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[Video Games] The Rise and Fall and Rise Again and Fall Again of Lab Zero Games
The last drama post I did about Kuma Miko seemed to have gotten some praise, but some wished to see a Hobby Drama post that had consequences outside “people got angry over it”. So without any further delay, here’s a story about a studio that’s close to my heart, one that I’ve backed twice and seen die twice. Note: This is a fairly lengthy drama, so forgive me if I’m not able to provide all of my sources. Most of the front half of this comes from this video, which chronicles the first half of Lab Zero entirely in Russian. From Ahad to Mike Z Let’s start in the beginning. Alex Ahad is a freelance illustrator who, in between other work, had created character designs for a prospective fighting game. Mike Zaimont is a professional fighting game player best known for games like BlazBlue and Marvel Vs. Capcom, but since 1999 had been coding a custom engine in his free time, which he hoped could be used for a fighting game. The two met in 2008, and the two quickly realized that with each other’s help, their dream could come true. In 2010, the two joined the newly developed game studio Reverge Labs. Joining their team was Mariel “Kinuko” Cartwright, a friend of Ahad’s and daughter of a Disney animator who helped animate games such as Scott Pilgrim vs. The World and Shantae; Peter Bartholow, who acted as CEO of Reverge as well as their PR arm; and an assortment of other animators and designers. Their goal: a fighting game in the style of Marvel vs. Capcom 2 with hand-drawn animation that they called Skullgirls. After obtaining publishers in Autumn Games and Konami (at the time of development the Microsoft required indie devs to have a retail publisher in order to bring their games to Xbox Live Arcade), the team got to work on Skullgirls. Initial impressions were favorful - people liked Ahad’s unique character designs, the fluid animation, and the solid engine Mike Z built - but upon release, there were some concerns. The time and money needed to develop each character meant a starting roster of only eight characters, a far cry from other fighting games (the original MvC had 15 characters in 1998), and due to the team trying to get the game out, there was no in-game move list. Some were also concerned that the cast, consisting entirely of women, was too fanservice-filled, although Bartholow said that the characters were just attractive women who could fight as opposed to characters using their sexuality in battle (Ahad said that sex wasn’t his main focus, he just wanted to have monster girls fight each other). The team at Reverge Labs stressed that they would continue to update the game, with plans to add DLC if the game sold well enough. Good thing nothing could go wro- Everything goes wrong Alongside publishing Skullgirls, Autumn Games and Konami had previously published a karaoke game called Def Jam RapStar. Unfortunately, around March 2012, the time Skullgirls released, both parties were at the end of several lawsuits made against them - one argued that Autumn and Konami did not get the rights to some of the songs used in the game, while another claimed that the game was funded with a bank loan which Autumn Games was unable to pay back. The result of these costly lawsuits was that Autumn was unable to pay Reverge the money made from Skullgirls - this led to the entire Reverge team being laid off around July, and the future of the game in the air. And so, the team decided on a whim to reconvene as a new development studio, Lab Zero Games. At a fundraiser for breast cancer research which included a fighting game tournament, Mike Z revealed the first DLC fighter and promised that new information about her and the team would be posted soon. This would turn out to be an Indiegogo fundraising campaign that asked for $150,000 to develop the first DLC fighter, with more characters promised if people backed enough. In the end, $829,829 was raised in the campaign, enough to fund five DLC characters, a bevy of stages and voice packs, and other features. It was quickly becoming a cult classic. The Skullgirls Curse And so work on Skullgirls DLC was underway. However, a variety of events happened to befall Lab Zero during development, some causing controversy and others just annoying the team. Some dubbed this “The Skullgirls Curse”. So let’s go over some of them:
Paypal Woes: During the Indiegogo DLC campaign, Lab Zero announced that Ahad had created around 30 prospective designs for DLC characters, and that there would be a vote to see which characters would be the two “mystery characters” teased in the Indiegogo campaign. As you would guess, this caused the Skullgirls fanbase to get heated, to the point where some stressed that they would ask Indiegogo for their money back if their character didn’t win. PayPal, who managed the funds for this campaign, was concerned about these threats and put nearly all of the money on hold. Bartholow tried to negotiate with PayPal, and was eventually able to get the funding - once PayPal was given a hefty sum as collateral.
Bad Juju - If you notice on the list of prospective DLC characters, one character is Juju, a character who was designed by Ahad from a fan’s suggestion on a Whiteboard Wednesday art stream. Ahad seemed to like the idea of the character, and kept building her up until she became a legit character in the game. The original fan made a joke on Facebook that he’d like to be compensated for the design, which led Lab Zero to negotiate obtaining the character rights from him. They eventually worked out a contract that would give them the rights to the character, but only if the original fan didn’t reveal it until Lab Zero announced it themselves. The fan then posted about it on the Skullgirls forum the very next day, breaking the NDA immediately and making it so that Lab Zero couldn’t use the character at all.
Don’t be (Red) Cross with me: One of the characters included in the base game of Skullgirls is Valentine. As you can tell, the two biggest features of her character are her being a nurse and a ninja - as such, her costume is decorated with red crosses. This was upsetting to the real Red Cross, which fights hard to prevent its trademark from being associated with violence - as such, when they came to the Skullgirls publisher demanding a change, all red crosses in the game had to be changed to magenta.
#FucKonami: In November 2013, due to Konami barely helping at all with the publishing process for Skullgirls (they refused to greenlight any patch or DLC until Lab Zero tested it itself on their own time and money, they didn’t help with Microsoft’s certification process for Xbox, etc), Lab Zero dissolved their publishing agreement. This led to a massive snafu where, due to the dissolution, the original Skullgirls was taken down on consoles, and Lab Zero had to scramble to get a new publisher on the consoles side and then reupload the game as Skullgirls: Encore. It was a tangled web of issues which the above YouTube video relays, but required certification from both console storefronts and even the Japan storefront, as their publisher there was also coincidentally being dissolved at the same time without Lab Zero knowing.
EVO 2014: During one of the largest fighting game tournaments of 2014, Skullgirls was promised a space for airing their tournament stream by controller distributor Madcatz. Lab Zero and Autumn provided a pot for the tourney, and everything was smooth sailing - until a multitude of delays made it so that the entire time Skullgirls had for streaming was replaced with Tekken tournaments. By the time these issues were fixed, only the final four matches were able to be shown.
What’s the worst kind of ship? Censor-SHIP!: In April 2015, one of the patches of Skullgirls altered the animation of some characters, which according to Lab Zero themselves was because of their own artistic values (while they admitted that panty shots in a fighting game comprised entirely of girls is unavoidable, they didn’t want to go out of their way to show them). As you might expect, this led to a massive onslaught of negative Steam reviews and caustic tweets from people who abhor censorship of any kind. Funnily enough, this brigade started around October, six months after the changes were made, and only via word of mouth - people didn’t even notice there was a change until someone told them about it.
Backer characters: As part of their Indiegogo campaign, some of the highest-paying backers could have their original characters put in the background of some custom stages. Lab Zero warned these backers that these stages would be a casino and a ballroom, respectively, so their OCs should ideally be designed with a formal flair. Some backers did follow this unspoken rule - ZONE, a notoriously NSFW Flash animator who helped work on the DLC characters, made a perfectly formal look for his mascot Zone-tan. As for the others, well...
SonicFox: This isn’t included in the compilation video mentioned above as this occurred way after all the initial Skullgirls drama. Basically, SonicFox is a five-time EVO champion and one of the best Skullgirls players in the world. In May 2020, after Skullgirls was mostly complete, they were given a cameo in Skullgirls’ training stage. Of note is that SonicFox is black, non-binary, and a furry, and the character added to the game was their fursona, who has a trans rights flag in the inside of their jacket you can only see for like one frame. People reacted as you would expect. Also, one of the original backers requested to change their character as they were now transitioning, which didn’t get as much flak, so that’s nice I guess.
So as you can see, Skullgirls had a menagerie of problems and issues during its dev time. However, their Skullgirls curse seemed to have faded away, as they had a new game in store. If I was Indivisible Indivisible was a new project of Lab Zero, announced in 2015 as Skullgirls DLC production was nearing an end. Billed as a platformer RPG similar to games like Valkyrie Profile, it would tell the story of Ajna, a young girl whose town is stricken by tragedy and she finds out that she’s a portion of the god of creation, who has grown discontent with the world and wishes to remake it anew. Its Indiegogo campaign focused on Incarnations, party members who came from a variety of cultures, religions, and demographics not usually represented in popular culture. And as you can see by the fact that it got over two million dollars in funding, people were excited to see what Lab Zero could do. They even got enough funding to get Studio Trigger, of anime fame, to create the opening for the game. Of course, it wouldn’t be Lab Zero without the occasional issue here and there. As shown above, some Incarnations were changed or scrapped during development, which irked some who backed because of that character specifically (not naming any names, but look in the incarnation list and see if you notice any). Backer characters were included again, and although there were more places to add them so they didn’t look out of place, you still had the occasional few that did. Critics liked the art and presentation of the game, but disliked some gameplay issues: the second half of the game became a cakewalk once you progressed far enough, it was a bit of a pain to go from one end of the map to another, especially for side quests, and a bunch of party members simply weren’t complete. Most egregiously of all, the Nintendo Switch version of the game was ported by a different company and released before Lab Zero was even aware of it - which forced them to scramble again to patch it up so it was on par with other consoles. Still, it was a better situation they were in than when Skullgirls started. They had a legit publisher in 505 Games, people were satisfied with the base game, and Mike Z mentioned how the base game would continue to be refined with gameplay changes, small additions, and guest incarnations from other indie games.NBC even announced that Indivisible would be adapted into a television program for their Peacock streaming service. Things were looking up for Lab Zero. Everything goes wrong... AGAIN During the production of Indivisible, Alex Ahad was let go by Lab Zero. Not much is mentioned about it except that he was growing increasingly hostile, making it difficult to work with him, and his art was not meeting the standards for the game. He left, tried to sue Lab Zero, and eventually agreed to a sizable settlement. Mariel became the lead artistic director in his stead, and the art team had to be rearranged to compensate. Now, as Lab Zero was preparing to transition from being employee-owned, Mike Z was made the temporary head of the studio. In June of 2020, Mike Z did an “I can’t breathe” joke during a Skullgirls livestream just days after George Floyd’s death - he later apologized for this, claiming he was trying to bring attention to the issue. Soon, more peopleprovided proof that Mike Z has had a history of sexual harassment. Kinuko chimes in as well, noting that while she tolerated inappropriate behavior for years, when she talked to Mike Z about it, he blamed her for his actions. She talked with others in the team, who came to the conclusion that Zaimont had treated all of them like this. Some Lab Zero employees resigned on their own, while others pushed for Zaimont to resign. However, as Mike was still head of the studio, he dissolved the studio board and laid off the rest of the staff. So where does that leave everyone?
Ahad is still doing art on his own, and gets by with commissions and his Patreon.
Kinuko, as well as the majority of Lab Zero, created a new studio called Future Club, which has promised to create new titles with the same art style they refined from Skullgirls and Indivisible.
Autumn Games still own the rights to Skullgirls, and with the help of some former Lab Zero devs, created a mobile version of the game. It’s surprisingly not bad, although it’s of course stuffed with microtransactions. However, they’ve apparently made enough to fund a completely new character for the game for both the mobile and console/PC versions.
After everything with Mike Z, 505 games put out a statement which signaled the end of all development of the game, leaving it unfinished. Mike Z has been suspended from Skullgirls streams and the like, making his future in the gaming world unclear.
There’s probably something I’ve missed in all of this, but yep. I backed them twice, both for Skullgirls and Indivisible. I don’t regret it, and I’m looking forward to whatever Future Club does, but I won’t lie - I’ll always miss what could have been.
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[DQXIS] Sharing a few things: Art Asset rips, Quest Catalogue text datamine, and item collection cataloguing (including 'missable' items)
I could've made this into multiple threads, but I just wanted to get this info shared cause I put it off for too long. So let's get it over with rapid fire.
Art Asset Rips
https://mega.nz/#F!CqhFhAjS!8jsDBgmSqAJBN2ZV4lxUsg I wanted to do this the moment I saw the new artwork used for story battle dialog Basically, I extracted the packages and converted the UE4 assets into PNGs using Gildor's UE Viewer. Feel free to use them for your wikis or whatnot. The folders are organized as such, please be cautious of spoilers if you haven't completed the game. Such as party member, monsters, or other stuff.
Character
Battle Dialog (the story battle dialog artwork, be wary of spoilers)
Character Builder (All the textures and icons used for the Character Builder)
Party Members (various face artwork used for the party, be wary of spoilers)
Skill Icons
Statuses (all the buff/debuff icons)
Items (artwork of all items)
Categories (menu icons)
Consumables (usable items)
Equipment (armor and accessories)
Key Items
Materials
Mini-Medal Reward Icons (large images used when you get a Mini Medal reward)
Shields
Weapons
Localization Replacements - EN
By default, the file images are all for the Japanese version. When your language is set to English, it goes to the L10N/EN folder to get certain stuff, like the English logo, to load instead.
Maps
My favorite thing, all the maps used in the game. The naming scheme is like this. If a map has an element that changes (like a new entrance or whatnot) a "MapGimmick" image gets placed on top of it. If it's a dungeon, the "Mask" image is overlayed on top of it to give the effect of you "unmasking" it as you explore.
Map Icons
Icons used for the maps. Like shops and whatnot, and overworld stuff.
Omake
If I remember correctly, original Japanese version had a playable DQ1 after the credits. This is probably from that?
Tickington-Only Monsters
All the 2D artwork from the Defeated Monster List of the Tickington-only monsters. There's a spoiler in there at the end.
Title Screen
Title Screen assets.
UI Common
Core UI stuff, like button icons, if anybody wants to use it for PC via DQHook. I have some of the PS4 (from the Japanese version) ripped, but the extractor doesn't work well and half are messed up. :<
Also at the end are a spoiler of all the (Post-Game)"wedding" photos.
The next things I plan to rip are Casino related textures. That'd be cute to have.
Quest Catalogue Text Datamine
https://pastebin.com/C1RPGm8y This is a quick one, but I extracted all the text used for all the quests in the catalogue as you go through them. Starting from when it's a "???" to "You completed!". The reason I did this was cause no sites have transcribed it before. So again, it'd be nice if people used these for wiki entries or sites, so it can be complete like other games have for their quests (like an Elder Scrolls or Fallout site) I had to correct some characters, and adjusted it accordingly. One quest name uses an en-dash (–), some entries uses an em-dash (—). And there were some entries that used single open/close apostrophes, so I did open/close quotes instead (“ ”). I'll upload a PC equivalent later, the only differences are there's no Tickington quests, and the Mister Vista quest has different entries.
3D Mode Item Locations
PS4/PC Item Locations:https://www.dropbox.com/sh/a7z69cda951fo15/AADXLD6_iW2DTUketS6Pb15Pa?dl=0 Switch Item Locations:https://www.dropbox.com/sh/r0c8jnhsfaiou7v/AAAOQqaSi8xyCQx7TuAhXNl1a?dl=0 So I'm nearly done with Act 2, but this is my third playthrough, and I've completed Act 3. Before I've catalogued every since item location while following the Japanese PS4 Guide Book. This is for those that want to collect EVERYTHING in the game, so Erik's Nose for Treasure doesn't give any more loot to find. It's organized by type of region (towns, overworld, etc). First screenshot is me using Noah's Archive/Nose for Treasure to see the item count for each map area, then collecting it. Each location may have notes detailing specific things about treasures. The Switch folder notes may have out of date info from the change, so I need to clean that up here and there. The Switch folder may randomly disappear, that's because I'm updating it, and it's easier to wipe and copy/paste my working folder, which is separate from Dropbox. Switch folder is basically complete now. I have a thread on GameFAQs with others talking about it too.
List of 'Missable' Items
https://docs.google.com/document/d/1UMR8kDZWWJAwIkBNiJrwgRVy2MtdYbtfjYKmoYWHdrE/edit?usp=sharing So the items listed doesn't mean they can't be gotten elsewhere, it's just that specific pot or barrel or whatever can't be looted again. This also is for those that want to be true completionists, and not want to miss anything. I structured it so it goes by Acts, and spaced out each section to help avoid spoilers. And I don't go into too much detail as to why it's missable or why other things aren't. Trust me on that. There's actually one potentially permanently missable key item from Tickington. The "Champion's Code" book. It can only be gotten during the "Mother Knows Best" quest from the old man in DQ3 world, Erdrick's Future Home". It doesn't count towards the Item List, but you can't collect it if the quest is completed. Unless there's a bookshelf where it could be alternatively collected, in which case, please let me know (with a screenshot). --- Okay that should be everything. Now it's time for dinner and for me to finish Act 2. Game beaten. :)
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