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Skullgirls Delayed To Early 2012

Author:
Matt Gardner
Category:
News
Tags:
Fighting Games, Reverge Labs, Skullgirls

Skullgirls Delayed To Early 2012

Reverge Labs have announced that upcoming fighter Skullgirls is to be delayed until early next year. 'We're strongly dedicated to quality and feel more time can be spent polishing the game,' said Reverge's Peter Bartholow in statement, 'so with Autumn Games' blessing we have decided to delay Skullgirls' launch until early 2012.'

Jon recently highlighted Skullgirls as a game to watch this year, suggesting that it had the potential to be one of the finest competition fighters yet, but Reverge clearly feel there's more work to be done. Not that we have a problem with that at all, it's always nice to see developers going the extra mile and publishers giving them the time and opportunity to do so.

Don't worry - development is proceeding apace, and we'll announce a firm release date as soon as we can. The vagaries of digital distribution and the submission process make that impossible at this point, but Skullgirls should be launching early in the first quarter of 2012. Even though this is a relatively small delay, there's a lot it will let us finish up and polish in the final months of the game's development. There are a lot of reasons behind this delay, but the overriding one is that we’re just trying to make the best game we can. As tournament attendees and forum-goers know, we’ve done extensive tweaking and added new features based on community feedback. While many of these things are individually small, they add up over time and can delay other tasks – some companies call this “feature creep,” but we call it the extra polish that takes a game from “good” to “great.”

Bartholow did list some of the improvements that have gone into the game as a direct result of community feedback:

  • Gameplay speed changes – 10% faster!
  • Lots of new effects and overall presentation improvements
  • Upgraded backgrounds to 3D
  • Additional music from Michiru Yamane
  • Requested color palettes
  • Accidental pause prevention option – hold Start for 15 frames to pause
  • PlayStation 3 custom soundtrack option
  • Button macros to help when playing on a pad
  • Innumerable balance and gameplay tweaks
  • In-game art galleries

[Skullgirls Official Site]

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