Episode #0133 (15 June 2008)

We cover anything and everything Dragon Ball in hopes of enlightening... and a little bit of entertaining. Hosted every week by the Kanzenshuu staff and regular special guests from the professional and fandom communities. Your first, best, last, and only Dragon Ball podcast!
User avatar
VegettoEX
Kanzenshuu Co-Owner & Administrator
Posts: 17798
Joined: Sat Jan 10, 2004 3:10 pm
Location: New Jersey
Contact:

Episode #0133 (15 June 2008)

Post by VegettoEX » Sun Jun 15, 2008 10:15 pm

Episode #0133 (download MP3) (rss feed)
42:25; 64 kbps, mono; 19.4 MB

Episode #0133! VegettoEX and Meri check in with Julian, and then give some initial thoughts on the latest DBZ video game, "Burst Limit" for the Xbox 360 and PS3. We're now seven years into the game-a-year pattern... is it starting to get a little old? Tons of hilarious news rounds out the episode. Referenced sites:
Go ahead and grab it. Big thanks to godofchaos for hosting the kinda nice *one-hundred-thirty-three* episodes, now.

There you have it! We'll check back in on the game in a couple weeks after we have a chance to cool down from the early convention season. See you all next week, either at the con or on the podcast :D.

w0rd.
:: [| Mike "VegettoEX" LaBrie |] ::
:: [| Kanzenshuu - Co-Founder/Administrator, Podcast Host, News Manager (note: our "job" titles are arbitrary and meaningless) |] ::
:: [| Website: January 1998 |] :: [| Podcast: November 2005 |] :: [| Fusion: April 2012 |] :: [| Wiki: 20XX |] ::

User avatar
Super Ghost Kamikaze
I'm, pretty, cozy, here...
Posts: 1809
Joined: Mon Feb 04, 2008 5:10 pm

Post by Super Ghost Kamikaze » Sun Jun 15, 2008 11:49 pm

Nice show! I'm pretty sure I'll be renting Burst Limit on Wednesday the 18th, because that's when I need to return Boom Blox and pick up the Spore Creature Creator.

Side Note: Boom Blox is FAR more fun than a simple game about balls and blocks should EVER be. It's a very solid game, with a FAR more extensive and addictive single-player element than I assumed would be there. You know, considering that I wasn't even sure if there WOULD be a single-player element beyond a tutorial that would be more fun than single-player Mario Party. *shudder*

User avatar
TAS
Beyond Newbie
Posts: 204
Joined: Sun Dec 03, 2006 6:10 pm

Post by TAS » Mon Jun 16, 2008 10:19 am

I've been playing Burst Limit since I got it on Wednesday, and have been enjoying it.

There were a couple things mentioned in the podcast that I want to talk about.

I'm going to section this off in quotes since there's a lot here, and it'll make it easier to read.
Character Models

Meri was trying to figure out what exactly the graphics were or whatever, and the simplest way to describe it is that it's HD Cel-Shading and Burst Limit is really the first "big" game to use it, but there are a number of games coming out on the PS3 and/or 360 coming out that will be using it like the Naruto PS3 game, the Tales of 360 game, etc, so it's something that you guys will see becoming more common place or it's like the "new" cel-shading of this era.

I also gotta say that I really like the new Super Saiyan eyes. People compare them to the SS3 eyes, but they're somewhat different with the pupils being dark green instead of black, and there's also a dark green outline around the outside of the iris. It makes for a cool little detail in the close ups, where as the far back shots look the way SS has always looked.
Street Fighter IV

Capcom held their Captivate (Gamer's Day) event in Las Vegas just a little while ago where they show off all their upcoming comes to members of the gaming press, and I got the chance to go where spent a lot of time playing SFIV while I was there. I also talked to Seth Killian (who works for Capcom and is a Evo tournament player) a lot about SFIV and SF in general as well as various other fighting games like Tatsunoko vs. Capcom which Seth had just come back from playing in Japan.

Anyways SFIV is being co-developed by Dimps, ie both Capcom Japan and Dimps are working on the game together. Dimps was founded by former Capcom employees, and is made up various developers from other companies like Capcom, SNK, and Arc System Works.

SFIV does share some slight similarities with that of the Budokai series. The one thing that stood out to me the most about that was the Rock, Paper, Scissors, system that SFIV uses in a similar fashion to that of the Budokai games. It's also easy to pick up and play, but the new Saving System, and Revenge Meter add a whole new dynamic to the gameplay that the hardcore players are really going to get into. The Saving System is basically SFIV's replacement for SFIII's parry system.
Dimps Development - Street Fighter IV Vs Burst Limit

The other thing I'd point out that was brought up in the podcast is Dimps' time devoted to BL Vs SFIV, and Mike sortta hit the nail on the head with what he said about it.

Dimps is a small 3rd party developer and often times they don't have the time, money, or manpower to do games the way they want, however SFIV is an exception to this as Capcom is working on it with them and giving them the time and money they need in order to make sure SFIV is done properly, where as that's not the case with the DBZ games as Bandai doesn't provide them with much of a budget in order to produce these games, not to mention Dimps gets this "we need a new DBZ fighting game every year mentality" forced upon them by Bandai and Atari too from what I've heard. Atari from what I've been toldhas more to do with the game then just publishing it in certain regions, which isn't surprising given that DBZ is really their only successful franchise, so I can totally see them wanting more control over it or really wanting that new DBZ fighter every year.

The year development time brings up something else that I want to make mention of. a lot of people are under the impression that Dimps (or Spike!) will immediately start production on #2, or #3, of whatever DBZ game once the previous game is finished, but that's not the case. There's a break of a couple months before they go to work on the next one (using this time to develop other titles like the handheld Sonic games they've done) and since these games are coming out around a year apart Dimps and Spike! really only get to work on these games for about 8 months, and the reason why it takes #3 to get these games right is because #3 is basically 2 years of development time added to #1. Two years used to be the standard development time for sequels, but in recent years the average development time of games is a year or less due to the large influx of more and more licensed games being made. For instance imagine if Dimps had gotten two years to develop Budokai 2 rather then less then a year, because if they had the game probably would've turned out more like Budokai 3, as they would've had the proper amount of development time in order to make a proper sequel rather then doing annual upgrades.

Aside from Street Fighter IV it should be noted that Dimps was also working on the Wii version of Sonic Unleashed during Burst Limit's development, ie Dimps had two major franchises that they were getting more time and more money to produce compared to BL, so of course they're going to slack on BL, especially when they know they know they're going to start development on a BL2 in just a few months, not to mention they don't get the proper time to develop DBZ games that they should be getting.
Dimps Vs Bandai - Development Process

Dimps has spoken out before about how they dislike the process of making DBZ games the way they do (limited time, limited budget, pressure to get it out quick, etc) and would rather spend two years on a sequel then less then a year, but then why do they put up with it you may ask? Well they like most developers that develop licensed properties do these games (and continue to do these games) so they can produce enough revenue to develop their own original titles, ie they have to do what they don't want to do in order to do what they want.

If anyone was wondering why there was never a Budokai 4 and why the Sparking series started up, it was for this reason above. Dimps got tired of the process and wanted to take a break from it, though they came back to it with the Shin Budokai games and now Burst Limit.
Burst Limit - In General

I like the game. It kinda sucks that it actually has less content then the first Budokai game, but it's understandable as to why (SFIV, Sonic Unleashed) although I do have to applaud their effort for trying to make all the characters more unique from one another in terms of animations and moves. I mean if you think back to the first Budokai game, everybody had pretty much the exact same moves and combo strings, while now they're all fairly unique from one another in terms of animations, not to mention every character has multiple Ultimates on top of it.

I do think the controls are over complicated. Anyone who's had enough time with the Shin Budokai games will tell you the same, as the SB games have pretty much the same gameplay features, but with less buttons. SB's controls feel like a refinement of BL's controls, which seems so backwards given that the SB games came out first.

There were also cool things that SB did or added to the Budokai engine (which BL still uses) that were removed in BL, which I thought really sucked. For instance in the SB games certain characters had two part Ultimates that could be activated in real time. Example, with Teen Gohan if you pressed Up Circle he'd perform his Super Kamehameha (if you had enough Ki) but if your Ki was completely maxed you could press Up Circle again during the Super Kamehameha to initiate the Father Son Kamehameha.
Man that was a lot more then I wanted to say initially, but whatever, if someone bothers to read it hopefully it ends up being informative.

User avatar
dowlingusa
Newbie
Posts: 28
Joined: Tue Jan 01, 2008 3:32 pm
Location: Ridgefield, CT

Post by dowlingusa » Mon Jun 16, 2008 6:40 pm

Burst Limit!! I got the game on Wednesday and have been playing it since. The only thing that bothers me is the story line, but other than that I really like the game. THERE SHOULD BE ROOM FOR ANOTHER SAGA! COME ON PEOPLE!! I do like the style of gameplay, and I think it is a happy medium between the fun of the Budokai series and the intensity and "like the show" feel of the Sparking! series. What else to say? Oh, of course! I love the new intro song! Between Super Survivor and Kiseki no Hono yo Moeagare, I'm
so excited for the new music that keeps coming! I think that's about it. Honestly, I'm not tired of the games yet. Keep 'em coming!

**Tough post to follow, by the way**
"I said you smell like toenails!!!"

User avatar
Chibi Mystic Gohan
I Live Here
Posts: 2877
Joined: Mon Oct 25, 2004 7:55 pm
Location: Wakusei Bejeeter

Post by Chibi Mystic Gohan » Mon Jun 16, 2008 8:11 pm

Of course there is room for another saga/more characters. They're just going to add them to the inevitable Burst Limit 2. And then Burst Limit 3 will include GT characters. Isn't it obvious that they're just re-creating the Budokai series for the current generation of consoles?

User avatar
Chuquita
Namekian Warrior
Posts: 15271
Joined: Sat Nov 20, 2004 2:16 am
Location: Somewhere

Post by Chuquita » Mon Jun 16, 2008 8:29 pm

I guess I can partly forgive them for not having the time to throw in the Buu saga because they're also the people who're working on the new Sonic game (which I want to play even though I find the idea of a were-hedgehog completely ridiculous and unnecessary. The levels themselves and the shifting back and forth ala Rush looked really cool though.).


Burst Limit is probably going to be the game I'm going to get a system for. I'm one of the people who has yet to upgrade to a "next-gen" console.
On hiatus.

User avatar
dowlingusa
Newbie
Posts: 28
Joined: Tue Jan 01, 2008 3:32 pm
Location: Ridgefield, CT

Post by dowlingusa » Mon Jun 16, 2008 10:00 pm

Chibi Mystic Gohan wrote:Of course there is room for another saga/more characters. They're just going to add them to the inevitable Burst Limit 2. And then Burst Limit 3 will include GT characters. Isn't it obvious that they're just re-creating the Budokai series for the current generation of consoles?
Yeah, I guess you're right, but it would have been nice to see something new, other than the typical progression we have seen recently.
"I said you smell like toenails!!!"

User avatar
TAS
Beyond Newbie
Posts: 204
Joined: Sun Dec 03, 2006 6:10 pm

Post by TAS » Tue Jun 17, 2008 12:42 am

Yeah, I guess you're right, but it would have been nice to see something new, other than the typical progression we have seen recently.
You can thank Bandai (and Atari) for that.

Dimps would gladly do a one shot DBZ game that they feel could stand on it's own for a couple years before moving onto the next game like they are with Street Fighter IV, ie there's no plans to do a SFIV Turbo or anything like that (despite what people might think) it's going to be a single shot game (although the arcade version and console version of the game will differ quite a bit from one another) with Street Fighter 5 (or another Street Fighter Alpha type game) coming next, however that's not the way Bandai/Atari look at it. They view DBZ the way EA views their sports franchises in that there "needs" to be a new fighting game every year, thus they're never going to allow someone like Dimps or Spike! or whoever enough time to produce a "complete" game, because there's no way to milk that.

It sucks for us the gamers, but for the publishers it's awesome, because these games still sell well every year and as long as that happens they will continue to use this pattern.

User avatar
Captain Awesome
Patreon Supporter
Posts: 2653
Joined: Wed Jul 25, 2007 1:31 am
Location: Australia, Planet Earth

Post by Captain Awesome » Tue Jun 17, 2008 11:33 am

TAS wrote: You can thank Bandai (and Atari) for that.
It doesn't matter how Atari view the DBZ games franchise, they don't contribute to the games in any way.

Dimps: "Wanna put out Burst Limit in the United States and PAL territories?"

Atari: "Sure!"

END ATARI INVOLVEMENT.

User avatar
TAS
Beyond Newbie
Posts: 204
Joined: Sun Dec 03, 2006 6:10 pm

Post by TAS » Tue Jun 17, 2008 12:02 pm

It doesn't matter how Atari view the DBZ games franchise, they don't contribute to the games in any way.

Dimps: "Wanna put out Burst Limit in the United States and PAL territories?"

Atari: "Sure!"

END ATARI INVOLVEMENT.
No, it goes beyond that.

I was just talking to Atari's former VP of marketing like two weeks ago (he's currently Capcom's VP of marketing) at Captivate 08 and was asking him questions about how Atari even got the DBZ liscense if Bandai distributed games in the US, among other things.

The video game industry is far more complex then you (and others) make it out to be.

But whatever maybe you talk to people from Dimps and Bandai, so why don't you tell me all about that stuff or explain to me how people in the industry are wrong and that you're right or know more about it then they do.

User avatar
Captain Awesome
Patreon Supporter
Posts: 2653
Joined: Wed Jul 25, 2007 1:31 am
Location: Australia, Planet Earth

Post by Captain Awesome » Tue Jun 17, 2008 1:54 pm

TAS wrote: But whatever maybe you talk to people from Dimps and Bandai,]so why don't you tell me all about that stuff or explain to me how people in the industry are wrong and that you're right or know more about it then they do.
I made a comment, I didn't profess a complex knowledge of the inner workings of Atari and the video game industry (I believe that was you).

I may not be as "In the know" as you obviously are, but one day I do hope to have enough self importance to fly off the handle at the slightest thing, and shove my patronizing belittling bullshit down someone's throat in the most annoying fashion possible.

In the meantime, why don't you share some of this information?, I know Atari is responsible for distribution, localization and advertising (and they probably throw their two cents in during development), but someone with your connections could surely shed some light on whats really going on behind the scenes.

User avatar
dowlingusa
Newbie
Posts: 28
Joined: Tue Jan 01, 2008 3:32 pm
Location: Ridgefield, CT

Post by dowlingusa » Tue Jun 17, 2008 2:34 pm

In the meantime, why don't you share some of this information?, I know Atari is responsible for distribution, localization and advertising (and they probably throw their two cents in during development), but someone with your connections could surely shed some light on whats really going on behind the scenes.
Oh Yes! Please do share some of your knowledge involving how a failing American company is influencing a Japanese-made game. But really, there's no reason to flip out like that on someone.
"I said you smell like toenails!!!"

User avatar
TAS
Beyond Newbie
Posts: 204
Joined: Sun Dec 03, 2006 6:10 pm

Post by TAS » Tue Jun 17, 2008 3:12 pm

I made a comment, I didn't profess a complex knowledge of the inner workings of Atari and the video game industry (I believe that was you).

I may not be as "In the know" as you obviously are, but one day I do hope to have enough self importance to fly off the handle at the slightest thing, and shove my patronizing belittling bullshit down someone's throat in the most annoying fashion possible.
Funny I could've sworn that you gotta pretty cocky first and acted as if I didn't know what I was talking about.
You can thank Bandai (and Atari) for that.
It doesn't matter how Atari view the DBZ games franchise, they don't contribute to the games in any way.

Dimps: "Wanna put out Burst Limit in the United States and PAL territories?"

Atari: "Sure!"

END ATARI INVOLVEMENT.
Now it's not like you went off on me in the slightest did you Caps Lock? I mean it's not like anybody could see that as annoying, frustraiting, or pointless right?
In the meantime, why don't you share some of this information?, I know Atari is responsible for distribution, localization and advertising (and they probably throw their two cents in during development), but someone with your connections could surely shed some light on whats really going on behind the scenes.
I'm pretty sure I already covered much of the situation in my first post in this thread. What do you think that big ass post up above was all about? Although maybe you didn't see it, maybe it's not that big after all, and easy to miss among the 100 other posts in this thread.

From that post
Dimps is a small 3rd party developer and often times they don't have the time, money, or manpower to do games the way they want, however SFIV is an exception to this as Capcom is working on it with them and giving them the time and money they need in order to make sure SFIV is done properly, where as that's not the case with the DBZ games as Bandai doesn't provide them with much of a budget in order to produce these games, not to mention Dimps gets this "we need a new DBZ fighting game every year mentality" forced upon them by Bandai and Atari too from what I've heard. Atari from what I've been told has more to do with the game then just publishing it in certain regions, which isn't surprising given that DBZ is really their only successful franchise, so I can totally see them wanting more control over it or really wanting that new DBZ fighter every year.
Basically the short of it is that you started up with the attitude first, I just chose to shove it back in your face with a much stronger attitude, ie you fired back at me acting like I was in the wrong and being so sure of yourself pointing out something that turned out to be absolutely false, despite the fact that I had pointed out that same exact information earlier in the thread to which you made no response to, thus I responded the way I did.

Anyways
Oh Yes! Please do share some of your knowledge involving how a failing American company is influencing a Japanese-made game.
Why don't you first explain to me how basically nobody including yourself I might add wasn't noticing the fact the DBZ games despite being made in Japan were never going past what the series and the movies had covered at that time in the US (the only exception being with Gogeta and Janemba, who many fans were already aware of at that point in the US run) that is something that had to do with Atari and FUNimation's involvement in the games (yeah FUNi had a part in it too) ie both Atari and FUNi put money into the games (outside the games) just so they can have some say in the development process as anyone putting money into it gets a say as to how things are done. That's how producing works.
But really, there's no reason to flip out like that on someone.
What a hypocritical attitude.
Oh Yes! Please do share some of your knowledge involving how a failing American company is influencing a Japanese-made game.
There's a difference between flipping out and acting condescending towards someone, or putting someone in their place. If I were flipping out it be all caps, lots of !!!!, name calling, etc.
Last edited by TAS on Tue Jun 17, 2008 5:58 pm, edited 7 times in total.

User avatar
Conan the SSJ
I Live Here
Posts: 2814
Joined: Sun Apr 17, 2005 8:40 am
Location: Ohio

Post by Conan the SSJ » Tue Jun 17, 2008 5:16 pm

Chuquita wrote:Burst Limit is probably going to be the game I'm going to get a system for. I'm one of the people who has yet to upgrade to a "next-gen" console.
You and me both, Chu. Burst Limit and DB Online are pretty much my big reasons for wanting a 360 now.

Pretty good podcast!
14 years later

User avatar
VegettoEX
Kanzenshuu Co-Owner & Administrator
Posts: 17798
Joined: Sat Jan 10, 2004 3:10 pm
Location: New Jersey
Contact:

Post by VegettoEX » Tue Jun 17, 2008 6:57 pm

Please remember where you are. Don't make me have to lock a freakin' podcast response thread just because you're incapable of being civil on the internet.

It doesn't help me, it doesn't help you, and it doesn't help fandom.
:: [| Mike "VegettoEX" LaBrie |] ::
:: [| Kanzenshuu - Co-Founder/Administrator, Podcast Host, News Manager (note: our "job" titles are arbitrary and meaningless) |] ::
:: [| Website: January 1998 |] :: [| Podcast: November 2005 |] :: [| Fusion: April 2012 |] :: [| Wiki: 20XX |] ::

User avatar
dowlingusa
Newbie
Posts: 28
Joined: Tue Jan 01, 2008 3:32 pm
Location: Ridgefield, CT

Post by dowlingusa » Tue Jun 17, 2008 10:31 pm

There's a difference between flipping out and acting condescending towards someone, or putting someone in their place. If I were flipping out it be all caps, lots of !!!!, name calling, etc.
Hey, I guess I'm sorry then. I had no right to post like that, and I think I got the wrong impression from your post earlier. That was a dumb thing to do, when I'm trying to make a claim on information I don't know that well. Dude, again, I'm really sorry.

On Burst Limit, I have found that I'm really enjoying the graphics. I like the interesting look they have to them, and it helps to separate the game from Budokai. I've also seen how the fighting isn't too up-close, hand-to-hand like the Budokai games or miles away like the Sparking! series. It seems to be a nice blend of ki and physical attacks, although I found the small in-game cutscenes to be so annoying! I just want to fight :'(.

On a side note: Is Burst Limit region free? I heard that most Playstation 3 games are, but not all of them. I have no clue about the Xbox 360.

On an even farther side note: I haven't played through a lot of Burst Limit's story line, but after playing Harukanaru Densetsu, I found that the quality control has gone way down. Did anyone find something like this? Typos? Messing with the story line? I think VegettoEX mentioned something along the lines of "8000" (maybe? I can't remember).
"I said you smell like toenails!!!"

User avatar
TAS
Beyond Newbie
Posts: 204
Joined: Sun Dec 03, 2006 6:10 pm

Post by TAS » Tue Jun 17, 2008 11:57 pm

On an even farther side note: I haven't played through a lot of Burst Limit's story line, but after playing Harukanaru Densetsu, I found that the quality control has gone way down. Did anyone find something like this? Typos? Messing with the story line? I think VegettoEX mentioned something along the lines of "8000" (maybe? I can't remember).
The localization process with these games are generally rushed, so they come out with problems. One of the most notable that I can remember is in Budokai 2, where Cell was only available in his Perfect form yet they kept his Imperfect voice from B1 even though they recorded new dialogue for Cell in B2.

This rushed process is also why the English voices rarely ever match the lip sync.

The first Shin Budokai game probably had the most noticable typos, and definitely seemed like it was written by someone who didn't have a complete grasp of the English language.
===============================================
===============================================

Something I didn't state about Atari in my previous post but eluded to.

Why Atari has the DBZ distribution license

Bandai no longer felt that the DBZ video game liscense was viable in certain regions and sold the rights to Atari, however they (Bandai) still get a commission fee for every DB/Z/GT game that is released by Atari, ie Bandai gets a percentage of whatever Atari makes from the license.

User avatar
dowlingusa
Newbie
Posts: 28
Joined: Tue Jan 01, 2008 3:32 pm
Location: Ridgefield, CT

Post by dowlingusa » Wed Jun 18, 2008 12:26 am

The first Shin Budokai game probably had the most noticable typos, and definitely seemed like it was written by someone who didn't have a complete grasp of the English language.
God that game was a mess.
something along the lines of "8000" (maybe? I can't remember)
After re-looking at the scene in Burst Limit, I found that I was wrong and they got the "over 9000" scene dead on. It was a little weird actually to have it completely copy the anime. Maybe it was for the fans? I don't know. Anyone else find it odd for them to copy word for word this scene, while leaving out some of the more important scenes that they probably should have included? I'm probably crazy, but it just bothered me.
"I said you smell like toenails!!!"

User avatar
TAS
Beyond Newbie
Posts: 204
Joined: Sun Dec 03, 2006 6:10 pm

Post by TAS » Wed Jun 18, 2008 1:10 am

After re-looking at the scene in Burst Limit, I found that I was wrong and they got the "over 9000" scene dead on. It was a little weird actually to have it completely copy the anime. Maybe it was for the fans?
It was done on purpose.
Anyone else find it odd for them to copy word for word this scene, while leaving out some of the more important scenes that they probably should have included? I'm probably crazy, but it just bothered me.
Also done on purpose.

For anyone that's played all 5 of the Dimps Budokai games they know that their engine has a lot of content to it, but if Bandai is telling them to limit the content (cut this, cut that, etc) so that it can be milked more there's not much Dimps can do about it.

Example the Trunks Vs Freeza fight was completed for gameplay purposes, but cut from the final game just so they can have more content for BL2. Basically everything you saw in the unlockable Movie 1 and Movie 2 in the game was supposed to be in there and be playable, but was intentionally removed, and it's not like they'll do any DLC for it (it's already been confirmed that there won't be any DLC) since Dimps will be starting production on BL2 in a couple months, plus if there was DLC it already be on the disc as Namco-Bandai doesn't make digital content for their next gen games, they just lock stuff away on it which then DLC is used to unlock, ie you're paying more for what's already on the disc with Namco-Bandai games. For instance with Soul Calibur IV those people buying it on the 360 will be able to "download" Darth Vader (the PS3 character) just as PS3 users will be able to get Yoda, because they'll already be on the disc.

Isn't Namco-Bandai awesome?

User avatar
dowlingusa
Newbie
Posts: 28
Joined: Tue Jan 01, 2008 3:32 pm
Location: Ridgefield, CT

Post by dowlingusa » Wed Jun 18, 2008 9:13 am

TAS wrote:
After re-looking at the scene in Burst Limit, I found that I was wrong and they got the "over 9000" scene dead on. It was a little weird actually to have it completely copy the anime. Maybe it was for the fans?
It was done on purpose.
Anyone else find it odd for them to copy word for word this scene, while leaving out some of the more important scenes that they probably should have included? I'm probably crazy, but it just bothered me.
Also done on purpose.

For anyone that's played all 5 of the Dimps Budokai games they know that their engine has a lot of content to it, but if Bandai is telling them to limit the content (cut this, cut that, etc) so that it can be milked more there's not much Dimps can do about it.

Example the Trunks Vs Freeza fight was completed for gameplay purposes, but cut from the final game just so they can have more content for BL2. Basically everything you saw in the unlockable Movie 1 and Movie 2 in the game was supposed to be in there and be playable, but was intentionally removed, and it's not like they'll do any DLC for it (it's already been confirmed that there won't be any DLC) since Dimps will be starting production on BL2 in a couple months, plus if there was DLC it already be on the disc as Namco-Bandai doesn't make digital content for their next gen games, they just lock stuff away on it which then DLC is used to unlock, ie you're paying more for what's already on the disc with Namco-Bandai games. For instance with Soul Calibur IV those people buying it on the 360 will be able to "download" Darth Vader (the PS3 character) just as PS3 users will be able to get Yoda, because they'll already be on the disc.

Isn't Namco-Bandai awesome?
Ugh! Just great. You don't think there will be downloadable content for the game? New characters? Fights? Stages? Modes? Darn.
"I said you smell like toenails!!!"

Post Reply