Tobal 2
1997
- fighting
- role-playing (rpg)
- adventure
- arcade
- action
- fantasy
- science fiction
- single player
- multiplayer
The story
The fighting system in Tobal 2 is the same as in the previous game. The player can freely navigate 3D fighting arenas under the condition that he or she faces the opponent. High, medium, and low attacks can be executed using assigned buttons. As in Tobal No. 1, the grappling and blocking system offers the player a variety of offensive and defensive maneuvers. A new unblockable fireball attack has been added for each character. Tobal 2 was released on the same day as Sony's Dual Analog Controller in Japan, noted as the first game compatible with the peripheral. Graphically, the game features Gouraud shaded and higher-resolution character models compared to Tobal No. 1, but still runs at 60 frames per second.
What it’s like
Hard-edged polygon fighters square off in open stone and metal arenas, lit in flat, saturated colour, with glossy Gouraud-shaded surfaces that catch a sheen rather than a glow. The look is distinctly late-nineties PlayStation: chunky low-poly bodies, smeared textures, and a camera that swings and tilts around the bout as you circle your opponent. The soundtrack leans on bright synth-rock and orchestral stingers, with the crack of impacts cutting through the mix. The vibe is loud, sharp, sci-fi fantasy arcade energy, a little goofy and very earnest. Rounds are short and the pace is quick, with reversals, grapples and the freedom to roam while keeping your opponent in view, so tension builds with each exchange. Combat is stylised and cartoonish, with no gore; the intensity is high-tempo competition rather than fear or cruelty. It suits a Friday night with a friend on the couch, a quick solo arcade run, or a nostalgic revisit of the era. For players who want spectacle, rivalry and the sense of 1997 hardware pushing its limits.
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