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For example, at the start of the match you might get to change your joint movements every second but near the end each turn could last up to three seconds without you changing your joints. As turns go by, the actions last longer before they stop for you to adjust to keep matches from being too long.
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Of course, it does not update with the opponent's movement and instead uses the opponent's joint positions last turn to predict the movement. It updates every time you make adjustments to your joints and still constantly pops up otherwise. There is always a shadow for each character that shows what would happen next with your current joint positions which can be disabled in the settings. This adds in the need for the skill to predict your opponent's actions.
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Each player has a certain amount of time(usually around 20 seconds but varies depending on mod or settings of that match) to change the state of joints without seeing each other's actions. Matches are played in a turn-like sequence. Doing the same with X switches the joint between holding and relaxing. Holding your mouse over a joint and pressing Z on it switches the joint between moving in each of the two directions. Pressing C changes all joints on your Tori between relaxing and holding. You could either click on each joint to cycle them through the four states or use certain keys on the keyboard. In every match, your Tori starts off in a T-pose position with all joints on relaxed mode. In order to attack or move around, you control joints by changing them into these four states. Each joint has a limit to how far it can move just like us humans. Each joint can move in two opposites directions and these states each make the joint move in the positions. The last two states are contracting and extending which can also be called right rotating/bending and left rotating/bending for certain joints. However, with enough force applied, the joint can still be moved while in the holding state. In this state, the joint is being held and tries to stay in the same position without moving. This stage is incredibly important if you want fluid movement that can resemble a human's. In this state, the joint doesn't apply any force and enters a rag-doll mode. There are 20 joints on your Tori's body which can be changed into four different states. Ooh! Amazing.The combat and movement system of Toribash are very connected and if you are good at one, you are bound to be good at the other. Even if you invest the hours it'd take to master slogging through the sludge of the control scheme and learning curve, the game, at its best, offers nothing more than a few seconds' worth of mildly entertaining acrobatics from two marionettes trying to knock each other's heads off. And the whole thing is just boring besides.
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The game also does very little to teach you how to play, offering only a handful of brief tutorials to begin with - you'll be lucky to leave that five-minute sequence knowing how to even make contact with your opponent. The interface in this new edition is painfully awkward to work with, as camera control and selecting which joints you want to move on your puppet man is a chore - there's no IR pointer control, so you have to flick around with the Nunchuk control stick until you finally land your cursor in the right spot.
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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. The game got its start as a independent PC project back in 2006.