![]() But it's a culture you shouldn't join on Wii today, if you missed it on PC years ago. But, strange as it was, it facilitated the creation of some funny Internet videos in which the puppets would decapitate each other, unleashing gratuitous amounts of blood - and that was enough to create an entire, dedicated Toribash culture. What they ended up with, though, was an odd and erratic proof of concept with interesting physics, starring a couple of weird multi-jointed puppet characters wildly flailing against each other. The concept was noble, as its developers had grown tired of the accepted norm of button-mashing mindlessness in one-on-one fighting games and sought to create something more true to actual combat. Physics should at least be fairly realistic, not low grav like in Toribash, wit the Autobalance it should be doable.The game got its start as a independent PC project back in 2006. Graphics shouldn't be state of the art hyper-realistic but it should at least represent actual humans. If you've seen Wanted the final fight scene should at least be partially possible in the game. Weapons should be quite common in the game like swords, pistols and sub-machine guns but with limited ammo. Since you can pause time whenever you want it should be possible to dodge bullets. ![]() Green line means the enemy is just targeting you, a red line means the gun is fired and a bullet is on its way. When an enemy targets you with a weapon you'll see a red line that represents the trajectory of a potential bullet. You could even have a level where you have to do a silly walk.Įnemies will either be unarmed or have swords, pistols or sub-machine guns. Single-player: It could be a set of challenges like being surrounded by X amount of enemies, survive for X amount of minutes, fight in a hallway like Oldboy, Kill X amount of enemies. ![]() If you're happy with your current list of moves you press and hold space to let the time run whatever speed you want, at least in single-player. In principle you can make one long list of moves but since the timeline only affects your character and not the enemies this wouldn't be very smart. On the timeline you see what part moves in what time and how long it takes. Depending on the speed you want certain movements take longer to slow down. Once you're happy with it it shows you a ghost movement in 2 ways, green is the movement and red is how much it needs to slow down again. You can also select a part of your character's body and move to the position you want it to be with different camera angles helping you to be precise. If an action will make him unable to keep his balance you'll get a warning to either turn the auto balance off or not do that particular move. You can also edit the movements after you select them.ĪutoBalance: There should be an option where your character will try to keep his balance with his legs when you make him move around. Legs: Kick, Go to, Jump, Runjump, get up (when on the ground)Īll those presets give you the option of amount (angle) and speed, for attack moves you have to select a destination or target. Head: look up, look down, a whole list of facial expressions In the menus you find preset animations like: Triple camera: top, side, normal view for extra precision. Joints camera: Where the camera shows your character's joint points that you can manipulate, similar to how Toribash looks. Normal camera: Where the camera just shows your character from a third person. The rest of the screen is a view of your character with different camera modes such as: To the left you have menus for the same parts + a way to record and use your own moves. The basic idea: So you have your screen, on the bottom you have a timeline divided in head, arms, torso and legs. With all these flaws I did like the core idea behind it, with some additions and fixes a new game with the same concept could be awesome if done right. While the game had a whole list of modes it all felt a bit flat, weapons weren't really interesting leading to one mode being played most of the time. The characters looked more like crash test dummies and the maps were just empty rooms While it was a good idea it did have some problems.įights didn't look realistic, it mostly just looked like 2 flailing bodies trying to hit eachother. Years ago I played Toribash, it's a fighting game where you stretch or contract the joints of your character during a set time, the game then moves your character depending on how you set the joints.
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