Release(s):
March 26, 1998 (Japan)
April 29, 1998 (North America)
September 12, 1996 (Europe)
Platform(s): Arcade, PlayStation
Genre(s): Fighting
Developer(s): Namco
Publisher(s):
Namco (Worldwide)
Sony Computer Entertainment (Europe)
Player(s): 1-2

Overview
As I've said in my review of Tekken 2, that game turned out to be an even bigger critical and commercial success than it's predecessor. Not only did the Playstation port sell over twice the amount that the first game did, Tekken 2 was given several accolades from major video game journalists as among the best video game ever and was the #1 most-played arcade game for several months straight (considering how big arcades were at the time, this was saying a lot). This officially established Tekken as a household name among other big-name fighters such as Street Fighter and Mortal Kombat. The most logical step for Namco to take would be another sequel leaving players waiting as they shit their pants in anticipation for how far Namco can take their new hit series.
Gameplay
Once again Tekken 3 returns with the award-winning 3D combat system from the first games and just when people thought Namco couldn't take things even further, they did. One thing is that the sidestepping mechanic has been fully implemented for every character and they also have several moves that are tied to it including a powerful, inescapable throw from either the opponent's left or right just you can do from their backs. Characters now jump at realistic heights rather than 30 feet like they do in the first two games making aerial more easily controllable. Recovery time when down is now instantaneous keeping the flow of combat constant. The controls are even more tight and fluid, there's more ways counter, and there's even more diverse fighting styles.
Speaking of styles.... most characters from the first two games have been removed so defamiliarization of those games is a must for this game especially since while several characters may share likeness to the one they've replaced notably Jin Kazama (the bastard son of Kazuya Mishima and Jun Kazama), who is like mixed pot between the Advanced Mishima Style Karate and Kazama Style Traditional Martial Arts, they have enough of their own moves to set them apart.
The AI has been toned down considerably from the first two games now providing a reasonable challenge for newcomers and there is no instances of cheap difficulty
spikes... well, it actually does get harder as you go along but it never feels overwhelming. One could argue Namco may have made it too easy but in any case, it's at least much more adjustable.
Content
All of the game modes from Tekken 2 have returned but the Arcade Mode has a different method for unlocking characters. Instead of playing through it with a specific starting character to unlock a specific hidden character, it's now determined by how many characters you've completed Arcade Mode with and the last character you will unlock is the of course, the final boss... Ogre and then it's transformed state True Ogre. The options for Practice Mode was been extending massively from the last game.
Everything you can do in Practice Mode from Tekken 2 is here but you can make the computer dummy perform various actions such as crouch, guard in standing and/or crouching positions, perform a quick roll while laying on the floor, or even have another player take control. You can also have the computer act as a fighting opponent of varying difficulty (deja vu) and all these are sectioned to three modes called "1P Freestyle" where you can basically do whatever (evident from the title), "VS CPU" where you fight the dummy as if it were an opponent, and "Combo Training" where the game helps you perform more complicated combos. There's a few options encompass the whole Practice Mode such as the "Hit Analysis" which makes the characters green but blinks red whenever they are completely vulnerable and the "Attack Data" like in Tekken 2 only in 3 you can see the total amount of damage both characters have dealt to each other throughout the whole session. Unfortunately, the replay feature is just as unreliable as in Tekken 2 but at least now the game doesn't boot you back to the main menu for keeping it idle.
Tekken 3 introduces a mini-game called Tekken Force Mode of which you select a character and fight your way through a bunch of generic mooks beat 'em up style but with Tekken controls. There's a total of four stages each one ending with a boss depending on the character till the last stage where you fight Heihachi Mishima (except Mokujin). This mode is hella fun and if you manage to beat it three times you will get a chance to fight Doctor Bosconovitch then unlocking him if you win but be careful, because if you lose then it's gameover. You can also gain points based on well you do but they're completely inconsequential.
There's also another a mini-game called Tekken Ball Mode only this is unlocked through completing Arcade Mode with all the starting characters. In this mode you select a character then play against another player or the computer in a game of volleyball but with Tekken controls as well and your goal is to dwindle down your opponent's health by either sending the ball to their side of the court or hitting them with the ball directly. You have the choice of three beach balls (two of which are unlockable)... a beginner ball which can do up to 40% damage, an expert ball which can do up to 60% damage, and a grand master ball which can do maximum damage... the amount of damage that the ball can do is represent through a parameter that builds up from landing successive hits. This only works for certain attacks, however... surprisingly this mode works as well.
For the first time in non-Japanese versions, a mode called Theater Mode will also appear after you've completed Arcade Mode with all the starting characters. Here you watch opening sequences for the game and the endings for the characters you've completed Arcade mode with. If you get all of them, you gain the option to listen to the game's soundtrack (both arcade and remixed) in the music section or load the endings/music of the first two games in the disc section.
Graphics
The graphics just keep getting better and better. The character models and animation are significantly detailed than they were in the first two games plus the backgrounds don't clash so much with them along with the environments like they used to. Unfortunately, there isn't nearly as many unique stages for each character as there are in Tekken 2. With the exception of Heihachi, Ogre, Bosconovitch, and Gon (who is unlocked through Tekken Ball Mode after beating him) all the hidden characters have stages shared with the starting characters.
Sound
The voice work has been given a major overhaul from the first two games with several familiar voices thrown into the mix notably the late Daisuke Gōri as Heihachi Mishima (who voices him from the anime adaptation to Tekken 6 before his passing, rest in peace... champ). They still only make battle grunts (with a few exceptions) but at least now they doesn't awkward as they did previously. The soundtrack however doesn't hold a candle to the one in Tekken 2 but it's still got the great classic arcade synthesized feel to it.... though personally I prefer the arcade tracks over the rearranged tracks here for the most parts.
Aesthetics
The lore behind Tekken 3 isn't as strong as the one in Tekken 2 either but there's still plenty of interest within it. 19 years have past since the 2nd Iron Fist Tournament and Heihachi had reclaimed his throne from his (literally) demonic son Kazuya, who he threw into an erupting volcano (no way that sucker's making it out ali... shit), but something strange has happened. Many of the world's greatest fighters are gone with most of the absences being linked to the ancient being from Mexico named Ogre, who robs fighters of their abilities by attacking them, and Heihachi announces the 3rd Iron Fist Iron Fist Tournament to lore him out (best expect there'd be an ulterior motive behind it). Some of the fighters from the previous tournament have returned (like Nina Willaims who was cryogenically frozen for 19 years and is in search for her lost memories) but a bunch of new faces like the young and innocent Ling Xiaoyu who wants to build the perfect amusement park in China, the loner Jin Kazama who takes over as the main protagonist and wants to get revenge against Ogre for presumably killing his mother, the street punk Hwoarang who wants to settle the score with Jin, and the Brazillian button-mashing capoeira fighter Eddy Gordo who wants to piece together the murder of his father and seek retribution.
Just like the first two games the fighting styles for each character in Tekken 3 is based off real-life fighting styles so real-life martial artists would certainly appreciate the attention to detail. For authenticity sake, Eddy Gordo's animation is notably done using motion capture from a real-life capoeira fighter.
Overall
While Tekken 3 may not be as aesthetically pleasing as Tekken 2 it's still a substantial improvement where it comes over an already amazing game. Many say this is the pinnacle of the series (it even did the best both commercial and critically) and I can definitely why. The combat is done to near-perfection but even if you're not a huge fighting game nut there's still plenty of other shit to do and it gets just about every single aspect.
Overall, I gave this game a 9.8/10.
Release(s):
March 26, 1996 (Japan)
August 27, 1996 (North America)
October, 1996 (North America)
Platform(s): Arcade, PlayStation
Genre(s): Fighting
Developer(s): Namco
Publisher(s):
Namco (Worldwide)
Sony Computer Entertainment (Europe)
Player(s): 1-2

Overview
Even though the first Tekken game is dated by quite a bit, it was still a great and revolutionary game when it first came out with it's console version being the first Playstation game to ever sell over a million units. The next logical step would be a sequel to refine what worked with the game and fix what didn't.... that sequel came just months after the first game took arcades by a storm. How much can Namco accomplish in that time span? Let's find out.
Gameplay
Tekken 2 returns with the innovative 3D combat system from the first one so just about every mechanic you can think of is here... but don't think Namco just adds in new moves and characters then calls it a day. This game does a lot to improve the solid foundation that the first game had created whatnot with every character having a powerful and inescapable back throw, a counter system that allows you to escape grabs or tackles (a feature that was experimented with in the first game but never fully implemented) by pressing the left or right punch button at the right time, the ability to roll to the side while laying on the ground, and more diverse fighting styles meaning hidden characters are no longer derivative of the starting characters. The controls are much tighter here than the somewhat stiff controls in the first game and running actually has a purpose in battle as you can either bum rush them, stomp on them when they're laying on the ground, do a jump kick, or with the right timing... tackle them to the ground to lay on the beatdown.
The gameplay still has some issues though... the jumping mechanics are still awkward and the AI's been beefed up significantly. While the first game's AI difficult curve is mostly adjustable (unless you fought Heihachi), Tekken 2's is downright unforgiving to newcomers.
I ain't playing, this game.. WILL.. OWN.. YOUR.. BUTTHOLE!!! It would input complex button combinations at a rate and consistency that's seemingly impossible for a human player, they guard just about any attack you throw at them, will punish you for any mistake (if possible), and grabs or tackles... don't even consider them as a strategy. They'll counter them all the time and it just gets worse as you progress... but even with that Tekken 2's combat is still a lot more enjoyable than the first game's for the reasons I gave earlier so you'll naturally have the incentive to improve.
Content
All the game modes from the first game have returned but Tekken 2 adds more meat to the bones. Arcade mode still has you select a character then fight 7 of the starting characters then a sub-boss that will depending on the character you play as (which will be unlocked after completing Arcade mode) and the final boss... this time it isn't Heihachi Mishima it's Kazuya Mishima then Devil. After completing Arcade mode you won't be given a record on fast you completed it but you still get treated with an ending for the character you've completed it with even the hidden characters have endings of their own. Kazuya and Roger/Alex do require a special condition to unlock them... the latter you have to beat stage 3 by getting a great (winning a round with 5% health or less) at the last round and the former you will have to unlock all the hidden characters besides him then complete Arcade mode with one of the hidden characters without getting a continue. That's a little better than the first game's method with Heihachi and Devil Kazuya but still more work than necessary.
Tekken 2 also introduces a bunch of game modes that will become staples of the series such as Team Battle mode where you can select up to 8 different characters and either fight against another player or the computer. You still fight one-on-one as always but if you defeat your opponent the current character you're playing as will recover health and if you lose you will play as the next character you have selected.
There is a Time Attack mode which functions just like the Arcade mode except the only thing you have to worry is completing it at the fastest time possible to set a new record and the difficulty setting you have in the options menu doesn't effect it so it's medium by default. One problem I have with this mode is you can't pause it during gameplay so you have to play through it constantly.
There's also a Survival mode where you select a character with only one health gauge which recover after each match and you take down as many opponents as possible without losing for the possibly of setting a new record. It's difficulty is also fixed like the Time Attack mode and unfortunately it carries the same problem of not being able to pause during gameplay.
Last and not least, Tekken 2 adds in a Practice mode which would be rather archaic by today's standards where fighting games practically teach you how they design the game but I'd imagine it being somewhat impressive at the time when practice modes were uncommon. You set the attack data to display total amount of hits you did in a recent combo and a damage ratio to maximize damage. You can also set your initial attacks to count as counter attacks all the time and you can practice combo moves/strings either through reading them from the command list found in the Pause mode (which is in all game modes... thank god) or key displays including the infamous 10-hit combos. You can even replay combo though it's ruined by the fact you can't manually set the recorder to start or replay the record at any time... the game sets the recorder automatically. This mode also demands constant attention as it will send you back to the main menu if you remain idle for too long (damn, what a selfish game!).
Graphics
The character models have been smoothed out and refined considerably from the blocky ones at the first game had plus the animation is even more realistic. The static 2D backgrounds on stages still clash with the rest of the game's graphics though not nearly as much as the first game. Speaking of stages... each character now has a stage unique to themselves right from the ambient Japanese bamboo forest for the mysterious samurai-ninja Yoshimitsu, the desert for the Native American Michelle Change, or the room filled with dark for the final bosses Kazuya and Devil.
Sound
The voice clips for Tekken 2 are recycled from the first game but this time none of the characters other than Armor King, P. Jack, and Kuma share the same voices with other characters and the badass announcer is even more badass. Musically, Tekken 2 is a major step-up from the first game. All the tracks are memorial and are completely atmospheric to every stage (and characters they represent). It's even remixed for the Playstation version... of course, the same can be said for the first game but here they really went the extra mile and... the music for the port is just amazing. It makes you wanna go back to the older times and the sub-boss characters even have their theme even though they're just the tracks reused from the first game, but it's still better than them sharing the same song.
Aesthetics
The story of Tekken 2 takes place 2 years after the story of the first game and the plot thickens. Kazuya had gotten his revenge on his father but as a surprising twist instead of righting the wrongs of Heihachi, he not only continues the corrupt ways of the Mishima Zaibatsu but he takes the evil acts to even greater extremes as he let his hate consume him and the Devil is feeding off from it. Because of his various illegal actions (drug-dealing, smuggling endangered animals, assassination, etc.) several fighters have entered the 2nd King of Iron Fist Tournament to beat him for one reason or another with some new faces to boot, including Heihachi who shockingy survived and wants to reclaim his throne. The best part about all this is the FMV cutscenes aren't nearly as uncanny as in the first game... for the most parts.
Also, just like the first game many of the moves are based on real-life fighting moves giving it a more grounded feel to it than other fighting games, even though it's still clearly exaggerated since most of the fighters are superhuman.
Overall
Tekken 2 does things in less a year that other game sequels don't in few years or more.... it's a significant improvement from the game that proceeded in almost every way resulting in even greater commercial and critical success. It's also a prime example of an arcade port done right so with that... this game may actually be worthwhile to have in your collection even if you play or own the later Tekken games.
Overall, I give Tekken 2 an 8.9 out of 10
Release(s):
March 31, 1995 (Japan)
November 7, 1995 (Europe)
November 8, 1995 (North America)
Platform(s): Arcade, PlayStation
Genre(s): Fighting
Developer(s): Namco
Publisher(s):
Namco (Worldwide)
Sony Computer Entertainment (Europe)
Player(s): 1-2

Overview
For those who don't know I love Tekken... in fact, it's my favorite fighting game franchise of all-time and in anticipation of Tekken 7: Fated Retribution coming on home consoles/PC, I've decided to look back on the whole series beginning with the very game that started it all.
In the 90's, arcades were sweeping the nation with fighting games being one of the most predominant genres. 3D graphics were also starting to emerge at that point so naturally fighting games followed suite and while Virtua Fighter was the one that pioneered 3D fighting games, Tekken was certain the one that put it on the map. The one thing that really matters here is does the first game still hold up in spite of it's legacy.
Gameplay
Tekken plays similar to any other traditional fighting game. You have your crouches and jumps (which are done at ridiculous heights in the game for some reason), high/low blocking zones, and intricate button inputs for special moves but there quite a few diversions as well. One is instead of having your basic attacks determined by strength of the attack your attack buttons in Tekken are assigned to each limb allowing for greater combo intuition. Another is there's no special gauge meter of any sort so any super powerful attack can be pulled off at any time but there is no projectiles in Tekken which limits your ability of keeping opponents at bay. Lastly, there's a lot of combo moves and strings to memorize for each character which you would need to know in order to make the most of the game's combat... in fact, the series as a whole is very well known for it's huge library of complex button combinations notably the chain throws and 10-hit combos making it an extremely hard (yet satisfying) fighter to truly master (which is made even harder with no command list to look at) but there aren't as many to master with the first game as later on (naturally). Special moves are also done differently from tradition. In Street Fighter, the inputs for special moves reward accuracy and speed but in Tekken, it slows down the action for greater strategic play.
However, there are a few notable problems with the combat. For one the controls feel somewhat heavy especially when you're trying to run towards the opponent (run is useless btw) and another is the hidden characters play too similar to the starting characters. Granted the starting characters themselves are completely diverse and the Playstation version does remedy this issue by giving them some individual moves from Tekken 2 but this point still stands. You can say I'm spoiled by the later games which refined the formula but age certainly revealed a few flaws with this one in the gameplay department.
Content
This is a mid 90's fighting game so don't expect much in terms of game modes. You have an arcade mode where you select a character and fight 7 of the starting characters plus a sub-boss (who is one of the hidden characters) and the final boss who is the root of all evil, Heihachi Mishima. Another player can intercept at any point to take over and you can earn a new record based on how fast you complete it along with being treated with a character's ideal ending (starting characters only). Arcade mode is also where you unlock the hidden characters although the one you unlock depends on which character you complete it with except for the big bad Heihachi Mishima who is unlocked by playing through Arcade mode without any continues and Devil Kazuya who is unlocked by beating all 4 levels of the Galaga game which happens before the actual game boots up... but is it worth it?
There's also a 2 player mode which is the standard versus mode where you play against another player. You both select a character and set each other's handicaps before fighting on a random stage.
Graphics
Tekken is one of the first 3D fighting games and it really shows. The character models are very blocky and pixelated with the floor being done on 3D while the rest of the environments are clearly done with static 2D images giving it a rather ugly look even for it's time. However, it's not all bad... the characters are animated realistically in a way that makes you feel the attacks being landed and they all have animation that's actually representative to their unique fighting styles. The environments are also familiar as they're based on real-life locations... but you don't really get to choose any of them.
Sound
Aside from the (kickass) announcer, there isn't much voice acting in Tekken aside from the battle grunts characters make and I can't really knock that either (except a few voice clips are just plain bizarre notably with Marshall Law) but one thing that to complain about is that aside from Wang Jineri, all of the hidden characters' voice clips are blatantly recycled from the starting characters. The sound effects is great stuff though as it helps make you feel the pain of the attacks and the soundtrack is great stuff which can be said for the whole series... even though the music for this game is rather subdue in comparison, there's a lot of memorial tracks especially for those who enjoy 90's synthesized arcade music and they're quite fitting to the environments they represent.
Aesthetics
Even though there's technically no story mode in Tekken, the story it has is surprisingly involved for a fighting game. You have the basic international fighting tournament plot but Tekken has characters all with their own reasons for participating that you would actually care about. Kazuya MIshima wants revenge against his father Heihachi, Yoshimitsu wants to provide for the poor, Nina Williams sent to assassinate Heihachi Mishima, and Paul Phoenix wants to prove he's the strongest. Of course, you won't get all the details in-game but you'll get a gist of it from the endings... that is if the uncanny FMV facial animations don't haunt your dreams first.
Just like I said earlier the environments in Tekken are based on real-life ones and the same be applied to each character's fighting styles. Unlike something like Street Fighter which does base each character's fighting style on real-life martial arts but makes it super flashy and sorta does it's own, you'd notice the parallelism to real-life martial arts with Tekken almost instantly even if it's still exaggerated due to almost all of the characters actually being superhuman.
Overall
With all this does Tekken hold up by today's standards? No really... don't get me wrong, I won't deny Tekken is a very revolutionary and innovative game... in fact, it was noted as the "First Fighting Game to Feature Simulated 3D" but there's practically no reason to go back to this game after playing the others unless it's for nostalgia.
Overall, I give this game a 7 out of 10.
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.