Summary: Skullgirls is a downloadable fighting game in a world brimming with big-budget, disc-based games from the same genre. Holding it to the same standards might seem unfair, but expectations from fighting game players are the same regardless of how the game is delivered.
Excerpt: Lights! Camera! ACTION! Fighting games has been bringing out our aggression since the early days of gaming. Women in revealing clothing, muscular men and special attacks have been delighting us since Street Fighter. What sets Skullgirls apart from its predecessors? Quite a bit it turns out.
Excerpt: The barrier to entry for high-level digital pugilism is bloody tough to break down. The jargon used to describe how these games are played and how they're discussed is like an alien language to most, especially those who stepped away from 2D scrapping when Tekken arrived.
Summary: Fighting games as of late have become a dime a dozen. I don't mean that in a negative way, I'm just saying that there is a huge pile of fighting games that have cross my plate in the last twelve months, and I just don't have time for all of them.
Excerpt: As with the beginning of all great love affairs, I first laid eyes on Skullgirls in a dimly lit bar in downtown LA. She was tucked away in a corner attracting the attention of other guys but I knew we would soon be alone together.
Summary: Skullgirls has almost everything going for it. Fantastic art, fantastic net code, and a near-perfect fighting game engine. As such, it's a shame such a polished game was shipped missing an in-game moves list and no multiplayer lobbies.
Pros: The crazy attention to detail, GGPO net code, Glorious hand-drawn artwork
Cons: No multiplayer lobbies, No in-game moves list, Annoyingly hard final boss