|
Post by Sarge on Mar 14, 2021 15:46:23 GMT -5
I am apparently quite bad at Tobal 2 compared to the first game. I ran into several brick walls, to the point that it actually took me a good hour and a half to get through it. I finally started figuring out a few things, but it was clear watching the CPU Gren that I was missing quite a few moves in the moveset. It also didn't help that they were really good at blocking my bread-and-butter combos. Still, despite my frustrations, this might be my favorite of the traditional fisticuffs 3D fighters of that generation so far. I really dig the control scheme - it's almost like Tekken, except it's high-middle-low. And they put a block button on R1, and the block button can also modify your high-mid-low moves. In my opinion, it's an excellent setup.
On top of that, it looks really nice, and more importantly, plays extremely well. I mean, I think you could take this and spruce it up graphically and I don't think most people would bat an eye. It really is too bad we didn't get this one. It's an 8/10 at minimum, maybe an 8.5. I dig it.
|
|
|
Post by toei on Mar 14, 2021 23:04:26 GMT -5
I am apparently quite bad at Tobal 2 compared to the first game. I ran into several brick walls, to the point that it actually took me a good hour and a half to get through it. I finally started figuring out a few things, but it was clear watching the CPU Gren that I was missing quite a few moves in the moveset. It also didn't help that they were really good at blocking my bread-and-butter combos. Still, despite my frustrations, this might be my favorite of the traditional fisticuffs 3D fighters of that generation so far. I really dig the control scheme - it's almost like Tekken, except it's high-middle-low. And they put a block button on R1, and the block button can also modify your high-mid-low moves. In my opinion, it's an excellent setup. On top of that, it looks really nice, and more importantly, plays extremely well. I mean, I think you could take this and spruce it up graphically and I don't think most people would bat an eye. It really is too bad we didn't get this one. It's an 8/10 at minimum, maybe an 8.5. I dig it. There's a really good tutorial that teaches you all the new mechanics. You should really go through it once. I think it's in Japanese, but they show you everything with the button presses you have to do, so it doesn't matter. Shouldn't take super long, either. Glad you're liking the game. The RPG mode is worth checking out, btw, though if it interests you, I'd recommend practicing in Arcade mode until you get the hang of things.
|
|
|
Post by Xeogred on Mar 15, 2021 2:45:51 GMT -5
I am apparently quite bad at Tobal 2 compared to the first game. I ran into several brick walls, to the point that it actually took me a good hour and a half to get through it. I finally started figuring out a few things, but it was clear watching the CPU Gren that I was missing quite a few moves in the moveset. It also didn't help that they were really good at blocking my bread-and-butter combos. Still, despite my frustrations, this might be my favorite of the traditional fisticuffs 3D fighters of that generation so far. I really dig the control scheme - it's almost like Tekken, except it's high-middle-low. And they put a block button on R1, and the block button can also modify your high-mid-low moves. In my opinion, it's an excellent setup. On top of that, it looks really nice, and more importantly, plays extremely well. I mean, I think you could take this and spruce it up graphically and I don't think most people would bat an eye. It really is too bad we didn't get this one. It's an 8/10 at minimum, maybe an 8.5. I dig it. There's a really good tutorial that teaches you all the new mechanics. You should really go through it once. I think it's in Japanese, but they show you everything with the button presses you have to do, so it doesn't matter. Shouldn't take super long, either. Glad you're liking the game. The RPG mode is worth checking out, btw, though if it interests you, I'd recommend practicing in Arcade mode until you get the hang of things. Is the RPG Mode for these really hard? Even for Ehrgeiz, when I see comments on YT videos people say getting through them is one of their greatest achievements ever haha.
|
|
|
Post by toei on Mar 15, 2021 7:08:26 GMT -5
Xeogred They're all different. Ehrgeiz's RPG mode is completely divorced from the fighting portion. It's a dungeon crawler with one town, a bit of randomization (item drops mostly - I think the layout is fixed) and a standard action RPG battle system. I'd say it's a little hardcore, but nothing all that wild. One feature that's interesting is you have two characters, so if one dies, you can send the other in the dungeon to retrieve their stuff, after which the character is revived. Tobal No. 1's RPG mode has two parts. First you have a few shorter pre-made dungeons that are basically practice, then the big 30-floor roguelike dungeon. It's definitely hard to beat that one. You need to both get decent at fighting first, then get really familiar with the mechanics of the dungeon, the items, strategies for the main bosses and the more dangerous monsters, etc. It took me a number of attempts, and I ended up taking enough notes that I wrote a little FAQ about it on Gamefaqs. As with all roguelikes, there's an element of chance, but since the fighting system is much more elaborate, you have a greater degree of control. Tobal 2 has pre-made dungeons, but you still have roguelike elements like having to eat regularly, randomized items, etc. It's a little easier than the first. Again, you need to practice for a while in the main mode until you can beat it on hard without struggling before you can get anywhere, and you might still die a few times. It's not quite as hardcore as Tobal 1's big dungeon, though. I think I was a good candidate for the latter two because I'm a fan of both 3D fighters and RPGs, and my experience and skills with both definitely helped.
|
|
|
Post by Xeogred on Mar 15, 2021 7:43:25 GMT -5
> roguelike Now it makes sense. In some video of one of them that I was skimming, it was funny seeing some enemies that looked a lot like Mokujin from Tekken. The weird log... polygons... thing.
|
|
|
Post by Ex on Mar 15, 2021 10:13:32 GMT -5
Wood golems beating each other up with cannonball fists. Sure, why not.
|
|
|
Post by Ex on Mar 15, 2021 23:46:41 GMT -5
My-Otome: Otome ButÅshi!! (My-Otome: Otome Dance Fight Chronicles!!) is a Japan-only 3D fighter for PS2, developed and published by Sunrise Interactive in 2006. This all-female 3D fighter is based on the My-Otome anime series (also created by Sunrise). The game's plot follows the story outline of My-Otome, with punctuating battles reenacting the Dance Fights between Otomes (the female fighters). The game design to me, was reminiscent of Psychic Force (1995) and similar to Dissidia Final Fantasy (2008). This is an "extreme 3D" fighter, in that the movement Z-axis is not just circular, but spherical. Meaning the characters can fly above and below one another, affecting the fighting approach depending on elevation and angle. The arcade mode is called "Festival", and it's fairly straight forward. The player picks out a fighter, then proceeds through visual novel style narration, as they systematically fight through an opponent roster. Afterwards there's a final boss battle, then the credits. Combat itself is frantic but also requires a degree of tactics. That's because of the differing angles of combat, and the greatly varying distances that can occur. Half the time the battle can be purely ranged weapon based, then switch to melee once the combat distance is reduced. There are a great many different kinds of offensive moves, including bare handed, bladed weapons, magic spells, and super attacks. There is also a fairly deep blocking system that is necessary once the player gets deeper into Festival mode. After beating Festival mode, more characters, artwork, and music unlocks. +Unusual fighting system. +The menus are entertaining. +Cel shaded graphics still look nice. -It's all in Japanese - can't enjoy the story in English. -Skipping the "magical girl transforms" CGs before every fight gets tedious. -I can't remember the OST at all.
I knew nothing about the My-Otome series before playing this game. I still don't know much about it because this game is entirely in Japanese. There's no English fan translation to my knowledge. I'm sure I would have enjoyed Festival mode more, if I knew what the Otomes were saying. The voice acting seemed enthusiastic, even in the clever menus. Yes in the menus, the girls talk to you (and to each other sometimes), that was kawaii. I definitely enjoyed the unusual combat system, as it forces the player to consider their elevation/angle and how that affects the attack approach. That said, it doesn't take long to get through the arcade (Festival) mode, and despite how much stuff there is to unlock, I doubt one would bother doing it all again. Unless they were already a fan of the source material. In that regard, fans would do well to check out this game's two PSP fighting sequels; Mai-Hime Senretsu! Shin Fuuka Gakuen Gekitoushi!! (2006) and Mai-Hime Bakuretsu! Fuuka Gakuen Gekitoushi?! (2006). Though considering how fast Sunrise was producing these fighting games (three in one year), I doubt there's much evolution between iterations. I guess Sunrise knew the window of commercial interest was short lived, as things go in the world of potboiler anime series.
Ex's time to beat: 35 minutes Ex's rating: 6/10
|
|
|
Post by toei on Mar 16, 2021 5:38:54 GMT -5
There's a few of these Psychic Force-style flying fighters on the PS2, pretty much all of them anime-licensees. Maybe I should give the Psychic games more of a chance some day.
|
|
|
Post by Ex on Mar 16, 2021 10:34:30 GMT -5
There's a few of these Psychic Force-style flying fighters on the PS2, pretty much all of them anime-licensees. Maybe I should give the Psychic games more of a chance some day. I can't say if you'd care for the aerial/spherical 3D fighter style, but it's definitely worth trying at least once. The original Psychic Force games, IIRC, allow elevation/angle change, but you're still on a 2D plane, not able to swing around on the Z-axis. (Fairly sure that's correct, but it's been a long time.) I believe there's some DBZ games that use the true aerial/spherical style on PS2. The Dissidia games on PSP are the most advanced and developed fighters in this style, with robust storylines and strong production values.
|
|
|
Post by Sarge on Mar 16, 2021 15:22:54 GMT -5
toei: I'll be sure to give it a go. I'm pretty sure I was using the patched version of Tobal 2, so I'll find out if they translated the tutorial section.
|
|