Dragonball Z Battle of Z (PS3/360/Vita) announced

Yeah, I'm really not sure what you're trying to show me here. But thanks, I think?

I don't see how attempting to design the gameplay after DBZ is somehow sidelining quality, especially compared to Budokai. At least they were going for something unique, before going off road after BT3. Budokai was basically an inferior Tekken, with juggle based combo system, where each character basically only had two starters and a DBZ skin on top. I'll never get the love for that game.
I'm not saying there's anything wrong with Spike's concept. I'm just saying they did a shitty job. Even if the Budokai games were as simple as what you describe (they're not), they're still deeper games than Tenkaichi.

On a side-note, I haven't had this argument in a long time. It's good to be back, but I gotta bow out for now. Smell ya later, Tenkaichi-heads!
 
I'm not saying there's anything wrong with Spike's concept. I'm just saying they did a shitty job.

You're doing a bad job of doing that though. Your descriptions of Spike's games make it seem like you're talking about Tenkaichi 1, which, yeah, was pretty bad, and seems to ignore the tw games they made afterwards.

Even if the Budokai games were as simple as what you described (they're not), they're still deeper games than Tenkaichi.

They're still bad games though. The lack of starters (combined with the limited movement/positioning) pretty much kills them as fighting games, and as DBZ games they're nothing special, just fighting games with dbz skins. The Budokai series didn't exactly create a real tournament scene for itself. Even with serious players and advocates like you, it never seriously got anywhere. So, proclaiming its greatness and deepness as an advantage over Tenkaichi is just silly. We aren't talking here about a game that has been accepted by the general fighting game community, or created a serious community of its own (like Smash Bros).
 
Takao where you at?

Also, Budokai Tenkaichi 3 and Budokai 3, are the apex of the genre IMO.

Dragon Ball Z Legends is in a league of it's own tho.
 
Is it so hard to make a Budokai 4 and bring the back the competent fighting system? :(

I just think Bamco doesn't want to try and get Dimps back on the games. Either because Dimps has their own projects going on or because Spike is easier to keep reeled in for DBZ games (maybe even cost them less). It also helps that despite the mediocrity of the RB and UT games, they still manage to sell close to a million copies anyway; practically recouping most of the money spent making the game(s).

It also doesn't help that Dimps would probably have to start from scratch; I don't think they'd want to use Burst Limit as a base (maybe the engine, but certainly not anything else... namely the horrendous Ki system in that game).
 
I just think Bamco doesn't want to try and get Dimps back on the games. Either because Dimps has their own projects going on or because Spike is easier to keep reeled in for DBZ games (maybe even cost them less). It also helps that despite the mediocrity of the RB and UT games, they still manage to sell close to a million copies anyway; practically recouping most of the money spent making the game(s).

It also doesn't help that Dimps would probably have to start from scratch; I don't think they'd want to use Burst Limit as a base (maybe the engine, but certainly not anything else... namely the horrendous Ki system in that game).

What I also think was highly likely was that Dimps' fighting game teams were largely kept busy with doing work for Capcom (SF4, SFxT). Capcom's money was likely just as good (if not better) than Bamco's, so I'd imagine that they didn't have the resources available to meet Bamco's demands for yearly DB games.

As for Craft & Meister (Super DBZ)? Well, they just finished up Gundam Breaker for Bamco a short time ago. I guess it's anybody's guess if Funamizu will ever get to make another fighting game again, let alone the long-hinted sequel to Super DBZ he hinted at a while ago.
 
What I also think was highly likely was that Dimps' fighting game teams were largely kept busy with doing work for Capcom (SF4, SFxT). Capcom's money was likely just as good (if not better) than Bamco's, so I'd imagine that they didn't have the resources available to meet Bamco's demands for yearly DB games.

Yeah, I was gonna throw this in there as well but omitted it because I think it's something that's obvious.

I think it's worth noting that Bamco does at least notice there is some kind of demand for the old Budokai-style games, otherwise I don't think they would have bothered releasing an HD Collection with 1 and 3. I'm not sure how well the HD Collection sold to actually prove that demand existed, but at least it was some kind of bone thrown to fans of those games (and I know I bought it, even despite some of the choices they made with the collection).
 
I'd just like Super Dragon Ball Z 2 with a different name please. Get Arc System Works to make a 2D DBZ fighter, and thats all i'd need.
 
I hope this is like the Gundam VS Series and has Char's Zaku II :P

Gundam vs series is the miracle of Bamco’s “media franchise” games. Thank god Capcom was behind the first VS game.. Extreme Vs isn’t handled by Capcom but is done by ByKing so no problem there. I just wish either Jump VS or this game is done by ByKing.
 
Burst Limit was AWESOME!!
It does a great job at capturing the insane sense of speed in the show, unlike any other DBZ game I've played.

WISH WISH WISH!!! they made a Burst Limit 2 might have been the game to convince me to buy a console.

Yea, looking back you are spot on!

Reason I was able to enjoy it so much was cause I always played with the same big group of friends, at least 7 of us. We all started playing at the same time and place, and always played together. We all progressed at a similar pace so the competition was great.
As a fighter the game PWND but yes the lack of content dries up the game.

The fighting literally carried the game.
 
I'd just like Super Dragon Ball Z 2 with a different name please. Get Arc System Works to make a 2D DBZ fighter, and thats all i'd need.

There's Super Sonic Warriors (GBA) and its DS sequel for that.

Gundam vs series is the miracle of Bamco’s “media franchise” games. Thank god Capcom was behind the first VS game.. Extreme Vs isn’t handled by Capcom but is done by ByKing so no problem there. I just wish either Jump VS or this game is done by ByKing.

And ByKing is made up of enough ex-Capcom personnel that you might as well say Extreme Vs. and Full Boost are "Capcom games".
 
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This better be a follow up to BT3. Yes I want a massive roster for the fan serve.

Just add these characters to the roster and im good

-Bills
-Rildo
-Star Dragons
-Rest of the henchman

I loved that enormous roster of BT3. Why they downgraded the rosters of subsequent games is beyond me, made them not really worth buying.

My dream game would be a Budokai 3 style fighter with further gameplay improvements and BT3's roster.

If only Capcom could be convinced to make one of the games...
 
Whatever the game may be, I hope they actually do something different with the gameplay.

I got really sick of the Tenkaichi style after the 3rd game.
 
Whatever the game may be, I hope they actually do something different with the gameplay.

I got really sick of the Tenkaichi style after the 3rd game.

I almost want to say that the whole "team" aspect reminds me of some sort of hodgepodge between DBZ: Legends and Monster Hunter (or maybe it was just the screenshot in the scan involving the dudes against Oozaru Vegeta, I dunno).

Depending on who's developing the game, that could be an interesting concept in itself. I'd be more willing to trust Craft & Meister with this type of thing than Spike, certainly.
 
It really does look like it is a console port of Zenkai.

Which is fine since the the 3DS port of heroes is fun.
 
How was this game ?

I really enjoyed it. Posted a review of it here in 2006. Shame that the game never got a sequel. The developers are former Capcom/Arika staff, IIRC.

http://www.neogaf.com/forum/showthread.php?t=108561
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---Super DragonBall Z--------------
---------------------------------------
---System: Playstation 2------------
---Developer: Crafts & Meister----
---Publisher: Bandai-----------------
---Genre: Fighting-------------------
---# Of Players: 1-2-----------------
---Price: 6800 Yen-------------------
---Available: Now (Japan)-----------

super_dbz.jpg

----------------------------------------

Trailer: http://www.youtube.com/watch?v=90OdCHuT5WY&mode=related&search=
(Shows some great examples of how the game engine works about halfway through)

-----------------------------------------

Super DragonBall Z is a breath of fresh air for fans of the series looking for a
well-crafted fighting game featuring their favorite characters. Developer Crafts
& Meister may be a new company, but at the helm are Noritaka Funamizu and Katsuhiro
Sudo, two former Capcom producers who were behind the likes of Street Fighter
II, Street Fighter Alpha, Street Fighter III, Power Stone, Monster Hunter,

and more.

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The roster features 18 characters, mainly from before the Majin Buu saga:

-Son Goku
-Krillin
-Chi Chi
-Piccolo Daimyo
-Son Gohan (child)
-Piccolo
-Vegeta
-Freeza
-Future Trunks
-Mecha Freeza
-Videl
-Android #16
-Android #17
-Android #18
-Cell
-Majin Vegeta
-Majin Buu
-Ultimate Gohan

Majin Vegeta, Piccolo Daimyo, Ultimate Gohan, Videl, and Mecha Freeza are PS2-exclusive
characters, and must be unlocked.

Super DragonBall Z's game play is fully 3D-based, but also contains some 2D fighting game elements as well. The game uses a four button control scheme, with light attack, heavy attack, block, and jump buttons. You can move your character, as well as dash, in 8 directions, which is useful for avoiding projectile attacks and super moves. You can also
fly/hover in the air by double tapping jump, however all of these defensive manuevers use an action bar, which automatically refills itself when not in use. All of the stages feature multi-level environments and walls or trees that can be used for cover. All of these areas are destructable, so you can't hide behind something or stay up on top of a roof or cliff for very long.

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Unlike the Budokai and Sparking games, Super DragonBall Z's roster has a more diverse feel, due to each character having special moves more unique to him/her. Special attacks and super moves are done in the standard 2D fighting game style, with fireball, dragon punch, and charge-style (Although no charging is needed) motions. Each character has several preset combos, such as hard, hard, light attack, but you can also perform juggles and super cancels, giving the combo system a more free-form feel.

The "meat" of Super DragonBall Z comes from the character upgrading system. When you first start the game, you need to make character card. Making a character card allows to give a character a unique name, change his/her appearance, and add/edit moves and abilities. Every time you win or lose a fight, your character's power level also goes up, so a player who takes a single character through a large number of fights will end up with a very strong character, with new abilities and attacks in comparison to the regular version of that character. But while this makes for a longer lasting single-player game, and also makes for some different match-ups with other players' edited characters, those wishing to just jump into Super DragonBall Z and play two player matches right away will find the characters a bit lacking in moves and abilities compared to the upgraded versions.

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Super DragonBall Z features the original arcade mode, where you fight seven characters (the first five are random, but you always face Freeza and Cell in the last two matches), gaining Dragonballs and more power along the way. The new Z Survival mode lets you fight in a tournament, that not only raises your power level, but also has a roulette wheel that can raise other stats after every fight. There's also the standard versus and training modes. Training only lets you play on one stage, but you can modify the layout to include different types of platforms.

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As you go through the original mode or the Z survival mode, you will also gain the Dragonballs, which can then be used to summon Shenron. Summoning Shenron allows you to unlock hidden characters, alternate outfits and colors, and a host of options that can be used in upgrading your character's abilities, such as new moves, a move taken from another character, extended action meters, an extra bit of life that revives a character who lost a round, and more. Some characters,like Mecha Freeza and Trunks, can also get new weapons to use.

Super DragonBall Z's visuals are entirely cel-shaded, and the presentation, right down to the loading screens, do a great job of mimicking Akira Toriyama's distinct art style. Hit effects also use text, just like in the comics. All of the stages are based on familar DragonBall landscapes as well, and if you look closely enough, you'll find cameos from other characters, like Mr. Satan on the Cell Games stage. The anime's original voice actors all return to reprise their roles as well. The music (I believe; not quite sure yet) is done by some members of Arika, as it sounds similar to the BGMs from games like Street Fighter EX, Mega Man Network Transmission, and Technictix; the music gives off a catchy, mostly upbeat vibe that feels like something out of the glory days of 2D fighting games from the early 90s.

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Super DragonBall Z is not only a great fighting game for fans, but also is also worth trying for those into fighting games. Super DragonBall Z is easily the best DragonBall Z fighting game ever made, and certainly the best DragonBall Z game since Hyper Dimension on the Super Famicom. HIGHLY Recommended for fans, nonfans should consider giving this game a try as well.
 
I really enjoyed it. Posted a review of it here in 2006. Shame that the game never got a sequel. The developers are former Capcom/Arika staff, IIRC.

http://www.neogaf.com/forum/showthread.php?t=108561

*sniff* Beautiful.

Again, as long as Craft & Meister exists (and seemingly enjoying healthy employment from Bamco, as Gundam Breaker proves)? I'm still hoping that maybe they'll get a chance to make a successor of some sort.

Maybe people would be more receptive to a SF-style DragonBall game now, in a post SF4 world, than they were back in 2006.
 
*sniff* Beautiful.

Again, as long as Craft & Meister exists (and seemingly enjoying healthy employment from Bamco, as Gundam Breaker proves)? I'm still hoping that maybe they'll get a chance to make a successor of some sort.

Maybe people would be more receptive to a SF-style DragonBall game now, in a post SF4 world, than they were back in 2006.

They made Gundam Breaker? I didn't know that...need to try it out now!

A 2D Capcom-developed Marvel Vs. style game with Dragonball characters would be perfect. I always wondered why this was never done.
 
Burst Limit is to Budokai 3 as Raging Blast is to Tenkaichi 3. They are just better looking inferior little brothers of the two.
 
Hey, I been out the dbz game buying circuit for a while, but I wanted to ask,

Anyone know why after Budokai 3, the only great dbz game, they made that engine worse, then ported it for only psp games, and then threw it out all together? Cause, that shit was tight. I always hoped they take that mold, put in a much better single player, put some kinda damper on the warp abuse, and take that thing to EVO where it belonged, but nothing!
Eh I don't know.
 
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