Compara los precios de THE LAST BLADE 2 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por SNK CORPORATION. Publicado por SNK CORPORATION. Lanzado el 17/11/2017. Disponible en PC. Géneros: Action.

A 1998 NeoGeo weapon-fighter that holds up harder than it has any right to, now with rollback netcode that makes online feel cleaner than most modern releases.

I came into The Last Blade 2 expecting a museum piece, the kind of retro port you load up once, nod respectfully, and close. Forty-five minutes later I was still in training mode working out how the Repel system interacts with Power mode super cancels, completely forgetting I had other tabs open. That is the short version of what this game does to you. At its core this is a 2D weapon-based fighter originally from 1998, set in Japan's Bakumatsu period, meaning samurai, spirits, swords, and exactly zero firearms. You pick one of 16 characters and, before the match even starts, you lock in a fighting stance: Power mode hits harder and gives you access to the strongest super moves, Speed mode opens up chain-combination attacks similar to a custom-combo system, and EX mode gives you both options at the cost of taking extra damage when hit. That three-way choice is the backbone of every match. A Kagami player running Power and a Moriya player running Speed are playing two almost different games, and the read-the-opponent layer that creates is genuinely deep. The Repel button adds another wrinkle: timed correctly it deflects incoming attacks and opens a punish window, which means even defensive play has teeth. Aerial repels and knockdown recovery options from the original arcade version are all here, and the input motions lean on SNK's standard quarter-circle and half-circle vocabulary, so if you have any time in KOF or Garou, the execution bar is manageable. From a netcode standpoint, this is no longer the delay-based port it launched as. Code Mystics retrofitted The Last Blade 2 with a blended rollback implementation that lets you personally set the threshold at which the game switches from input delay to rollback, rather than forcing one mode on you. That is a smarter approach than a lot of studios building brand-new fighters right now, and it means cross-country matches are playable on a decent connection. The honest caveat: the active player population is small. You will find games during prime hours, but after a few days the Discord is your matchmaking tool. That is the reality of any fighter this niche, rollback or not. Lobbies and spectator mode are also absent, which makes online tournaments awkward compared to what emulator communities can run. Know that going in. On the single-player side there is an arcade mode, a versus mode, and a training mode. That is it. No visual novel story segments, no mission ladders, no unlockable gallery that takes 80 hours. If you need a robust content tower to stay motivated, this is not the game. What it offers instead is the kind of mechanical depth where mastering one character genuinely takes weeks, and the character-to-character variance is wide enough that the roster never gets stale. Balance is not perfectly flat, certain characters have an edge in specific modes, but nothing is so egregious it poisons the well. An arcade stick or a quality D-pad is strongly recommended; trying to run half-circle motions on an analog stick thumbpad is a bad time. The visuals are low-resolution by modern standards but the sprite work is expressive and the animation is fluid in ways that aged better than a lot of early 3D contemporaries. The soundtrack is legitimately excellent, very much a product of its era but with real atmosphere behind it. If you are a fighting game player who wants something with mechanical substance and are willing to accept a small-but-dedicated online scene, this is worth your time. If you need a populated ranked ladder or a content-heavy single-player mode, look elsewhere. Fred, Scout Team

THE LAST BLADE 2

THE LAST BLADE 2

17 nov 2017SNK CORPORATION
GamerScout opina

A 1998 NeoGeo weapon-fighter that holds up harder than it has any right to, now with rollback netcode that makes online feel cleaner than most modern releases.

PC
Steam Deck PlayableProtonDB Gold
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Mínimo histórico: €1.29

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I came into The Last Blade 2 expecting a museum piece, the kind of retro port you load up once, nod respectfully, and close. Forty-five minutes later I was still in training mode working out how the Repel system interacts with Power mode super cancels, completely forgetting I had other tabs open. That is the short version of what this game does to you. At its core this is a 2D weapon-based fighter originally from 1998, set in Japan's Bakumatsu period, meaning samurai, spirits, swords, and exactly zero firearms. You pick one of 16 characters and, before the match even starts, you lock in a fighting stance: Power mode hits harder and gives you access to the strongest super moves, Speed mode opens up chain-combination attacks similar to a custom-combo system, and EX mode gives you both options at the cost of taking extra damage when hit. That three-way choice is the backbone of every match. A Kagami player running Power and a Moriya player running Speed are playing two almost different games, and the read-the-opponent layer that creates is genuinely deep. The Repel button adds another wrinkle: timed correctly it deflects incoming attacks and opens a punish window, which means even defensive play has teeth. Aerial repels and knockdown recovery options from the original arcade version are all here, and the input motions lean on SNK's standard quarter-circle and half-circle vocabulary, so if you have any time in KOF or Garou, the execution bar is manageable. From a netcode standpoint, this is no longer the delay-based port it launched as. Code Mystics retrofitted The Last Blade 2 with a blended rollback implementation that lets you personally set the threshold at which the game switches from input delay to rollback, rather than forcing one mode on you. That is a smarter approach than a lot of studios building brand-new fighters right now, and it means cross-country matches are playable on a decent connection. The honest caveat: the active player population is small. You will find games during prime hours, but after a few days the Discord is your matchmaking tool. That is the reality of any fighter this niche, rollback or not. Lobbies and spectator mode are also absent, which makes online tournaments awkward compared to what emulator communities can run. Know that going in. On the single-player side there is an arcade mode, a versus mode, and a training mode. That is it. No visual novel story segments, no mission ladders, no unlockable gallery that takes 80 hours. If you need a robust content tower to stay motivated, this is not the game. What it offers instead is the kind of mechanical depth where mastering one character genuinely takes weeks, and the character-to-character variance is wide enough that the roster never gets stale. Balance is not perfectly flat, certain characters have an edge in specific modes, but nothing is so egregious it poisons the well. An arcade stick or a quality D-pad is strongly recommended; trying to run half-circle motions on an analog stick thumbpad is a bad time. The visuals are low-resolution by modern standards but the sprite work is expressive and the animation is fluid in ways that aged better than a lot of early 3D contemporaries. The soundtrack is legitimately excellent, very much a product of its era but with real atmosphere behind it. If you are a fighting game player who wants something with mechanical substance and are willing to accept a small-but-dedicated online scene, this is worth your time. If you need a populated ranked ladder or a content-heavy single-player mode, look elsewhere.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopachievementscontroller-supporttrading-cardstier:sub-5Rollback NetcodeWeapon FighterNeoGeo ClassicStance SystemHigh Skill CeilingArcade PortSmall CommunityD-Pad Recommended

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
200 MB available space
Graphics
Onboard graphics chipset with 256MB video RAM
Processor
Intel Pentium 4 1.8GHz dual core
Sound Card
DirectSound

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Información del juego

Desarrolladora
SNK CORPORATION
Distribuidora
SNK CORPORATION
Fecha de lanzamiento
17 nov 2017

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¿En qué plataformas está disponible THE LAST BLADE 2?

THE LAST BLADE 2 está disponible en PC.

¿Cuándo se lanzó THE LAST BLADE 2?

THE LAST BLADE 2 se lanzó el 17 de noviembre de 2017.

¿Quién desarrolló THE LAST BLADE 2?

THE LAST BLADE 2 fue desarrollado por SNK CORPORATION.