In keeping with the GBM style, I’ll start with what I did like about the game. My favorite part, and the real reason I bought the game, is the character customization of Hero Mode. I’ve seen reviews online that criticize the lack of extensive customization. For example, the reviewer mentions the lack of true uniqueness between custom characters online, even saying that “taking that [custom] character online isn't so special when you run into Hero Mode characters that look just like you, but a different color” (McKinley Noble, Gamepro.com). While I can see where he’s coming from with this statement, and in fact I somewhat agree, I can forgive this monotony this time because a) this is the first game that allows customization, so it’s not expected to be perfect and b) there is a lot more customization options than I had expected, so I was pleasantly surprised. I particularly like how the move system works, and by that I mean I like the “learn from the master” system. It’s really satisfying to bestow the Kamehameha on your own character.
Another thing I liked about the game was the use of anime scenes as cut-scenes. This was a very pleasant surprise to me and I was impressed that they were utilized as well as they were. In fact the only problem I had with the cut-scenes was that they (and correct me if I’m wrong) were scenes from Dragon Ball Z Kai. That’s not to say that I don’t like Kai; I’m actually impressed with how good it looks. But having grown up on the original Funimation dub of Dragon Ball Z, I wish that it was the Funimation dub used instead of the Kai dub. But that’s just a personal preference.
Unfortunately, this is the end of the positive section of the review; now we move on to the darker and more ruthless aspect: what I didn’t like.
We’ll start this section off by getting my least favorite aspect out of the way, so we can more gradually segue out of this negativity. The thing I dislike the most is the fighting system of the game, which I can sum up in 3 words: repetitive, unrewarding, and restrictive. Let’s look at “repetitive” first. From the very beginning of the game the entire fight system’s unwarranted repetition makes itself apparent. Those of you with the game are probably nodding along right now, but for those of you who are considering the purchase of the game, the whole fight system is divided into 2 categories: Blast Range and Melee Range. In Blast Range, the fighting takes place in a 3D setting, just like most of the recent Dragon Ball Z titles. In this range, all attacking takes place through the use of Ki blasts. Nothing seems wrong with that at first. In Melee Range, the fighting switches to a 2D setting, reminiscent of many classic fighting games such as Mortal Kombat, Street Fighter, and the Tekken Series. The attacking here takes the form of the usual punches and kicks. Again, nothing seems wrong at first. But when you try to switch between Ranges, or when you connect three bursts, the problems begin to spring up very rapidly.
We’ll talk about switching first. When you go between Ranges, typically using the “Double Tap X” method (proving that anything with the phrase “Double Tap” leads to bad things), a short skirmish situation is initiated (I won’t go into specifics). In this skirmish, which is always the same, no matter the character, players have to choose to tilt the joystick either to the right or to the left. If the CPU or other player picks the opposite direction, then the attack connects. However, if they pick the same direction, then the other player counters, dealing damage. We’ll come back to this in the “unrewarding” section. This is repetitive because there’s always one of two outcomes when switching: either you connect, or they counter. End of story. The only reprieve comes when you move your character from Blast Range to Melee Range manually, then the two characters clash without damage. Again, repetitive.
The “problem base” is when you initiate a chain. These can involve either the square path, which is always the same no matter what, or the triangle path, which changes between five different endings. Five may seem like a lot, until you go through them all, again and again and again. Unfortunately, there’s nothing you can do to avoid them, because these chains are almost impossible to avoid using, so originality is completely removed from fights. I won’t go into minor details like what Strike Booster does to affect chains, because it’s the same repetitive conclusion.
The second word I used earlier is “unrewarding”. As I mentioned in the Range Switching sub-rant, success depends on luck in a 50-50 situation: whether or not your opponent picks the same button/direction or the opposite. This choice also comes at the beginning of the chains (unless when using Strike Booster, which is the only way to take luck out of the chains). So the winner of the fight may not be the more skilled player, it may be the luckier.
Finally, I described the fight system with “restrictive”. I chose this word because the new Spirit Gauge and Ki Gauge systems take away the option to use Super Attacks and Ultimate Attacks on your own terms. In order to use Super Attacks, you need to build up Spirit by landing chains on your opponent. So, if you are unlucky, then your gauge will remain unfilled, and you won’t use a Kamehameha on anyone. Ultimate Attacks are similarly restricted, because you have to wait until either you or your opponent reaches Spirit High, or as I am choosing to call it: Screwed Mode. I am of the opinion that Ultimate Attacks should be used to deal large amounts of damage to the opponent, in order to either hasten the end of the fight, or even things up. Such was its role in previous DBZ titles. However, you can only use it now by completely filling up the Spirit Gauge when in Spirit High. This can be hard to do without killing anyone.
In addition to these three sub-rants, I cannot leave the fight system subject without mentioning the blocking and recovery systems. If attacked with a Super or Ultimate Attack, you have the choice to intercept, evade, or block, depending on how much Ki you have. So if you deplete your ki and don’t recharge quick enough, you can’t do anything. And call me crazy if you will, but I don’t think you should be this restricted. In Tenkaichi 3, which I believe to be the greatest fighting game I’ve ever played, not just DBZ games, you could counter on your own by moving, guarding, or trying to intercept. That system was based on skill. This system, in Ultimate Tenkaichi, is based on a combination of luck and timing. I do not approve. And the recovery system, if you are the unluckier of those involved in a chain, requires you to press all four shape buttons at the same time, rapidly. Even then, you can still take a lot of damage, because the recovery depends on how much ki you have. If the gauge is empty, you might as well get yourself a pop for all the good that staying with the controller will do.
That’s enough about the fighting system. The next thing I didn’t like was the actual game cut-scenes that were not from the anime. My gripe here is that the character’s mouths rarely match their words. To me, this is a sign of laziness on the animators’ part.
Finally, the third main thing I disliked (though I could go on for several more pages) is the limited character roster. Tenkaichi 3 had 161 characters/transformations and pretty much included everyone you could possibly want to fight with. Some may consider this too many, but I very much approved of the wide range of selection. This game however, with only 41 different characters, is a major decline in selection and quality. I could forgive this if the characters behaved/worked differently, but as I said earlier, repetition is the theme of this game and all 41 function the same.
Now that we’re out of that section, I’ll briefly wrap things up by offering my idea for the next game: Natural Selection. What I mean is that the character customization and anime scenes should be retained and expanded, and all of the negative aspects should be eliminated. Chains are okay, as long as they are controlled by the player and rely on skill, not luck. If the roster has to remain small, then the differences between characters should be more prominent, and the characters should be chosen better (I vote for a complete removal of Kid Gohan, he just annoys me to wit’s end and could be replaced with someone better such as Super Saiyan 4 Goku perhaps). The ranges are okay, but I think Tenkaichi 3’s system was much better, more efficient, and more realistic to the anime. The recovery system is fine, but it needs to be easier to use. And for the love of all that is holy, NO MORE FREAKING BUTTON SLIDERS! In several parts, you have to push a button when it’s in a very small target. So if your hand-eye coordination isn’t up to the task, you’re screwed.
That’s all I’m going to say for now. In conclusion I was very disappointed with this game and I hope that the developers put more effort and consideration into the next one. They could do so much better.
Let me know your thoughts and opinions. I look forward to reading them and I will see you all next time!
Saberdragon Out!
Final Score for [Dragon Ball Z: Ultimate Tenkaichi]:
Hype Score: 2
Production Score: 4
Effectiveness Score: 4
Innovation Score: 8
Opinion Score: 3
Total: 21 out of 50
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