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DarkwingDuckk
06 November at 23:37
@IkariX it's a good thing IDGAF about your opinion then, lol
It may surprise you to know that other people have different experiences to your own. But I know that concept may be too far out of reach for you.

As for Nexus, I don't know why you ban people that have legitimate points relating to polls you create. None of what I said was out of line, but clearly you prefer sycophants like IkariX on the forum instead of customers who have legitimate criticism of your logistics (which you make us pay for).
Joman187
06 November at 19:34
Nexushub has the best customer service no doubt. I have had other retailers that don't care about restocking on sold out titles but yet nexushub helped get me townfall steelbooks and control resonant steelbooks even though they were sold out. No one cares about delivery fees as long as you get the physical game in good condition like I have, especially steelbooks which can be fragile.
IkariX
06 November at 15:13
@DarkWingDuck

I'm going to call [censored] on your post. I've been buying from Nexus since the AnimeWorx days from about 2008. I have literally never ever had bad customer service from NexusHub. So you are being disingenuous. I don't think you appreciate the great lengths they go to, to get these games for us. But enjoy your other retailers and their[censored] service.
VectorTwoSix
06 November at 13:17
MrOde very good point! I'd pay extra for express overnight shipping.

HaseoVII SAME regarding FF7Rebirth (best believe I preordered Revelation though )

I am such a huge fan of Nexus Hub - no one else in SA imports the niche titles - I used to need to get my stuff from Amazon Japan/US
HaseoVII
06 November at 13:07
My backlog is so big I don't care how late I get my orders lol haven't even played FF7 Rebirth or even Stellar Blade yet, but that's just me.
MrOde
06 November at 12:56
I'd actually go even further and say do standard free shipping for all orders above R1000 but allow an express shipping option/add on for those that want to pay extra. I would gladly pay extra to get whatever I ordered the day after I order it.
DarkPrince
06 November at 12:29
Shipping costs on games? What's that?
VectorTwoSix
06 November at 12:02
I'm not looking to start a bad thread about this, I was really just curious because I misclicked the tab on the left and stumbled upon the poll (I'd never clicked it before).

I am fiercely brand loyal to Nexus Hub and I don't care too much about not getting a game day-1. I know other names like BT and Koodoo ship earlier so you get it on release, but I'd never be "that" excited that I must play day-1, life happens
On the other hand, paying an extra R150 every time you order a commercially available title does add up, and I would not blame the average consumer for trying to save some money.

I know I'd feel less off about it if there was a price match, and free delivery at a certain threshold.
Cathal
06 November at 12:01
I mean if I can save money, why wouldn't I?

Are there circumstances where I would pay that extra without thinking twice about it, yes. In general there's little reason to do so.

That said, touching on Darkwing's point of eBucks, payment options feel like a lot bigger point than the R50 delivery. Lot of places offering rewards, pay later, etc. Those are big pull points for customers.
DarkwingDuck
06 November at 11:44
For niche titles it's okay. Problem is I play mainly bigger titles. Games are expensive enough as is. If I can save 50 bucks, use my ebucks (which some retailers allow) then I'm definitely going with another retailer.

Basically if I have to choose between paying delivery or not I'm going to go for not paying for delivery. On top of that, I find my Nexus orders are usually delayed. I don't think I've ever received a game on release day which is annoying when you're paying extra for delivery especially. And often you have to ask where it is which I don't think the customer should have to do, that's part of customer service.
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Forums General Skullgirls

 

     

Skullgirls

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DarkPrince DarkPrince SITE MODERATOR

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09 February 2007

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21265
February 4 2011, 12:21pm
A press release has been issued about the upcoming 2D fighting game Skullgirls. It would appear as if the game is on track for a 2011 release and has picked up the art talents of Alex Ahad, who has worked on projects such as Scott Pilgrim and Lava Punch.


Prepare for the fight of your life! Autumn Games, a premier publisher of interactive entertainment, is working with game developer Reverge Labs to develop Skullgirls, a new fast-paced 2D fighting game that puts players in control of fierce female warriors in an extraordinary Dark Deco world. The team is led by renowned fighting game champion Mike “Mike Z” Zaimont and artist Alex Ahad, whose work has appeared in many publications, including Scott Pilgrim and Lava Punch. Using advanced graphical technology never before achieved in a game of its type, Skullgirls is currently in development for a 2011 release on high-definition home consoles.

“We believe that Skullgirls has the chops to be the next big 2D fighter – it has amazing art, tight gameplay, and a rich and deep backstory,” said Jason Donnell, president and COO, Autumn Games. “Working with the talented group at Reverge Labs is an added bonus, particularly with Mike Z’s expertise in the competitive games arena and Alex Ahad’s phenomenal art style. Together we’re delivering a challenging and competitive – and really fun – game, wrapped in the convenience and easy expandability of DLC on the two leading gaming services.”

“We’re aiming to create a new take on fighting games, drawing on our own experience as competitive gamers to combine the best elements of classic fighters into something with intense action, an engaging story and the most advanced 2D fighting engine ever created,” said Richard Wyckoff, CEO, Reverge Labs. “Autumn Games is quickly making a name for itself in the industry as a publisher of fresh and exciting games and a true partner to independent game developers, and they were the ideal choice for us to partner with on Skullgirls.”

Additional details will be revealed at the upcoming Game Developers Conference in San Francisco, March 1-2, where Skullgirls will be shown by appointment only.


Skull Girls Promotional Video




 
RagnaXBL RagnaXBL

Joined

16 April 2010

Posts

6569
February 4 2011, 12:24pm
seen this, looks horrible lol, still in development hope they make it much better,

do like the evil nurse thing going on though
 
Woofels Woofels

Joined

13 March 2007

Posts

9401
February 4 2011, 12:24pm
Very strange art sytle could be cool though
 
Lord IceQ Lord IceQ

Joined

30 May 2008

Posts

2706
February 4 2011, 12:29pm
mmh i agree and why traverse 2d these days when 3d is soo much easier???
 
DarkPrince DarkPrince SITE MODERATOR

Joined

09 February 2007

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21265
February 4 2011, 12:34pm
Cause 2D is better and looks much nicer especially when it's hand drawn.
 
Lord IceQ Lord IceQ

Joined

30 May 2008

Posts

2706
February 4 2011, 12:37pm
well very true did u see the new mk?
 
RagnaXBL RagnaXBL

Joined

16 April 2010

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6569
February 4 2011, 12:39pm
i thought the new mk was 3D?
 
DarkPrince DarkPrince SITE MODERATOR

Joined

09 February 2007

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21265
February 4 2011, 12:46pm
New MK is similar to SFIV, it's 3D on a 2D plain which is why it looks uglier than actual hand drawn 2D games like KOFXIII but still plays as good as a 2D fighter.
 
DarkPrince DarkPrince SITE MODERATOR

Joined

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21265
March 1 2011, 12:19pm
Out-of-control debut trailer for Skullgirls



Looks like good fun, great style and animation
 
RagnaXBL RagnaXBL

Joined

16 April 2010

Posts

6569
March 1 2011, 12:28pm
the beta version looked horrible, Looks like they tweaked it quite a bit
 
DarkPrince DarkPrince SITE MODERATOR

Joined

09 February 2007

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21265
March 4 2011, 11:47pm
Game is looking great will definitely pick this up when it becomes available on PSN and hopefully things like this grow

Tag Team Walkthrough

http://www.gametrailers.com/video/gdc-11-skullgirls/711324
 
RagnaXBL RagnaXBL

Joined

16 April 2010

Posts

6569
March 5 2011, 9:46am
Skullgirls GDC 11: Combo Gameplay


really high res sprites, wish they had a nice artstyle to go with it though,don't like that comic feel, KOF devs should learn from this
 
RagnaXBL RagnaXBL

Joined

16 April 2010

Posts

6569
March 11 2011, 8:42pm
Skullgirls, The 2D Fighting Game That Plays Smarter, Not Harder

http://kotaku.com/#!5780676/skullgirls-the-smarter-2d-fighting-game

A new 2D fighting game will throw its hat into the ring this summer, the ambitious and impressive Skullgirls. It's a downloadable girl-on-girl brawler borne of a love of Street Fighter, Marvel Vs. Capcom and Guilty Gear. It's a fighting game that creatively solves fighting game problems.

Skullgirls, coming to Xbox Live and PlayStation Network this summer, is a fast-paced 2D fighter. Not quite as speedy as Marvel Vs. Capcom 2 or 3, though it does feature stylish air-juggling combo attacks. The roster, for now, features eight female fighters who duke it out in a colorful "Dark Deco" world, brawling in one-on-one and tag-team matches.

To date, they've officially revealed three of the Skullgirls. Filia is a schoolgirl—a "rushdown" character with aggressive attacks—with a shape-shifting parasite attached to her head. Cerebella, the grappler, is a circus performer with a "mega-strong set of arms she wears as a hat" named Vice-Versa. And Peacock? We'll we're not quite sure what she does yet.

Skullgirls is the work of Reverge Labs and the spawn of artist Alex Ahad and programmer Mike Zaimont. Zaimont, or Mike Z as he's known in fighting game circles, is a tournament competitor, well versed in the 2D fighting styles of BlazBlue, Guilty Gear and Marvel Vs. Capcom 2. That's evident in many of Skullgirls clever design choices.



This is a six-button, 2D plane fighting game stuffed with fighting game tradition: the ability to cancel special moves, then parlay them into other, sometimes flashier, deadlier moves; the option to call in a tag-team partner for an assist attack; air-dashing; push-blocking; and a deep combo system that can lead to stunning beatdowns.

Skullgirls does a few of those things differently, though. It eliminates the unblockable attacks found in other games that feature tag-team assists, for example. Say your opponent calls in an assist attack, one that is only blockable low. But he also simultaneously performs an attack that can only be blocked high. In other games, that would be nigh unblockable. In Skullgirls, you'll be able to block both at once in this circumstance.

The game also allows for combos that can be started in-air, then continue on the ground. Normally, an air combo means a knockdown, but Skullgirls offers the opportunity to continue that chain.

One of its most interesting design choices is how this 2D fighting game deals with something that can kill competitive fighting games: infinite combos. In many fighting games, some simple to execute combos can lead to chains that can never be broken. Rather than try to squash these completely, Skullgirls offers a different solution. Should you find yourself trapped in an infinite combo—you'll see the "hitspark" change—simply tap a button and you'll be able to break out of it.



That doesn't mean you won't be able to chain together impressively lengthy combos that number in the dozens of hits, however. As long as you vary up your attacks, you'll be able to keep the combo stacking—but eventually you'll run out of variations.

Other things I like about Skullgirls? 360-degree spins with a joystick are easy to pull off. The game interprets those movements smartly to prevent unwanted jumps in the middle of them. Air-dashing (for characters who can air-dash) can be performed by hitting two punch buttons, as well as double-tapping the stick.

Skullgirls takes a creative approach to its graphics, as well. This is a hand-animated, 2D sprite-based game with high-resolution characters free of pixelization. But those 2D characters are lighted with 3D tech. You'll see the girls light up from hitsparks or street lights on stages or chandeliers casting down soft light from the ceiling. It is impressive to look at, richly animated and dynamically lit from all sides. There's character and charm to these designs, so we look forward to seeing what the rest of the cast is like.

We spent all of our hands-on time playing with Filia and Cerebella, two characters that were highly entertaining to fight with. They pack cool, Darkstalkers-like attacks, fully of life and sometimes titillating animation. Filia's special moves include a dragon punch rising attack, a rolling attack that smacks of Felicia's roll and the ability to send her hair parasite Simon underground, spiking it upward.

Cerebella relies mostly on command throws, with the ability snatch foes on the ground, pull them out of the air, or grab them while jumping. It's comical to watch her buffed up arm-hat smash up opponents. There's probably a very good reason we're seeing these two memorable characters brawl first.



From what we've seen and played of Skullgirls, this is a serious fighting game contender designed by people who are passionate and expertly knowledgeable about what can make a fighting game succeed or fail. It feels friendly to the occasional Street Fighter IV player, but deep and technical for the aspiring pro fighting game master.

Keep an eye out for Skullgirls when it comes to consoles this summer, courtesy of Autumn Games.

 
RagnaXBL RagnaXBL

Joined

16 April 2010

Posts

6569
March 28 2011, 3:06pm
SPECIAL Inside look at Skullgirls! [HD]


looks really nice,was a bit undecided on this one @ 1st but it really looks nice now, will probably pick this up when it hits PSN/XBL, luv the BGM's so oldschool
 
DarkPrince DarkPrince SITE MODERATOR

Joined

09 February 2007

Posts

21265
March 28 2011, 3:28pm
Tired of these 2 characters now, display some new characters all of this has been seen before in the other video's. People uploading old crap. Hoping this game has a decent number of characters cause at the moment it's looking very underwhelming in that department.
 
RagnaXBL RagnaXBL

Joined

16 April 2010

Posts

6569
March 30 2011, 8:18am





skull girl demo with comentary March 27th, some really nice matches here.
looks like team don't have to have the same number of members. i like that, i just hope they balance it properlly, teams with less members seem to do more dmg.
 
RagnaXBL RagnaXBL

Joined

16 April 2010

Posts

6569
April 21 2011, 11:23am
Skullgirls' soundtrack written in the Key of Yamane


Autumn Games enlists legendary video game composer to create music for its upcoming 2D console fighter

Michiru Yamane, responisble for the soundtracks of games such as Castlevania: Symphony of the Night, Pro Evolution Soccer, and Twinbee, will be working on the soundtrack for Skullgirls.

"It was clear from the start that Skullgirls is something special, and I'm constantly seeking new and innovative projects to create for," said composer Michiru Yamane. "After seeing the game's distinctive artistic direction, and discussing its beautiful premise with Autumn Games and Reverge Labs, it was easy to be inspired. Because Skullgirls has such a unique style, it is important that the music both complements and adds to the game's atmosphere. I think fans will be very happy with the direction we are taking."

"Skullgirls is a new 2D fighting game that puts players in control of fierce warriors in an extraordinary Dark Deco world. The team is led by renowned fighting game champion Mike 'Mike Z' Zaimont and artist Alex 'o_8' Ahad, whose work has been featured in many publications, including Lava Punch and Girls of Gaming. Using advanced graphical technology never before achieved in a game of its type, Skullgirls is currently in development for a 2011 release on high-definition home consoles."

http://www.qj.net/xbox-360/news/skullgirls-soundtrack-written-in-the-key-of-yamane.html

 
RagnaXBL RagnaXBL

Joined

16 April 2010

Posts

6569
June 6 2011, 9:10am
A Look At The Animation Creation For Skullgirls



http://www.siliconera.com/2011/06/05/a-look-at-the-animation-creation-for-skullgirls/

Skullgirls has come quite a long way since it was first conceived. This week, the developers of the game released a behind-the-scenes video of the animation process for the game, which gives you a quick look at how a single character is animated

Skulllgirls is slated for release this year on the PlayStation 3 and Xbox 360.


Skullgirls - Art Process Trailer

http://www.youtube.com/watch?feature=player_embedded&v=bhooOLv1uxg

Skullgirls Beta - Peacock gameplay

 
DarkPrince DarkPrince SITE MODERATOR

Joined

09 February 2007

Posts

21265
June 6 2011, 2:55pm
Glad too see a new character. Looking forward to this game
 
RagnaXBL RagnaXBL

Joined

16 April 2010

Posts

6569
June 15 2011, 9:14am
IPW Exclusive! Peacock Combo Exhibition


i like the DHC combo's in this game

custom sticks


Reverge labs tease new character


http://iplaywinner.com/news/2011/6/10/reverge-labs-teases-new-skullgirls-character.html
 
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