#buck has been a very fun character to organically develop over the past couple years i love where he's ended up
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I just wanted to pop in here to say thanks for making Buck the way he is. He speaks to the “overly apologetic but a little freak(affectionate)” and “grandpa with hyper-specific interests” parts of my soul. I hope I can have a partner as good as Davey one day, you have raised the bar for me. I can’t wait for Villain Coded to be a comic, because I’m already having a great time thinking about the stuff we already have.
WAH.... THANK YOU... here's to love for all our gay little special interest freak soldiers out there. may you all be loved for exactly as you are...!!
#anonymous puzzler answers#anonymous puzzler originals#villain coded comic#buck has been a very fun character to organically develop over the past couple years i love where he's ended up#hoping to go a bit harder with villain coded devwork soon so I can actually start comic-ing and posting#there's a solid outline but i wanna review and re-edit that and start writing proper scripts and doin thumbnails
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Voices of the FGC: Andre/Dream Boy Purple of Skullgirls Latin American (SG LATAM)
Over the last five years, Skullgirls has been the “Lil’ Darling” of the Indie movement in Fighting Games. It the game that’s thrived when people said it was “dead”, multiple setbacks, from its former publisher, and various other hay-makers that come with its game development. Through all of that though, it has not only survived, but grown. Now as the actual final patch for the game comes out, the current call for the game, it’s a good time to look back and see it lasting effect on the fighting game landscape. I sat down with a friend of mine, Andre/Dream Boy Purple, who was the lead organizer for SG LATAM, a Skullgirls Latin American group, for his thoughts on Skullgirls, its effect on him, and his organization.
Vice’s Assistant: Alright let's start off with your name for the folks who don't know and what you do with Skullgirls?
Andre/Dream Boy Purple: Name is André, well basically I created and have been running SG LATAM a Latin American focused community for Skullgirls, as well as trying to use the group itself as a medium to spread the word of SG on other LATAM communities.
Banner from SG LATAM Facebook page
VA: How did you find out about Skullgirls?
Andre: Well, back in the day of 2011, I happened to stumble upon a trailer for Double, a character in the game before the game came out. It honestly left me pretty surprised: just the sight of the animation was pretty cool on itself, but it also looked like a really fun fighting game, especially considering I was into Marvel at the time. It was a no brainer (sic) that I soon got it for the 360 when it released.
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VA: And when you first got the game, did it just "click" with you, or did that just come on later down the line?
Andre: Ha ha, that's actually a curious question. When I first got the game, I had my fun with it, but I guess there were a bunch of things that I didn't really enjoy with it. Things like the speed, the constant touch of death combos, the animation having to display the hitboxes for it to run smoothly, and even the netcode even though it was still rollback. It was in a rougher state than the one we have now, I endend (sic) up playing it casually during that time and no thinking much about it.
VA: After you spent time with it though, when did things start to feel like "I really dig this game"?
Andre: That was way down the line, after the whole fiasco with Reverge Labs having to dismantle and reform into Lab Zero, and the launching of their crowdfunding campaign. I started to take interest in the game again after all there were a lot of things that were issues of mine adressed (sic) on the game since then like the speed or balance patches (we didn't get those on the 360 at the time sadly), plus new characters and a PC port after hearing that I made up my mind of giving the game a second chance and ended up falling in love with it then.
VA: Nice. I kind of started to dig the game after I've spent time with a few months later. Skullgirls was my "burnout" game after I would do long sets in SSF IV AE. After a while started fooling around with Fortune and started to realized I like her rush down stuff...even though I was probably abusing some of her nasty damage stuff she had in Vanilla Skullgirls.
Andre: Yeah, damage was kinda ridiculous in vainilla (sic) I remember seeing some videos of Severin back in the day of him killing characters anywhere on the screen with just one bar.
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Couldn’t find a combo of Severine killing with one bar but here’s a 100% combo. These were common (and annoying) in Vanilla Skullgirls.
VA: I couldn't do that kind of stuff, and still can't, but I remember basically using the head to trip someone, going to rekkas, blockbuster. It was super easy to do and boy howdy you could get some nice chunks of damage off.
Moving forward, what in you decided that you wanted to foster your local community to get more people into the game?
Andre: Well when I really started to get into the game once again I started wanting to play more against people and Quick Match did only so much. So I searched around forums and Facebook groups for a LATAM community only to find out there were really none. I found a couple that talked about the game, it's (sic) lore, and played casually but not really one focused to compete with each other. So I quickly took action into it. After all if you want something done you should do it yourself. I created a very basic logo in PS and started a FB group which I tried to promote constantly to friends and in FGC groups. Thinking back to it, it was probably annoying for them to see me do that but I was determined. Ha ha.
VA: Since starting it, how has thing’s gone?
Andre: Well it has been growing pretty nicely and steadily. We're around 600-700 unique members between the FB, Discord, and Steam groups. The Discord is pretty active every day and people are constantly talking and playing on it. We got an actual logo for our group and not just a photoshopped SG logo. We have done plenty of tournaments now under the name "Trifulca en el Ring" with custom flyers for each edition. We've also since have partnered up with Arcade Rumble (a FGC Latin American group) and they have helped us do things like have better production streams, bigger audience to announce our stuff, and in ocassions (sic) even give out money prizes for our tournaments.
Poster done by Abraham Rodriguez
VA: Beyond just the SG LA community, how do you think Skullgirls has grown within the last 5 years? The prevailing joke is "Skullgirls is dead," but the truth is the opposite: Skullgirls is one of Steam's best selling fighting games (CORRECTION: Skullgirl is not one Steam’s best selling fighting games, far from it, but there are a lot more people who have then you think) , showings a plenty tournies, and even a "mini" convention at AX in Phoenix, AZ (Correction AX is in Los Angeles, California, not Phoenix, AZ).
Andre: The SGC (Skullgirls Community) has grown a lot, right now we have things like the Skullgirls Tour which is basically or own version of CPT or KI's world cup with 12 tournaments both offline and online. A lot of people have also joined through the PC community, thanks to it being a complete steal at just 15 bucks for the game, having one of the if not the smoothest online in a fighting game beautiful animation, great gameplay, and the low specs it has. You see new people trying out the game constantly, be it the Skullheart* or Steam forums, as well as in the SG LATAM community. We get people who are new all the time and it also helps the abundance of helpful people and events that are run online by the community. Things like Skullbats, Monday Night Blockbusters, SG Brazil weeklies, and even our own "Trifulca en el Ring" series just goes to show that SG was never or ever will be dead. You'll always have people to play with, you just gotta look for them.
VA: With the last patch finally out, do you feel the game has finally reached its ideal state? Or are there things to feel still need worked on?
Andre: Well considering how Mike Z is, he will always find something to work on, but as it stands, the game is really balanced to the point where tier list are pretty universaly (sic) thought as a matter of opinion, and even then there isn't that much of a diff (sic) from the bottom to the top. Considering SG is pretty unique with it's (sic) focus on resets, I think in it's (sic) current state it will pass the test of time just fine.
VA: What do you think Skullgirls' lasting legacy will be?
Andre: That a community and it's game can last and grow as long as they keep pouring love into it. There's only so many big tournaments for SG (biggest being Combo Breaker) since the whole EVO ordeal of 2013, and barely losing to Smash SG hasn't really been a mainstream fighting game at all. Which to my eyes only makes more impressive what it has been able to acomplish (sic) thanks to the developer support and the constant effort by the community to run events; making tech, helping the devs find bugs, the community being so inclusive. I think SG will still be played many years from now, and until the eventual SG 2, I doubt the constant income of players will slow down anytime soon.
VA: Finally, do you have any advice for people still timid about getting into Skullgirls?
Andre: Well SG is a fighting game, and like any of them, it's not easy to get to certain competitive level. That's the first fact that you have to accept but there's so many resources and people willing to help: on Discord and the Skullheart forums as well as groups targeted towards new players that you'll have people around your level to play against. A lot of people get discouraged because they jump online first thing, and they get massacred since SG is a fast game, and also focused heavily on resets. Even people with past fighting game experience have a hard time when they first play against experienced people, but it really doesn't take that long to get the hang of it, and SG having such an amazing training mode also helps. To sum it up, I know it may seem overwhelming now, but there's so many people willing to help you, and it really is worth it to form (sic) part of such an amazing community.
VA: One last thing: Where can people reach you and be a part of SG LATAM?
Andre: People can reach me personally through my Tumblr or Twitter
http://dreamboypurple.tumblr.com/
https://twitter.com/DreamBoyPurple
For SG LATAM they can reach either through our (sic) FB group or Discord, Discord being the more active one of the 2
https://www.facebook.com/groups/SGLATAM
To both Andre for the interview and Yahoo’s E-sports’ Michael Martin (https://twitter.com/Bizarro_Mike) for advice with interviews
You can also watch Andre attempt to go against the world in a 100-man quick match kumite in Skullgirls today at 6 CDT on his Twitch channel:
https://www.twitch.tv/dreamboypurple
#Interviews#my written work#Skullgirls#SG LATAM#skullgirls 2nd encore#Skullgirls Encore#Skullgirls 2nd Encore+#lab zero games#dreamboypurple
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