Showing posts with label budokai 3. Show all posts
Showing posts with label budokai 3. Show all posts

Sunday, March 19, 2017

Dragon Ball Z: Budokai Tenkaichi 2 Review - The 360° power movement still goes on

Release(s):
    October 5, 2006 (Japan)
    November 3, 2006 (Europe)
    November 7, 2006 (North America)
    November 9, 2006 (Australia)
Platform(s): Playstation 2, Nintendo Wii
Genre(s): Fighting
Developer(s): Spike
Publisher(s):
          Bandai (Japan/Europe)
          Atari (North America)
Player(s): 1-2






Overview

Despite the extreme innovations, Dragon Ball Z: Budokai Tenkaichi was a step back from Dragon Ball Z: Budokai 3 in just about every way and even though it did quite well on it's own, it didn't do nearly as well commercially as any of the Budokai games so I was (and probably many others were) genuinely shocked to hear that the game was getting a sequel over Budokai 3. That wasn't a total loss as from the detail that were revealed through the year of 2006, Dragon Ball Z: Budoaki Tenkaichi 2 (Dragon Ball Z: Sparking Neo) was definitely shaping up to be an improvement over it's predecessor... but just how far does it take the relatively new formula?


Gameplay


Budokai Tenkaichi 2 returns the unique fighting system from the first game but here, Spike actually addresses complaints fans had of the rather bare-bones combat. For one, the combo system has been revamped as you can now charge smash attacks freely regardless if you're at Full Power or if you land consecutive rush attacks successfully (though doing so would make them charge faster) and the combo chains for rush attacks are all done by pressing the ki blast button but what chain will come out varies between characters. Sure it's still basically the same combo chains shared throughout the roster added with some new ones but the way it's handled in this game gives melee combat the much needed variety that the first game lacked (even though it still could use more). Most of the combo chains can now be charged like the smash attacks and the silk-like smoothness of controls from Budokai 3 has also been brought whatnot with combos actually connecting like they should. The Wii version of this game has super moves execute through specified movements via the Wii Motion but no Nintendo controller is supported aside from the Wii Motion.

Budokai Tenkaichi 2 not only adds in a bunch of new stuff for greater offensive play but it gives you more defensive options as well. You can now steer your movement while doing a Dragon Dash and there's a new technique called Sway will allow you to "dive-in" while at close range. This move would allow you to follow up with any of the combo chain moves and if you time it right, it can used to dodge most physical attacks. Another new technique is been added called Super Guard which is a guard impenetrable to pretty much all attacks but it comes at a cost of gradually losing ki and it starts up somewhat slow so use with caution.

A bunch of character-specifics have been added into the mix like how certain characters can't stay airborne as long as they want and will eventually fall from the sky (which is honestly annoying to deal with). You can now transform during combat and the customization you have set for the characters' base form will be carry over to the transformation but the transformations still fight as though they are their own character. Some characters can transform to any state or revert back to base form if they want while others have permanent transformations that are done in linear order (like Frieza or Cell) and a certain number of blast stocks filled are required in order to transform. Speaking of blast stocks...  each character now have their own maximum amount of blast stocks that can be filled instead of all of them having 3 and the amount of special moves recycled throughout the roster isn't nearly as blatant here (though they're still definitely present).

Probably the biggest inclusion Budokai Tenkaichi 2 makes to gameplay is the Tag Team feature. You can assemble up to 5 members for a team and tag out to play as any other character when the Switch Gauge is full. For the most parts, the Tag Team feature is just a fun little gimmick but it can come in handy with the yellow ability-enhancing z-items made specially for this mechanic and certain characters can do the Fusion Dance or Potara together to combine their stats into one.

With all that said, the one complaint I have gameplay-wise over the first game is that the computer, even on the highest difficulty, is a piece of cake once you know how to play the game... that and some characters feel utterly useless, but for what Budokai Tenkaichi 2 does better this can easily be overlooked.



Content


  
With another Dragon Ball Z game, yet again a whole new single-player campaign is introduced and it's called Dragon Adventure. Much like Budokai Tenkaichi's Z Battle Gates, it mainly retells of Dragon Ball Z once again... all the way from the Saiyan Saga to the Majin Buu Saga (with some of Dragon Ball GT and various movies/TV specials thrown into the mix) which are categorized as "Scenarios" and battles are to be fought under specific conditions (though Dragon Adventure is more lenient with these) which is either defeating the enemy/enemies, surviving throughout the match, or a special battle that will unlock a What-if Scenario if you win (and if you lose... you lose), but unlike Z Battle Gates which is more of a retreat to a traditional Story Mode ala the first Budokai, Dragon Adventure takes a page out of Budokai 3's Dragon Universe by allowing to fly across the world of Dragon Ball going from one point to another with one or more customizable characters. The only difference here is you don't get to choose a character's perspective to play through and it doesn't take nearly as many liberties with the concept. Sure you can still engage in Battle Points for grinding and bonus battles for unlockables or other goodies but there's no reward for reenacting the story of Dragon Ball Z or playing the mode on the highest difficulty, alternating story paths, or fun little bells n' whistles to the series that gave Budokai 3's Dragon Universe so much replay value. You can also still collect dragonballs in this mode but it's done in the same pain-in-the-ass way as in Z Battle Games though if you gather all 7 dragonballs while in Namek, you can make 3 wishes. Like the previous single-player campaigns, Dragon Adventure is also where you unlock most of the characters and there's a lot of characters in this game (a whooping total of over 120 characters including transformations compared to the first game's already large character count of 90) so expect that you'll spend a long time playing through this mode.

Ultimate Battle has been upgraded to Ultimate Battle Z and instead of playing through a 100 fighter ranking challenge or a survival challenge, you play through multiple courses which will earn you points for completing each one for a record-breaking high-score. You can actually adjust the difficulty here and the courses may vary from fighting one at a time, soloing up to 5 opponents at once, or a 2-fighter tag team.   

Dueling and especially World Tournament has been changed significantly. Dueling still allows you to either play against the computer, another player, or watch the computer fight itself but you can now change up multiple settings within the Dueling menu right from changing the announcer to enabling/disabling enhancement orbs that are found the same way as dragonballs (unfortunately). World Tournament has the World Martial Arts Tournament (Tenkaichi Budokai for any purist out there) and Cell Games as separate tournaments with different levels of classes plus a tournament is hosted by Hercule (Mr. Satan in the Japanese and uncut versions) called the World Martial Arts Big Tournament, which is like the regular tournament except it takes place on random stages across the Earth that's not the World Tournament arena. You can also earn zeni like you can in the Budokai games this time.

The Practice section of Ultimate Training is just as barebones as the first game (only you can adjust the difficulty of the computer making it fight back and reset to the starting position) but the Training section is at least improved as it allows you to reenact the moves taught to you in each tutorial.

The Evolution Z customization system makes a return but the way it works here is a little more like Budokai 3's Level Up system from Dragon Universe and Dragon Arena in that you level up with the blue stats-boosting Z-items through gaining experience points and you can increase each stat up to 20 points. Collecting Z-Items is also been made much easier as you now have an Item Shop that is available either through the main menu or on any map during Dragon Adventure. In the Item Shop, you can buy most Z-Items at any time (including Z-Item Fusion) or sell your own Z-Items using zeni but one thing wrong with this shop is there's no indication to if you're buying a new Z-Item.

Character Encyclopedia (or Character Reference as it's called in this game) has been greatly expanded. Not only do you get to look at character biographies but you can also read synopsis of each saga from the series and listen to the game's soundtrack.

A new mode called Data Center which allows you to enter a password to unlock custom characters and if you have a saved data of the first game, you will earn 100000 zeni.



Graphics



The graphics from the first game have been refined here doing away with the drab color scheme and somewhat blocky character models so now everything is very colorful and vibrant like it should be. The beams, aura, and particle effects also look even better than before although some real nice effects such as the dirt leveling up as you power up on the ground are missing, but at least the stiffness of the animation has been addressed... somewhat.



Sound


Once again, most of the voice clips for characters and SFX have been recycled from the last game only here the audio issues from the first game have been fixed. Not only that but international versions of the game get an entirely new soundtrack instead of stock music from the Budokai games. The new tracks are actually very fitting to the game and are probably up there the Budokai soundtrack in terms of greatness. You can choose what track you have to play during battle as BGM in Dueling and Practice.


Aesthetics


There is much more effort put into telling the story of Dragon Ball with Dragon Adventure than with Z Battle Gates though it kinda suffers due to how limited most of the cutscenes are (even though they allow more than 2 characters on-screen this time) and it could also do with less battles. Aside from that, everything regarding aesthetics has been improved. Special moves have a lot more flair and a lot of them truly feel devastating when the hit lands... you can even destroy certain stages with them like you could in the first and third Budokai games.

The anime-inspired menus still continue to get better and more importantly, the character select screen has thankfully been improved. The characters are all aligned multiple rows making it much easier navigate though it has this weird up is down and down is up thing that certain games have going on. Anyways, the anime cutouts for the characters within the menus now change expression to represent how they feel breathing more life into these menus and if you stay idle long enough they might say something interesting.



Overall

This game went above and beyond by turning a game that was, in retrospect, little more than a fun little experiment to an actually worthwhile game thus making the Tenkaichi series a fan favorite so there was not much complaint with it replacing the Budokai series as the major game releases... but could Spike keep up the momentum they had gained? 

Overall, this game gets an 8.3 out of 10.



Tuesday, February 21, 2017

Dragon Ball Z: Budokai Tenkaichi Review - 360° of movement is a power move for the franchise

Release(s):
    October 6, 2005 (Japan)
    October 18, 2005 (North America)
    October 21, 2005 (Europe)
Platform(s): PlayStation 2
Genre(s): Fighting
Developer(s): Spike
Publisher(s):

    Bandai (Japan/Europe)
    Atari (North America)
Player(s): 1-2




Overview

While the Budokai games were generally seen as clunky and stiff fighters by critics, that didn't stop them from selling like hotcakes. Actually... Budokai 3 was a different story- not only was it a good Dragon Ball Z game but it was simply a quality game regardless of it's license. The fact Dimps actually went and addressed the issues people had with the games shows they really do care for the fans, and when Budokai Tenkaichi was first announced... you bet your ass fans were hyped. However despite carrying the 'Budokai' name there is next to no relation between this game and Dimps' highly popular game series... in fact they aren't even by the same developers. But more important... does it hold up? Let's find out.


Gameplay   


Let me reiterate Budokai Tenkachi is NOT the beginner-friendly traditional 3D fighting game like Budokai. In fact I don't think there's any fighting game that plays quite like this one. First thing about this game is instead of dedicate it's camera to the side of the characters it has more of an "over-the-shoulder" camera angle and as the title of this review indicates this game boasts of allowing players to have 360° control over movement across the battlefield making it a more authentic combat system to the show than previous attempts. One complaint off the bat I have with the camera is that it's too close up to your character's back which isn't so bad when you're actually fighting (since it's designed with that angle in mind), but when you're not directly facing your opponent especially if you're in a corner, your whole perspective is fucked up and you can't do anything about it. Another thing about this unique system is that you can use the huge environments to your advantage either it be hiding behind mountains, slamming your opponents through or into obstacles, or destroying parts of them entirely.

Now for the controls... well one button does basic melee attacks, one button does ki blasts, one button is for guarding, and another for dashing. The right shoulder buttons allow you to jump/ascend into and descend from the air while the left shoulder buttons allow you to lock-on into your opponent (which only works if their within eyesight minus a few exceptions) and to build up ki. For more advance moves is where things become real tricky. You can teleport like you can in Budokai 3 (only it's not a counter and requires no special gauge consumption) but the timing is extremely strict as you have to tap the guard button just before the attack lands and it only works against specific attacks... you can also escape grabs by tapping the guard button at the right time. Speaking of grabs.. they are done by pressing forward and the dash button at the same time but only if you're close to your opponent. The melee attack button can be held to do a smash attack and the longer you charge it the stronger the smash attack is but how long it can be charged depends on how many hits you land (good luck with that). You also have a stun hit move (which has to be pressed at the right time or it's easily blockable even if you already hit your opponent with a basic melee attack) by pressing the dash button, a kiai (which breaks guard on impact) by pressing the ki blast button, and a counter by pressing the guard button as combo chains. There's also a more powerful dash move which makes you dash at greater speed (at the cost of some ki) by pressing the building ki button and the dash, jump/ascend, or descend buttons at the same time but you can't steer your dash once you start it so it's better to just avoid it. You can still do special moves by pressing the building ki button and guard button at the same time for ones that boost states and are more defensive called Favorite Techniques or pressing the building ki button and ki blast button at the same time for ones that more offensive called Finishing Moves... but you can no longer transform while in-game as transformations themselves are treated as different with their own movesets instead of mere power-ups like in Budokai. There are two of each super move type for every character. Ultimate moves are done by pressing the building ki button, the ki blast button, and down at the same time while in Max Power mode (which makes your other moves stronger and even allows you to do an unblockable smash attack) called Super Finishing Moves only the ultimate moves in this game aren't necessarily sequence-based like in Budokai.

This game does sound quite like a handful and to be frank, I had never felt so overwhelmed by the controls of a fighting game before this one but once you do get the hang of the mechanics... there really isn't much to the game beyond that. Every character in this game plays pretty much the same aside from their special moves (and even those are shared plentifully throughout the roster). Sure their playstyles may differ and their attributes may vary like some characters aren't as easy to knock down as others (or in the case of Hercule, you can't knock anyone down easily not even himself... well shit), but you won't find yourself switching between characters with much trouble and there really isn't a whole lot of variety offensively or defensively to keep things interesting for long. You just wind up using the same moves over and over again hoping they land. The computer even realizes this and tries to win battles by being a cheap bastard in the higher difficulty settings.

It may seem like I'm hating on the game but hear me out the game can be quite fun with it's authentic and fast-paced combat. It's just after how good Budokai 3 was, you'd expect a little more polish with this game especially when it prides itself as being the "Ultimate Dragon Ball Z and Dragon Ball GT Fighting Game".


        Content


The staple game modes Dueling, World Tournament, and Practice have made a return but there's yet another single-player campaign introduced for this game called Z Battle Gates where you play through various key battles from each saga of Dragon Ball Z and some of Dragon Ball GT plus a few alternate storylines and a couple Dragon Ball Z movies. Each battle varies in terms of objective either having you simply win the battle, defeat the opponent under a time limit, survive till time runs out, or defeat the opponent with a specific (Super) Finishing Move. Generally you're required to clear battles in linear order but completing a whole saga with the extra battles is all up to you. These battles mostly provide a reasonable challenge but some are ridiculously hard for the wrong reasons like the one in the Saiyan Saga where you have to defeat Nappa using the Ki Blast Cannon Finishing Move with Tien and since Tien is supposed to drop like a fly in the actual fight your attacks do barely any damage to Nappa while he can take a HUGE chunk of your health with just regular physical attacks. Another thing is the dragonballs.. since there's no RPG exploration aspect like Budokai 2 or 3 they are achieved through battle and I'm sure some game designers' laughing their asses off when they decided you have to collect them by finding one ball per match as it's hidden within stages... WHILE IN THE MIDDLE OF A GODDAMN BATTLEFIELD!!!

Another game mode Budokai Tenkaichi introduces is Ultimate Battle where you choose a character (both normal or customized) to engage in two courses: Super Warrior 100 Ranking or Warrior Training.  Super Warrior 100 Ranking is a 100-man challenge fighting characters from weakest to strongest which earns you one point after winning a battle plus extra for either getting a perfect, a near-death win, and/or winning with a Super Finishing Move with a chance of earning five points from defeating a sudden intruder, but if you lose two points would be subtracted and losing all points would get you booted from the course (if losing all points is even possible). Warrior Training is a survival challenge course that earns you points depending on how many wins you get and you don't lose any points for losing so you can participate anytime. It's no Dragon Arena but it works well for what it is.

The Dueling and World Tournament modes are largely unchanged from the Budokai games. Dueling is the standard versus mode that either allows you fight against the computer, the second player, or watch the computer fight itself. World Tournament is where you select a character and compete against other characters to put your skills to the test where elimination is either determined by K.O.! or by ring-out (which is very easy in this game btw... much easier than Budokai). There are four classes in total (Notive, Adept, Advanced, Cell Games) and each class is harder than the last with more contestants... the difference here is Adept, Advance, and then Cell Games are unlocked immediately after winning each the classes respectively. There's also no prize money earned if you win so there's not much point to World Tournament unless you just wanna mess around with your friends (up to seven of them).

The Practice modes has been changed and it's not for the better. The practice section has been stripped down to the point where the only setting option you have is to either have the computer do nothing or fight back and the tutorial isn't interactive like in Budokai, instead it's all text-based with a short demonstration clip which doesn't do much to engage newcomers to learn the ropes of the game's core mechanics.

With the Evolution Z mode, Budokai Tenkaichi introduces a brand new customization system called Z-items which functions similar to Budokai's Exciting Skill System (still a lame name) in terms of boosting stats, enhancing abilities, and crippling your opponents but unlike the E.S.S, Z-items doesn't allow you to customize your characters' special movesets to your liking (all moves are integral to the characters). The way Z-items are found is also completely different as instead of buying them from an Item Shop or finding them specific spots within certain modes, they are pretty much given pretty much entirely at random (kinda putting the RNG of the Skill Shop from the first Budokai in a totally new light) and each item is determined by one quantity anytime you earn it instead of being practically infinite like the E.S.S. The most notable difference is you can mix-and-match two Z-items to take a new item with a Z-item called Z-item Fusion (another lame name) including some characters aren't readily unlocked from playing through Z Battle Gates. Rather unnecessary if you ask me.

There is no extra game mode to be unlocked like in the Budokai games but you do unlock the Character Encyclopedia, which gives you a biography on all the characters including their voice actors/actresses (both in English and Japanese), after winning a battle in Z Battle Gates.


Graphics



Budokai Tenkaichi uses a very similar cel-shaded style to Budokai 3 though the color scheme is more muted in comparison, but it's still quite a pretty game regardless. The character models along with the beams, power auras, particle effects etc. capture the look of their anime counterparts almost perfectly and the stages are highly detailed even though there's not a whole lot going on within them. The effects characters have on the stages are also really nice like when you power up on the ground with the dirt piling up and rocks are leveled or when characters are flying across the ocean with the speed skidding across the water... though getting knocked down doesn't damage the ground like Budokai 3. 

The animation isn't nearly as impressive as in the Budokai games especially since it runs at 30 fps instead of a silky smooth 60 fps but it works well enough on it's own... at least during gameplay. The animation is otherwise limited and often robotic which is especially noticeable during cutscenes. One thing I would give it is the basic fighting animation is completely unique between each character and really compliments their fighting styles from the actual series.


Sound 

A couple voice clips are recycled straight from Budokai with the new voices are made courtesy of the new OkraTron 5000 sound production company founded by the voice actor of Vegeta in the FUNimation Dubs, Christopher Sabat, and it really shows. The new voice clips notably more quiet plus they downright goofs at times like some characters would mistakenly have their Japanese voices instead and speaking of Japanese... you can change the language to the original Japanese voices for fans who prefer the original dub for Dragon Ball.

The soundtrack for Budokai Tenkaichi is also made entirely of Kenji Yamamto's tracks for Budokai only here it's not really done to enhance the experience as so much as a cost-cutting alternative to getting the remixed tracks of the anime's soundtrack (which the Japanese version of the game has... lucky). It's all stock especially during gameplay which is randomized with some of the less memorable tracks.


Aesthetics


The Z Battle Gates tells the story of Dragon Ball through in-game cutscenes like Budokai's Story Mode minus the episode prologues and next episode previews, but the storytelling is just plain lazy. Sure you can look up basic info for the characters in the Character Encyclopedia mode but that only serves to hinder the (poorly-told) story rather than help explain it. Aside from that the aesthetics for this game is spot on.

A ton of moves from the series are recreated in this game including the iconic Kamehameha Wave and they're represent very nicely even if they look plain in comparison to Budokai 3. The menu screen also continue to get better and better with the anime/manga-inspired layout... the only complaint I do have is the character select has all the characters lined up in a single, narrow row with no fixed order which isn't really a big deal but it sure is annoying considering the game has like 60 or so characters and there's no way to shortcut this. They at least fixed the loading time while adding a new fun and interactive loading screen where Gotenks makes his Kamikaze Ghosts before they explode.


Overall

What can be said about Dragon Ball Z: Budokai Tenkaichi? Well... it's a nice little experiment but that's pretty much all I can say. It was fun while it lasted even though all it really left me wanting is a sequel (something I was surprised was even being made at all) that improved the formula.

Overall, this game gets a 6.2 out of 10. 
      

Monday, August 29, 2016

Super Dragon Ball Z Review - Super Dragon Fighter Z II Turbo!!

Release(s):
    June 29, 2006 (Japan)
    July 18, 2006 (North America)
    July 28, 2006 (Europe)
Platform(s): Arcade, PlayStation 2
Genre(s): Fighting
Developer(s): Arika, Crafts & Meister
Publisher(s):

    Banpresto (Japan)
    Atari (North America)
    Namco Bandai (Europe)
Player(s): 1-2







Overview

Early to mid-2000's was a good time for DBZ games. Dragon Ball Z: Budokai 3 (simply known as Dragon Ball Z 3 in Japan) in late 2004 was particularly impressive not only for being a night-and-day sequel to the first two Budokai games but it's viscerally fast-paced and authentic combat can be enjoyed even by people are otherwise disinterested in Dragon Ball Z. Dragon Ball Z: Budokai Tenkaichi (also known as Dragon Ball Z: Sparking! in Japan), while not as impressive as Budokai 3, still retained the visceral, fast-combat feeling of combat and was like no other fighting game before it. However, there is one that released between the first Tenkaichi game and the then upcoming sequel Dragon Ball Z: Budokai Tenkaichi 2 (Dragon Ball Z: Sparking! Neo) that hardly any fan seems to remembers, and that game is the one that's center for subject right now: Super Dragon Ball Z.

Super Dragon Ball Z was touted as the franchise's first "serious" fighting game... in fact, it was an Arcade game before being ported over to the PS2 and it was directed by Akira Nishitani... the man who, along with Akira Yasuda, created the quintessential fighting game Street Fighter II so there's a bit of pedigree to this game. While it was a modest success in Japan (enough for it to be ported), the game (released only for PS2) never caught on in North America. Is there a reason for this failure or is it yet another overlooked gem?

Gameplay

Super Dragon Ball Z is a fighter that combines elements from 2D and 3D fighting games for combat system. Unlike the last few DBZ games that proceeded it, Super DBZ brings it's combat closer to it's fighting game roots so fans of older DBZ fighters and other fighters in general may find it more respectable than say... the Budokai games and Budokai Tenkaichi. The basic controls are rather easy to understand and accessible... you have one button for light attacks, one for heavy attacks, one for jumping/bukujutsu, and one for guarding... all of which can be combined to do various attacks as throwing, dash attacks, and ki blasts. Super DBZ also has combos in the form of a dial-up system similar to the what you'd find in Mortal Kombat or Killer Instinct- albeit a very simplified one. Each character has their own set combos by doing consecutive light and/or heavy attacks but they're pretty limited and like the Budokai games, there's only one blocking zone so not a lot of strategy between attacking high or low is involved. You can also use the environments to your advantage as you slam opponents into walls, hide behind rock formations or buildings, or send your opponent through stage transitions though it isn't close to the level of environmental interaction you can do in Budokai Tenkaichi as battles are more up close and personal. Like the Budokai games and Budokai Tenkaichi, each character has a set of super and ultimate moves at their disposal but unlike said games where executing them are simply done with 2-4 button combinations, the super and ultimate moves require more complex inputs like the quarter-circles or half-circles which people play other fighting games like Street Fighter would be familiar... however so players who are used to the simplified controls for these moves in previous DBZ games and/or are total newbies at fighting games are definitely gonna be thrown off by and frustrated with the intricate button commands. 


Super and ultimate moves have widely varying attributes and uses during battle which is a nice touch, but you only have a handful of them are immediately available to you. You can learn more but there's a limit to that as well and a lot of the upgrades are shared between characters. The way super and ultimate moves also function basically the same how special and super moves function in Street Fighter or Mortal Kombat... super moves require no gauge to be used even for ki-based ones and can be chained off from normal attacks while ultimate moves 1 require or more bars from the Ultimate Gauge. 

As you can tell Super DBZ takes a lot of cues from other popular fighting game series (Goku even has a super move similar to Ryu's Shoryuken called Blast Fist) but when you compare it to the very fighters it take influence from this game doesn't offer that many options in what you can do in combat. Super DBZ does sport a healthy amount of strategy and diversity but with other 2.5D fighters like Tekken or Virtua Fighter which have tons of technical depth, Super DBZ just can't measure up. 

Not only is the game shallow in comparison to the popular fighters it tries to emulate, it's also too slow and traditional to satisfy DBZ fans. Sure you can do dash attacks by pressing one of the attack buttons in junction with the guard button and you can use bukujutsu by pressing the jump button while in the air to speed things up, though they are limited to an Action Gauge (which admittedly does add strategy to combat), but innovative mechanics that previous DBZ fighters had offered to the table in order to emulate the action from the series such as teleporting, pursuing, beam struggles, and ki building are sadly absent. 

Content

There are a fair amount (though not ideal) of game modes in Super Dragon Ball Z to play in which are Original, Versus, Z-Survivor, and Training. 

Original plays like the arcade version of the game where you select a character then fight up to 7 of the characters that were available in the arcade version which leads up to the fight with Cell and you earn a dragonball as a custom character after winning each fight meaning you can get all of them in one go. Just like the arcade version another player can come to challenge you (without the cost of a quarter) in order to take over and no... there is no story to follow so bummer. 

Versus is well... the standard versus mode where you play against another player... you both set your handicaps, select a stage, and then fight.

Z-Survivor has you play as a custom character and fight with only one Health and Ultimate Gauges against up to 9 of the characters available in the arcade version without losing, and unlike most survival modes where you're healed instantly after each fight you play a Bonus Roulette mini-game where you can either recover health, fuel Ultimate Gauge, increase attack/defense power, earn B.P/EXP bonus, or earn a dragon ball. At first, the roulette is rather slow but as you go along, while the earnings get better the roulette spins faster and enemies become harder especially ones with over a million B.P. If you're lucky you might gain the option to fight one of the PS2-exclusive characters at the end for a massive BP and EXP bonus increase at the risk of losing all your earnings from your recent playthrough of Z-Survivor if you are defeated so choose wisely!

Training is yet another surprisingly deep Training mode where you can use your opponent as a training dummy to act as a punching bag or have them perform various actions (like guarding constantly, guard after being attacked, attacking after guarding, performing a quick recovery after falling to the ground, etc.). There is also an option for a damage ratio and command display to help maximize damage or practice more elaborate moves, and you can set obstacles with varying sizes, numbers, and endurance all to your liking. You can even make another player join in as a sparring partner (though they lack the display options) but for some reason you can't have the computer act as a fighting opponent. There's also a lack of a tutorial section which would have been especially helpful as the bulk of this game's playerbase certainly wouldn't have the skills or patience to learn the more complex moves. All in all, Training is good for what it is but it isn't nearly as extensive as the training modes in other popular fighters such as Tekken and Dead or Alive.

The one mode that is really noteworthy is Customize. In this mode, you create up to 30 custom character cards with a custom name for you to level up and learn new skills. Unlike the customization system in the Budokai games where skills are either bought or found in various parts of certain modes, skills are earned through EXP points and how do you earn said EXP points? Simple you earn them after each fight and once your gain at least one experience bar you can learn a new skill. B.P points work the same way but they're only there for the high scores chart so they do nothing skill-wise... though one thing interesting about it is they will make your scouter explode if you gain over a million B.P points. Anyways, the EXP points you accumulate can be redeemed within the Customize mode through something called a Skill Tree where the next skill you can learn will be determine which skill you choose and there are various types of skills to learn such as new super or ultimate moves (like mentioned before), faster recovery on the Action Gauge, greater movement speed, slight increase in attack or defense power, armor properties on dash attacks, super cancel (the ability to chain super or ultimate moves into another ultimate move), and if you complete a character's Skill Tree you can inherit another character's signature move (they would have to be skill inheritance compatible as well). This is a great system that gives the game a lot of replay value and is honestly the best part about the game's combat but for single-player this means you have to constantly grind through the Original and Z-Survival modes (preferably the latter). Dragon Summoning allows you to wish for additional skills after collecting the dragonballs with selected character some that are not even available on the Skill Tree at all but not only that you can wish for a few accessory such as a new color scheme, a new costume, a Win:Loss ratio, and a new scouter. Unlockables are even achieved through wishes such as hidden characters, extra stages, or certain characters serving as the announcer.

One thing that should be addressed is the roster. It's seriously small in comparison to the rosters in Budokai 3 and especially Budokai Tenkaichi as there's only 18 characters in total (5 of them you have to unlock). Not only that but popular characters such as Yamcha, Tien, the Ginyu Force, and Broly are all left out... but it's not a total bomb as there are a few pleasant surprises to the roster such as Chi-Chi, King Piccolo, and a newly designed Mecha Frieza.

Graphics

Like Budokai 3 and Budokai Tenkaichi, Super Dragon Ball Z uses a cel-shaded graphics style but unlike most DBZ games which tend to resemble the anime this game takes it's visual cues from the manga (though it's not as extreme as the Naruto: Ultimate Ninja game series)... which is why several color schemes are different from most would be familiar with (Goku's gi being regular orange and blue, Piccolo's skin patches being yellow instead of pink, Perfect Cell's exoskeleton being dark green instead of neon green, etc.) and hit,explosion, and ground effects are represented through onomatopoeia. That being said the character models and stages do look nice. They're colorful, vibrant, and are animated reasonably well (though not as well animated as the Budokai games) but the auras, ki blasts, and particle effects are nothing special. They look too much like they were done on a computer... nothing like what you'd expect out of the series.

Sound

Once again the voice actors/actresses from the FUNimation Dub have come to reprise their roles but for some reason the audio quality on the voices sound really muffled as if they were recorded with a low-end mic and the voice acting itself sounds considerably less enthusiastic than usual as if they didn't wanna work on the game (not that I blame them entirely). Also, there's no option for the Japanese voices like in Budokai Tenkaichi and the Greatest Hits version of Budokai 3 so North American fans who prefer the Japanese version will have to endure the subpar voice work of the English version. As for the music, Super DBZ goes for a completely different approach from most DBZ games which tend for a modern music mix. The soundtrack is like a tribute to 90's synthesized music for old arcade games and they mostly do a good job at keeping you invested in the action... several of the tracks are actually quite catchy. The sound effects is also something completely new as it mimics the onomatopoeia and it helps give the combat a comic book feel. 

Aesthetics

One thing that made the DBZ fighting games so endearing over the years is how much the combat resembled the over-the-top action of the series and that reigns true with Super Dragon Ball Z... to an extent. A lot of familiar moves from the series are here for the coarse but they aren't presented in a particularly impressive way. The camera is almost always fixed to an angle (that being the side of the characters) and there's no cinematics accompanying any of the attacks. For example, Goku's Spirit Bomb is an extremely powerful and hard-to-avoid attack in the game but on a spectacle level you don't really get the sense of it being a super devastating attack like in the series. 

Like I said earlier, the game goes for a more manga-inspired feel and that easily can seen right from the main menu. Each mode in the main menu is sectioned off like panels from a page in the manga and the loading screen are like a Tankōbon cover for a volume of the manga featuring your next opponent. There are even some cameos and references to Akira Toriyama's other works like Suppaman, a character from Dr. Slump who's an obvious parody of Superman, randomly appearing after destroying one of the buildings in Eastern Capital. 

Overall

Is Super Dragon Ball Z a bad game deserving of it's relative obscurity? No... not at all but I feel the game suffers a bit of an identity crisis. It either tries to appeal to fans of Toriyama's megahit manga series or gamers who are serious about their fighting games but doesn't do quite enough to please either parties in the long run. Even it does feature a good amount of strategy and depth, it's not really the hardcore fighter Atarti wants you to believe
 and at the same time a lot of staples that people have come to expect out of DBZ games are compromised, making you sorta question who it was really intended for.

If you're looking for a solid fighter with the Dragon Ball license then I definitely recommend giving this game a shot. It plays well, the customization system can be addicting, and the visual cues taken from the manga is definitely gonna appeal to a certain niche plus it's sold rather cheap nowadays (functional copies coming as little as $5 - $10 w/o shipping on various online stores like Amazon or eBay) but if you're one of the extremes I mentioned earlier then you may wanna look somewhere else.

Overall, I give this game a 7.4 out of 10.