Why I think the Sparking/BT series should continue

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Thanos6
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Why I think the Sparking/BT series should continue

Post by Thanos6 » Sat May 17, 2008 12:24 am

Becuase while Burst Limit appears to be a slightly more 'traditional' fighting game, whose characters have more distinct styles (Super DBZ, obviously, was the pinnacle of this), the Sparking series is more fanservice, and honestly, I don't think that's a bad thing. I love playing as all the second and third-tier guys (dominating as Pilaf rocks), and I'd look forward to seeing even more of them stuffed into a fourth installment.

Plus, I have a Wii, so Burst Limit isn't an option. ;)
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Post by SSJmole » Sat May 17, 2008 5:04 pm

Even though I have a ps3 and will be getting burst limit I agree with you.

I think budokai tenkaichi series would be good if they kept it up but only for Wii. Burst limit makes the most of the HD graphics and the power of the 360 and ps3. budokai tenkaichi if built only for wii could be great here is why :
  • Use the Wii to the full power and not limited by ps2.
  • More charracters
  • Take advantage of some wii features like screenshots to post to message board (like smash bros)
  • Better motion controls (while still having cube pad as an option)
  • Incorporate Miis. I'm not saying as charracters BUT Imagine the world tournament with the option to have audience be your miis. Also add a mii to health bar , This was the one thing they did right on the wwe wii game. Your mii even pulls faces when you get hit and looks weird when you are low health.
  • Mini games. Most wii games have mini games why not this. E.g The hold for special beam cannon like Budokai



Of course I think the Wii should get it's own new series of DBZ that is not budokai tenkaichi , I would like a Super Smash Bros style DBZ game on Wii. That could be fantastic .

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Post by Vegeta Jr » Sat May 17, 2008 5:26 pm

Tenkaichi is purely to milk the franchise for all it is worth, whereas the Budokai games are actually well thought out deep fighting games (well not 1 that was pretty broken with it's unlimited combos).

For anyone who is going to say Budokai is just square four times, please don't be ignorant and learn what cancels are. They play a major role in linking long combos with chains. This is evident in Budokai 3 but the Shin Budokai series really nailed it.

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Post by Rory » Sat May 17, 2008 6:45 pm

Vegeta Jr wrote:Tenkaichi is purely to milk the franchise for all it is worth, whereas the Budokai games are actually well thought out deep fighting games (well not 1 that was pretty broken with it's unlimited combos).

For anyone who is going to say Budokai is just square four times, please don't be ignorant and learn what cancels are. They play a major role in linking long combos with chains. This is evident in Budokai 3 but the Shin Budokai series really nailed it.
Completely agree, while each Budokai game seems to add many new interesting features, the Sparking games add ons to the fighting engine are.. pretty damn needless, and seem to focus more on " OMFG WE GO 20 NEW NEEDLESS CHARACTERS!! " .

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Post by Captain Awesome » Sat May 17, 2008 9:04 pm

I would rather see a new Sparking! game on 360 or PS3, but if they made such a jump, they'd do what Burst Limit has done and give us a rather small amount of characters.

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Post by theoriginalbilis » Sat May 17, 2008 9:51 pm

I too would like to see some kind of continuation of DBZ games for the Wii (or even the PS2.)

Sparking! METEOR was fun, & once the online play improved, even more fun.

I'd like for Bandai Namco to perhaps release some more niche DBZ titles on the Wii as well, like maybe... Super DBZ 2?
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Post by SSJmole » Sat May 17, 2008 9:56 pm

Vegeta Jr wrote:Tenkaichi is purely to milk the franchise for all it is worth, whereas the Budokai games are actually well thought out deep fighting games (well not 1 that was pretty broken with it's unlimited combos).

For anyone who is going to say Budokai is just square four times, please don't be ignorant and learn what cancels are. They play a major role in linking long combos with chains. This is evident in Budokai 3 but the Shin Budokai series really nailed it.
The Tenkaichi could be also be deep too though. Not as deep but still deep. Figuring out how to block everything and when to dodge when to use everything.

Me and my friend play Tenkaichi 3 and we customised charracters and built them up and have had fights last 30-40 minutes and been extremely close.

It's all how you play. An experienced Tenkaichi player can have big drawn out fights that are actually really fun.

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Post by Anonymous Friend » Mon May 19, 2008 7:03 pm

SSJmole wrote:
Vegeta Jr wrote:Tenkaichi is purely to milk the franchise for all it is worth, whereas the Budokai games are actually well thought out deep fighting games (well not 1 that was pretty broken with it's unlimited combos).

For anyone who is going to say Budokai is just square four times, please don't be ignorant and learn what cancels are. They play a major role in linking long combos with chains. This is evident in Budokai 3 but the Shin Budokai series really nailed it.
The Tenkaichi could be also be deep too though. Not as deep but still deep. Figuring out how to block everything and when to dodge when to use everything.
This is more or less just figuring out the controls. It's doesn't really have anything to do with the "deep-ness" of the game. The only thing that really makes the game "deep" is the potara customization items.

I do wish for more Sparkings, though. It is a fun series and although a few backsteps (not being able to adjust potaras before a fight), did improve a lot. It has potential to be a great (I'm trying really hard not to use the term "fighting game" because it is a fighting game but not in the sense the most understand fighting games to be) game.

I'd like to see what the new generation of consoles can do with the series. I think that the Wii can handle all of the features that most of us have been asking for such as more than two characters on the playing field, better potara usage, more leveling and RPG options, larger and better environment interactions, and most importantly attack and ability customization with create-a-character features. And even if the Wii can't do it all, if the series does make it over to the 360 and PS3 it can be done there and more.
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Post by SSJmole » Mon May 19, 2008 8:14 pm

Anonymous Friend wrote:This is more or less just figuring out the controls. It's doesn't really have anything to do with the "deep-ness" of the game.
Well it depends how you see it. An example some charracters specials were charging attacks so you had to know when to do it right. SSJ Goku (end) has the teleport ultimate move. You need to know when to dodge that.

Some games that claim to be deep like Super dragonball Z had things that you didn't really need to time. Knowing when to time an attack and having a chance for an experienced player to dodge it in to another move that can then be dodged ect... like budokai tenkaichi.


Having something like that leads to very complicated fights that can be deep if you look at it from the perspective you need to do everything perfect. You mess up just once and it can turn the entire fight around makes it deep to me as it's a longer more complex battle.

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