast could potentially be divisive. Dan Ryckert of Game Informer claimed that while Skullgirls was beautifully animated, some animations were "juvenile and unnecessary".[45] He expressed that it was "disappointing to see that so much of the art style seems focused on anatomy and fetishistic outfits."[45]

Many critics spoke positively about the gameplay mechanics. Maxwell McGee of GameSpot credited the ability to adjust team sizes, adding that the "trade-off between raw strength and versatility helps accommodate a wider skill range."[47] McGee praised the underlying fighting system, stating that it offers "several smart and simple alternatives for typical fighting game annoyances such as high/low unblockables and infinite loops."[47] Neidel Crisan of 1UP said "competitive players will be more than pleased with Skullgirls' gameplay system, and it teaches beginner players things about the genre they wouldn't have learned otherwise without attending tournaments or digging through pages of forum posts."[41] Daniel Maniago of G4 complimented the custom assists, anti-infinite system, and GGPO-enhanced online play, praising Reverge Labs for "listen[ing] closely to fans of the game as well as the fighting game community" during development.[44] Maniago summarized by labeling Skullgirls as "a beautifully crafted game that builds upon good ideas of fighting games before it while addressing issues that fighting games often have."[44]

Skullgirls also received its share of criticism. IGN's Ryan Clements criticized the paltry selection of gameplay modes, missing character move lists, and overly-aggressive AI.[49] GameTrailers lamented the limited roster size, stating that because "the number of combatants here is considerably smaller than most modern fighters...the team-building meta-game element that naturally flows from tag-based battling feels somewhat underdeveloped."[48] Simon Parkin of Eurogamer noticed the lack of online features "from spectator modes to replays to endless lobbies - all options that players have come to expect regardless of a game's price point."[43] Jordan Mallory of Joystiq reprimanded the game for its "goofy and immature" premise, "buxom cast and gratuitous amounts of anime-esque fanservice", and "the fact that Skullgirls' characters are, generally, randomly shuffled carbon copies of characters from other fighting games."[50] Mallory concluded that the series "could have been so much more" had the game spent another year in development.[50]

Skullgirls won Best Fighting Game awards at the 2011 E3 conference from VG Chartz, Bitbag, and Ripten,[57][58][59] and additionally received Best Fighting Game nominations from IGN, 1UP, and the Official E3 Game Critics Awards.[60][61][62] The game was also nominated for 2012 Best Animated Video Game at the 40th Annual Annie Awards.[63]

References

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