En GamerGaia han entrevistado a los creadores, Mike Z y Alex Ahad. Un extracto con lo más interesante sacado de Neogaf:
Those of you who know me or have read my articles probably know that if there's one genre of video games that can get me excited, it's fighting games. It was quite a treat when I had the opportunity to correspond with Reverge Labs about its upcoming game, Skullgirls. In this interview I spoke with Mike “Mike Z” Zaimont and Alex “o_8” Ahad about their upcoming title. Mike’s the Lead Designer and Lead Programmer, and Alex is the creator of the IP and the Creative Director of the game.
GamerGaia: Thank you, Mike and Alex, for affording us this great opportunity. I’d like to use this chance to introduce some of our readers to Skullgirls, a unique 2D fighter coming out this year. Let’s start out with the story and mythology behind Skullgirls. The game is based on something called the Legend of the Skull Heart. What is that legend?
Alex: So there’s this ancient, mystical artifact called the Skull Heart, and every seven years it will grant a wish to a young woman. However, if their heart isn’t pure, their wish will be twisted and they’ll be transformed into a monster known as a “Skullgirl.”
For example, in the back-story there was the Grand War between three nations. The queen managed to get the Skull Heart, and wished for peace. However, she was transformed into the most powerful Skullgirl yet and attacked the three nations. The three nations had no choice but to end the war and work together to defeat the new Skullgirl, and ended up finding peace because of that.
GamerGaia: Let’s talk about the game itself. There are a lot of fighters on the market, but Skullgirls is clearly different from the pack. What do you think makes it unique?
Mike: My goal from the start was to make this the best competitive fighter out there, but I also want new players to pick up the game and be able to enjoy it. A lot of people think those two things are mutually exclusive, but they’re not. Many of the game’s features are based on things found in other games, but I’m trying to refine them and combine them in ways that make Skullgirls feel both familiar and new.
It was actually really interesting watching people play it at the ReveLAtions tournament because I saw a lot of people from different game backgrounds pick it up and have fun, including some I didn’t think would like it at all. People from completely different fighting game backgrounds played against each other and had a blast.
GamerGaia: How does the combo system work in Skullgirls? Can it be compared to the combo systems of any existing fighting games?
Mike: I’d say it’s most like the Versus series up through Marvel Vs. Capcom 2 with a little bit of Guilty Gear thrown in. I want to capture the freedom and fun of those games, so there are chains, launchers, air combos, and OTGs (off-the-grounds), as well as the ability to cancel normals to specials and specials to supers.
GamerGaia: What types of game modes will Skullgirls have? Will it have a traditional “Story Mode?”
Alex: I can’t go into much detail, but there will be single player modes with varying levels of story content in them.
Mike: We’ll also have robust online play, tutorials that we hope will actually teach you how to play fighting games and a training room with some pretty unique options.
GamerGaia: Multiple character endings are all the rage. Will we see different endings for different characters?
Alex: Yeah, definitely. The Arcade mode’s story isn’t canon, so we’ll get to have fun with those... some will be cool, others might be sad, and some of them may even be silly. Since it’s not canon, I can play around like that, and even draw some of the characters’ Skullgirl forms.
GamerGaia: What kinds of online capabilities will Skullgirls have? Will there be DLC available for console versions?
Mike: We’ll have the full suite of online play features you’ve come to expect like ranked matches, rooms, etc. We’re also looking to let you invite a friend into Training mode so you can try things out with them. While not an online gameplay thing, we’re also going to let you upload replay videos to your YouTube and Facebook accounts so you can share your matches with your friends or see pro matches. And as Alex alluded to before, we’ll definitely have DLC for new characters, as well as free game updates.
GamerGaia: A lot of our readers may be surprised to know that Michiru Yamane, the famed composer behind most games in the Castlevania series, is signed on to write the music for the game. How do you like what she’s done with the score so far?
Alex: We’re really happy with it. I’ve got to admit, when I heard that Yamane was a possibility, I totally geeked out and had to jump on that opportunity. Yamane’s Castlevania soundtrack is one of the most memorable game soundtracks ever, and I think her style’s mix of upbeat and gothic sounds is a great fit for the Skullgirls world. The fan response has been so great that Autumn allowed us expand our contract with her, too.
- Han intentado crear una mezcla con sus aspectos favoritos de varios 1vs1. A grandes rasgos, definen su trabajo como un Marvel vs Capcom 2 sazonado con Guilty Gear.
- El argumento va de un artefacto (el Skull Heart) que puede conceder un deseo a aquella jóven que lo encuentre si su corazón es puro; en caso contrario, la transforma en un monstruo denominado "Skullgirl" y su deseo se cumple de forma retorcida.
Como ejemplo pone el caso de la última Skullgirl, una reina que pidió la paz mundial ante la guerra que libraban tres naciones. Al transformarse en un monstruo las naciones tuvieron que dejar de luchar entre sí para enfrentarse a ella.
- Hay varios modos para un jugador, con la historia repartida entre ellos.
- En el modo Arcade cada protagonista dispone de varios finales, pero ninguno es canon. Como no están obligados a mantener una coherencia hay algunos divertidos, otros tristes, otros absurdos...
- El modo Training tendrá algunas características especiales, como invitar a otros usuarios vía online para experimentar. Se podrán subir los vídeos de los combates a Youtube o Facebook.
- Michiru Yamane, compositora emblemática de Castlevania, trabaja en la BSO.