
(Import)
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Review By: Chris Lee |
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| Developer: |
Square |
| Publisher: |
Sony |
| # of
Players: |
1-2 |
| Genre: |
Fighting |
| ESRB: |
N/A |
Tobal
No. 1, in my opinion, was one of the most underrated and overlooked games
in the history of the Playstation. There were a couple of reasons for this.
The first is that it was released aorund the same time as Tekken 2, I can
understand that. The second reason is the saddest thing I'd seen to that
point as a game buyer. At that time there was a lot of hype surrounding the
release of Final Fantasy 7 and it just so happened that there was a short
demo of the game packaged in with Tobal No.1. Unforetunately for many
that was reason enough to buy the game. For this reason and translation costs
Square of Japan opted to only release Tobal 2 in Japan. This decision was
the greatest blow to american fighting fans in a very long time.
One of the most important things in a fighting game today is it's graphic
quality, how it looks and how it moves. Tobal 2 still and will be for a long
time the most organic, vibrant and smooth fighting game I've ever seen. Designed
by Dragonball Z character designer Akira Toriyama the characters have an
anime and human quality to them. Not that they look like your friend Bill
from next door but the details and nuances in the character design is so.....
as I said, organic. The way in which the characters move really brings them
to life more than any other fighter I've experienced.
Although some of the attacks are humanly impossible I'm sure that if humans
could do them then that's the way they'd look. The colors bring the whole
screen to life when you fight. They are used in a way that makes the game
colorful without going over the edge to cartoony. Some of the graphical details
go above and beyond any game released before or after it. Each punch and
kick have a different feel to them. Each fighter blocks differently, moves
differently, and feels different from one another. That's a feat that not
many game designers have been able to accomplish without having off balance
characters. The backgrounds in Tobal 2 are a combination of 3D objects in
the foreground and 2D backdrops in the back. They range from beautiful to
dreary and mysterious but each background fits in perfectly with the game
and in fact I wouldn't want it any other way. As with the rest of the game
these things have to be seen to be appreciated.
The game plays more beautifully
than it looks. The control is so quick and responsive that you won't ever
have to get angry because you couldn't do the move you wanted to do. The
button layout consists of triangle, square, X, L1, and R1. Which translate
to High, Mid, Low, Jump, and Block respectively. They become second nature
very quickly. Tobal 1 and 2 were the first real 3D fighting games. Not 3D
characters on a 2D plane. You can actually move about freely all the while
still addressing your opponent. Ergheiz has the problem of 3D freedom to
the point of too much freedom while Tobal 2 has the perfect balance of fight
and freedom. You can dash towards, jump around, and circle around your opponent
with complete fluidity and confidence. In another great detail, the characters
block differently for each incoming attack. After all who can really block
every kick and punch with the same motion? If you can do that please teach
me. With each punch and kick you can see your character adjust to the attackers
position and attack location. It's VERY realistic and adds greatly to the
game and the genre. I can only hope all 3D fighting games do this in the
future.There are so many moves and throws that I feel sorry for whoever was
in charge of thinking them all up. The moves match the style and disposition
of each fighter. The sheer number of them will stagger you. Also the style
in which they are executed will have your jaw drop at the detail and frames
of animation. The throw and counter systems are awesome. You press and Hold
R1 and square to grab. You can grab from front, back, left, or right and
they all have different throws for each character. You can do punch combinations,
punch combinations into throws or just a plain and simple throw. Imagine
an opponent about to bodyslam you but to counter it you trip them and do
a throw of your own but instead they counter you into a DDT that you slip
out of right before you hit the ground and then the two of you roll around
punching each other until one of you comes out on top. These reversals can
go on for a nice amount of time creating movie quality sequences. It's just
another area that the game shines in . A few of the fighters have strike
counters. They are activated by pressing back, R1, and square. And each of
the counters is different depending on character and situation. The most
diverese is "Big Mama" as I call her, she's a wrestler and can counter any
stirke into a wrestling move, she also has a move where she knocks you in
the air, catches you , and can do a wide variety of wrestling moves from
a DDT to a backbreaker.
As I said earlier, each of
the game characters has their own style and abilities. There are 10 immediately
playable and oh I'd say around 200 in all. Haha I'll get to that a bit later.
Each of them has a "fireball" type move where you charge it using your own
health and if you miss then you''ve just lost health equal to the amount
that you chargd it with, a great non-cheese move on the part of square. The
similarities between them all stop there, for example you've got a new character
to the series, Doctor V. He uses a kickboxing style but with a double
tap and hold of R1 he goes into a....uh...well...different style where he
can literally bob and weave away from any attack while taunting and provoking
his opponent. It's a very amusing yet very effective fighting style but
essentially he has two seperate and complete styles and you can use one without
having to use the other which adds depth to the character. In another example
my favorite is a chicken using what I think they call "kentukian" which is
a joke meaning of course Kentucky Style. He uses a FAST and furious punch
combo system that noone can defeat!!! Bwahahah the power!!! Oops well anyway,
about the 200 characters. In probably the most difficult and ridiculous
challenges in a game ever, to earn all these characters you have to defeat
them in quest mode. That normally would be a great way to do it except that
even an expert at the game can never ever beat this mode. The enemies range
from cheesy to outright unfair. I would go into more description but there
really is no point to it. It's a well thought out and long mode but it's
just too darned cheesy. If any of you out there beat it fair and square let
me know cause I want to shake your hand and give you some money. In reality
though it's not really worth it because only a few of the 200 are worth having.
I have no shame in saying that I used a Gameshark to get them all and you
will too!
The sound oddly enough is
good too. It's one area of the game though that not every one will agree
on. The pucnhes, kicks, and ground collisons all sound well enough but the
music is where people will butt heads. The music in some levels is cool and
has guitar and bass in it and sounds like your normal fighting game fare.
Other levels however have a more relaxed sound to them, kind of like an anime
or something. I love it but I know that some people think it takes away from
the atmosphere. In general though the sound is adequate and at times
great.
The game is a must buy for fighting and non fighting fans alike. With the
most original, intuitive and engrossing fighting system around. It shows
that a fighting game doesn't have to be about blood and fatalities to be
good. Akira Toryiama's character designs also prove that you can have anime
characters that are just as real as Jimmy from next door. From the fantastic
CG intro to each characters own CG endings Tobal 2 just says "play me, I'm
the greatest 3D fighter ever made". Ok I said that but if you play Tobal
2 I think you'll agree. Get it today (or however long it take to get from
the importer to your door)!!! Overall:
10
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