This was my thought process when purchasing
Skullgirls yesterday:
1. "I've been looking forward to this game for ages now and it's
finally out"
2. "oh look, I have a code for 400 Microsoft Points from redeeming points on Bing Rewards"
So yeah, it was pretty easy to justify spending ten bucks on the game fifteen minutes after the buy button went up.
That said, the game itself is excellent, but it needs a great deal of work in a few areas not explicitly related to "playing the game"; in particular, things like the lack of an in-game movelist (you're expected to go to the game's official Web site and download a 27MB PDF to view moves instead), no AI options for training mode, and a rather common graphical glitch whereby your character's sprites will blink out of existence and leave green hitboxes in their place for a few frames all scream "we released this game early and are going to patch the crap out of it ASAP" to me.
I have a few guesses for why this would have been the case, and they tie into each other in some way or another:
1. It was a serious pain to get a same-week release slot for PS3 and 360, so they took it and ran
2. They wanted to get the game out early on in the EVO season (noting that, while they're not being featured at EVO itself, they will be attending a great deal of the events leading up to it, holding tournaments with cash and equipment prizes)
3. If they didn't release the game now, they most likely would have needed to wait until June (due to Microsoft's spring promo for XBLA), or else screw up having a same-week release for PS3 and 360
In other news, a totally different Vocaloid rhythm game than the one anyone actually
wanted to play actually came out in the west this week:
Miku Flick