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Toribash |
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Developer: Hampa Publisher: Hampa Genre: Simulation > General Released: Feb 14, 2006 Players: 2 |
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Toribash is a very unique title and will be a point of much contention among
the gaming world, I'm sure. I'll tell you what it is before I tell you what I
think, though, unless you just scrolled right to the bottom to read my overall
recommendation before reading the intro, naughty monkey.
Toribash is a totally freeform fighting game. How can that be, the keyboard only
has so many buttons, you ask? This isn't a fighting game the way you're used to
thinking of it (insert "This isn't your older brother's fighting game" tagline
here). In Toribash, you control a faceless rag doll with joints, in essence. By
clicking on the many joints on your ragdoll's body, you give it form and
movement and hence, the fighting.
Okay, some more in depth explanations: The bodies of the fighters are composed
of the basics of human anatomy. There are limbs and joints and they will respond
when prompted. Clicking each joint multiple times will scroll, in succession,
through the options each joint can be set to. Joints start out in the single
player mode (more on this later) as relaxed. Clicking on, say, the knee joint
will set it to "Extending", clicking again will set it to "Contracting",
clicking again will set it to "Holding", and then a fourth time sets is back to
"Relaxing". This can be done to all joints, though some have additional options
such as "Lowering" and "Raising" and rotating to the left or the right. This
system, applied to about 20 joints across your fighter's body, allows for a
great freedom of movement.
However, Toribash is physics-based... sort of. The game is based on complete
ragdoll physics. If you set your fighter's joints to relax, he crumples
completely to the ground. If you punch your opponent, like an astronaut going
independent, you sail backwards through space with no way to correct yourself.
So, working within this unique physical space takes a great deal of work as
actions don't have reactions like their real-life counterparts. Along these
lines, limbs can be broken and pulled clean off an opponent's body for big
points, and a large part of the game is learning what kind of attacks and
leverages will bring this about. Practice and experimentation is essential to
success.
The game has two modes of play. In single-player, the gamer must play both sides
of the conflict. Your opponent, by default, will do absolutely nothing. So, in
order to practice moves, the gamer must hop back and forth, attempting to set up
scenarios they might find in the multiplayer portion of the game. The game aids
in the practice process by allowing you to see a ghosted image of what your
fighter is going to do with the joint settings you've placed on it. This is
essential for new gamers to figure out just how the game works.
Figuring out how to play the game is the single largest hurdle to the title.
This is largely due to the severe lack of documentation that accompanies the
game. There are videos (buried in the media section of the Toribash webpage)
that explain how to execute a basic punch, kick and jump. These vids are
extremely helpful, but they're just the tip of the iceberg. There's no
documentation on technique or even game-critical abilities like grabbing. These
techniques, and many more complex moves, are things that must be learned by
browsing through the game's forums or by gleaning the info by watching user
replays.
The replays are a fantastic feature to the game. They're very easy to create and
share and, for me, the highlight of the game is in using it as a replay viewer
and seeing what kind of crazy moves other gamers have managed to perform.
However, they're not always enough to teach a gamer how to play, just to give a
good gamer more ideas. Trying to read the tutorials on the forum was maddening
for me, but that might be because I was being a grammar snob. The tutorials on
the site are user-created, which is awesome because it means the community is
active and involved, but it's decidedly not awesome because it means there's no
official structure to it, so you'll have to just want to sit and read through
posts until you find what you want. The kicker here for me was that, clearly,
the Toribash team had the resources to make tutorials (they did create 3 basic
video ones), but chose not to include an extensive set for whatever reason.
There are tons of replays included, but no explanations on how to pull any off.
It could be argued that there's simply too much potential for the creators to
cover everything you can do, but there's more than punch, jump and kick to the
basics and even those basic things should be included in your download.
The meat of Toribash is in the multiplayer. Here, gamers square off one on one
to test their skills. Player ranking is measured by what level of Toribash belt
you have received, which is a fun inclusion. However, the same problems that
exist in the single player exist in the multiplayer. The versus mode experience
consists of a lot of waiting while your opponent ponders their turn. Once you've
each inputted your moves, the screen reflects the changes and then the cycle
begins anew. The awesome part of multiplayer is the strategy involved. There's a
greater degree of planning and anticipation involved in turn-based multiplayer
combat. Where will your enemy's leg be at the end of next round? Will they turn
away from you? Should you kick, or go for the grab?
There's a lot of waiting involved. Enough to scare off many gamers, in fact.
There is a queue system in the multiplayer. Gamers are placed in line when they
enter a game arena. They then move slowly up in the queue as the matches proceed
in a winner-takes-on fashion. Each match can take anywhere from under a minute
to around 5 minutes, which means that depending on where you are in line, you
could have some sitting around to do. Watching is a fun learning experience, but
it can be tedious, especially when, right as it becomes your turn to fight, the
server lags out, everyone is booted and when you get back on you're at the end
of the line again (this is not entirely rare).
Community involvement is key. Finding an experienced player and taking them on
one on one is pretty much necessary (shoutout to Flexible_Fool for helping me).
Noticing things like the very faint timer on the screen, or the fact that
touching the ground with anything but hands and feet is a disqualification, is
very difficult for new gamers without assistance. But, thankfully, those
involved in Toribash are eager to see it grow, so they're very helpful.
Okay, let's get to my wrap-up. I've been sort of down on Toribash through this
review, I know, but the game is a refreshing take on the fighting genre. The
game is spurred forward entirely by user creativity and involvement. The only
real problem is that it takes so much involvement to play the game. You simply
cannot pick up the game and intuitively learn how to play it. It doesn't help
that the game leaves you more or less on your own in terms of the learning
experience. However, for those gamers with the dedication to learn how to play
Toribash, it's great fun. There are little to no restrictions on what the gamer
can do, and that's always a good thing.
Graphics:
![]()
Toribash is heavily minimalist. You get a white background populated by two
stick figures. Character models are fleshed in wireframes with big, bulbous
joints. This makes them easy to control, but not exactly eye-candy. Complicating
matters further is that when you get two stick figures intertwined, it can be
heinously difficult to tell what limbs belong to which figure.
Sound:
![]()
Not much here. The collision of bodies gives some good thwacks, but it'd be nice
if there was more music for a game where most of the action is inaction.
Gameplay: ![]()
Contrary to a lot of what I've said prior to this, I'm giving gameplay a "+".
Why? Well, just because it's not my thing doesn't mean I can't say it's done
pretty well. The interface makes it very easy to see what each joint you select
is set to do and the ghosting on your figure allows you to accurately see the
result of your path of action. It's point and click. So, while gameplay can be
very slow, it lends itself very well to what Toribash is trying to be: the
thinking gamer's fighting game.
Concept: ![]()
Like I said previously, Toribash is a fresh fighting game paradigm. There are
moves and blood and boots to the head, but it's not action-packed. It is
entertaining… but it's more thoughtful than one would think. Toribash is, in the
end, sort of like full contact chess and that's pretty cool.
Value:
![]()
Toribash on its own is almost too expensive. It's $19.95, which is not bad at
all, but the game is so thin upon download. The tutorial vids aren't even
included, you need to get those from the website. However, when you add in extra
licenses (if you get three at once, the cost drops to a tasty $11.95), you get a
party in terms of price and people. A fantastic idea to help spur an on-line
community.
Overall:
![]()
Toribash was always going to be a "Try", quite frankly. Even if every other
category was rated "+", it's a niche game. Some gamers will fall in instant love
and become rabid advocates, some fans will find it too hard, too boring, too
whatever. My "Try" recommendation for Toribash is a broad one, though. I think
everyone should try this game. It's something new and it may really strike a
chord with gamers.
Posted: Saturday March 17, 2007


















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