New PS2 Listings (Trilogy & Infinite World)

Discussion of all things related to Dragon Ball video games (console and portable games, arcade versions, etc.) from the entire franchise's history.
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Onikage725
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Post by Onikage725 » Thu Sep 11, 2008 9:59 pm

Captain Awesome wrote:It's a great game, especially if you're familiar with Street Fighter, you'll be able to jump right in.

I knew there was no other DBZ game for me once I taught Vegeta the Kamehameha.
I never got this. I mean, I liked it, but I reallllllly didn't think it was like Street Fighter. At all. What with the 3d environments and completely different play mechanics. I mean, the input for special moves was the same style, but the combos felt more like Mortal Kombat. Eh, I'm not gonna do a full breakdown, but I think people took Noritaka Funamizu's involvement a bit far. I keep seeing the series as Dragon Ball if it were Street Fighter.

And that, my friends, is the Marvel vs Capcom series.

C'mon, what Goku fan didn't piss him/herself when they saw Image
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Post by SSJ2bardock » Thu Sep 11, 2008 10:47 pm

That Kameh- er I mean hadouken is pretty sweet.

Ok, I know this isn't a Street Fighter forum and we try to stay on topic here, but I've been trying to get a clear answer on this and it seems to be split.

Is his name pronounced "Ree-you" or "Ry-oo". Thanks
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Post by VegettoEX » Thu Sep 11, 2008 11:24 pm

SSJ2bardock wrote:That Kameh- er I mean hadouken is pretty sweet.

Ok, I know this isn't a Street Fighter forum and we try to stay on topic here, but I've been trying to get a clear answer on this and it seems to be split.

Is his name pronounced "Ree-you" or "Ry-oo". Thanks
It clearly says "Ryu" ("ree - oo") right in the game. "Ryu Wins!"

That's how you say his name. It doesn't start with "rye" as in "rye bread". There shouldn't be anything "split" about it, since that's his name and that's how you're supposed to say it :).
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Post by SSJ2bardock » Fri Sep 12, 2008 12:11 am

The reason I asked is because I've never played a Street Fighter game so I wouldn't have known that little tid-bit of in-game information :P Thanks for clearing that up.
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Post by kvon » Fri Sep 12, 2008 9:48 am

Is anyone interested about what IGN's impression of the game is?

IGN's Hands-on.
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Post by NeptuneKai » Fri Sep 12, 2008 10:45 am

IGN wrote: The representative on hand made it a point to indicate that Infinite World spans a massive chunk of the Dragon Ball Z universe, from the Saiyan Sage to the happenings of Dragon Ball GT. There will be plenty of story to enjoy during the experience, so anime enthusiasts will be able to piece together numerous connections to the show.
WHAT YOU'RE MY BROTHER!?
again...also Saiyan sage lol
IGN wrote: Straight-forward one-on-one battles aren't the only things going on in Infinite World. Dragon Missions, the game's "story mode," lets you select a number of either battle scenes or mini-games that also offer a glimpse into the story. You'll find your fair share of platforming, timing games, shooting galleries, etc. These look like they'll offer a good diversion from the primary fighting affair that will otherwise occupy the rest of your time.
Yet this itself is almost worth a buy.
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Post by Rocketman » Fri Sep 12, 2008 10:48 am

Platforming.

With characters that can fly.

:?

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Post by NeptuneKai » Fri Sep 12, 2008 10:50 am

Rocketman wrote:Platforming.

With characters that can fly.

:?
I'm assuiming they think platforming is mini-games like "run Snake Way" or "catch Bubbles" seeing as how you can probably jump from place to place and on top of things.
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Post by Rocketman » Fri Sep 12, 2008 10:55 am

NeptuneKai wrote:I'm assuiming they think platforming is mini-games like "run Snake Way" or "catch Bubbles" seeing as how you can probably jump from place to place and on top of things.
Racing mini-game! Pick Piccolo, Tien, Yamcha or Chiaotzu and race to King Kai's! Win with all four to unlock Goku as raceable, then beat him to unlock him as usable!

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Post by Xyex » Fri Sep 12, 2008 1:13 pm

Alright, so what do we know about new characters? Is the total character count exactly 40 (thus implying characters being cut since Budokai 3) or is it over 40 (thus implying we're just getting a handful of new characters)?

And who all has been confirmed so far? I know we've got:
- Super 17
- Janemba
- Pikkon

Anyone else yet?

Also, where all three of these characters seen in either one of the Shin Budokai games or the cardass games? It's possible all of the 'new' characters are just transfers from them (such Mirai Gohan, Arale, Mighty Mask, etc) which, if that's the case, is still pretty damned awesome. Fuck, having Mighty Mask in the game would rule. :lol:
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Post by NeptuneKai » Fri Sep 12, 2008 2:44 pm

Rocketman wrote:
NeptuneKai wrote:I'm assuiming they think platforming is mini-games like "run Snake Way" or "catch Bubbles" seeing as how you can probably jump from place to place and on top of things.
Racing mini-game! Pick Piccolo, Tenshinhan, Yamcha or Chiaotzu and race to King Kai's! Win with all four to unlock Goku as raceable, then beat him to unlock him as usable!
Is it wrong I would find this extremely fun?
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Post by Xyex » Fri Sep 12, 2008 3:09 pm

Is it wrong I would find this extremely fun?
No, because I would too. :lol:

What would be even better? Multi-player on some of these mini-games. Race your friends down Snake Way! Or have a friend running around as Bubbles while you try to catch him! :lol:

Haha, that would be a neat alternative too. Instead of always trying to catch Bubbles, having the option to be Bubbles and try to avoid being caught for a certain amount of time.

And I still hope they've got a Greggory mini-game in there too. Wouldn't be hard to do, just adapt basic Homerun Derby style gameplay so you're smacking a little bug instead of a baseball. :lol:

Now, on to other things. With the return of the capsule system in this game I've decided to write out and post my 'ultimate capsule system' concept. I may have done so previously at some point, who knows, I've been here for a while. But meh, I if I did I'm doing it again. :P

I think I covered everything with this description but... if something doesn't make sense or you notice a hole in the idea let me know. It's probably something I already noticed and just forgot to address.

My idea of the Ultimate Capsule System:

First of all, capsules are broken down into 7 groups. Physical Attack, Ki Attack, Ability, Offensive Boost, Defensive Boost, Item, and Special. Each group has its own set of capsules and the various groups come into major play thanks to a few features my "UCS" would have. I'll break down what's in each group.

Physical Attack: Pretty self-explanatory, really. This is where a characters physical attack moves would go. Their throw, for instance, physical combo moves, and so forth. For something like this, however, there would need to be greater variety than what has yet been seen in any of the Budokai or Sparking! games. Multiple different types of special phyiscal combos from ones used close range to ones better suited to be activated from long range. No less the 5 physical moves per character would cut it.

Ki Attack: Again, self-explanatory. This is where all the Ki based moves would go. The Kamehamehas, Spirit Bombs, Masenkos, Death Beams, and so forth. Be it a regular attack or an Ultimate. Again, for a number of characters more variety would be needed and no less than 5 moves should exist for each character.

Ability: Ability is for such things as power-ups and transformations. For a lot characters this group would be quite empty. Such as Videl or 17 or so forth. For others this is where you would find things such as Kaioken, Super Saiya-jin, "Unlocked Potential", and so on. Again, rather straightforward.

Offensive Boost: This is where all capsules that directly boost a characters offense would be found. Things like "mixed blood" and so forth that increase the offensive stat. However, unlike in previous Budokais, instead of increasing the stat by a percentage it'd be by points. Like 5, 25, 50 or such. Which would tie in to my leveling system (which is partly tied into the capsule system so will be mentioned later as well).

Defensive Boost: Same as the Offensive Boost group but for defensive stuff instead, like the armor capsules. This would also be where speed boosting capsules would be found. Due to the two groups being seperated in this system capsules that boost offensive and defensive stats both would appear in both groups.

Item: The Item group would be for the new type of capsule that appeared in B3. It would have items you can use only by activating them during the battle. Healing items like Seznus, items that give temporary boosts to a stat or two, and such things. Think of some of the Blast 1 stat modifiers you have in the Sparking! games for a general idea of some of the things you'd find here.

Special: Special is where you'd find such things not covered by the above. Things like Fusions, Breakthroughs, "Freeza's Spaceship", "Piccolo's Regeneration", and assortment of other things. Most important of which is a brand new capsule type for this system, the type that helps to make this the "Ultimate Capsule System". Tray Expansion Capsules.

What are Tray Expansion Capsules? Well, as the name implies, TECs are capsules that expand the size of the tray by adding new sub-trays. They are single slot capsules that come in a couple of types. Physical-Expansion, Ki-Expansion, Ability-Expansion, Off-boost Expansion, Def-boost-Expansion, and Item-Expansion. The type of TEC you set determines the type of sub-tray you get. IE, setting a "Ki-Expansion" TEC will open a Ki Attack sub-tray to which only Ki Attack capsules can be set. Ditto for the other types.

You are limited to setting no more than 4 TECs of one type and a mximum of 7 TECs in all as Special type capsules can only be set to the default tray. But on these special sub-trays you can set any capsule of that type. And for the Physical and Ki Attack capsules you can set up to 7 of them. The more you set the stronger the move is and the animation changes with higher numbers as well. For example having 1 or 2 set Spirit Bombs would look like the Saiya-jin Saga version. Having 3 or 4 would be like the Freeza saga one. 5 or 6 Spirit Bombs would give you the Super Spirit Bomb. And setting 7 would give you GT's 'universal' Spirit Bomb. The same would hold true for all other attacks.

Also, Fusion capsules would act similar to a TEC. Setting a fusion capsule would then bring out the default tray of the fusion in question and you could then set capsules to him as you would any other character.

Now, the number of repeat capsules you can set would, initially, be limited. This number would increase as you gained in levels. At first, you could only set 1 of any type of capsule. Then at, say, level 10 you can set two. At level 25 you can set 3. 45 lets you set 4. 70 ups that to 5. Level 100 gives you 6. And then at level 150 you can set 7.

Maximum level would be 777 and each level gained would give you 5 points to distribute between 8 stats. Phyiscal Attack, Physical Defense, Ki Attack, Ki Defense, Ki Control, Speed, Stamina, and Item Effectiveness. The first four are self explanatory. Higher Ki Control reduces the Ki cost of moves, slightly increases your Ki charging speed, and can even up your base line after being raised high enough. Speed increases movement and attack rate, as well as recovery after using specail attacks or being winded from lack of stamina, and also slowly and slightly increases your counter window (for timing things like teleport counters). Higher stamina means it takes longer for you to run out of stamina (and thus enter the 'stunned' stance). Item effectiveness ups the increases of equiped boosting capsules as well as the increases of activated item capsules. All levels max out at 700 points.

And, of course, with stats like those there would be a pretty large gap between high level and low level characters in terms of overal abilities. For example, a character with maxed out Attacks could likely OHKO a character without any points in either defenses. Meanwhile a character with maxed out Defenses would take 0 damage from a charcter without any points in either Attack stat.
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<Kaboom> I'm just glad that he now sounds more like Invader Zim than Rita Repulsa
<Xyex> Original Freeza never sounded like a chick to me.
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Post by Taku128 » Fri Sep 12, 2008 3:59 pm

http://kotaku.com/5048837/hands-on-drag ... any-colons

Kotaku had hands on with the game. Some of the things they confirmed is that the story will go from the beginning of Z to the end of GT, You can select either Japanese or English voices, and that "Dimps went all-out with story cutscenes."
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Post by Captain Awesome » Fri Sep 12, 2008 7:35 pm

Xyex wrote:Alright, so what do we know about new characters? Is the total character count exactly 40 (thus implying characters being cut since Budokai 3) or is it over 40 (thus implying we're just getting a handful of new characters)?
I always thought it was the latter.

Something is going to have to come out soon though, we know surprisingly little about this game, and it's release isn't far off.

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Post by Rocketman » Fri Sep 12, 2008 7:57 pm

NeptuneKai wrote:Is it wrong I would find this extremely fun?
No, 'cause for once I wasn't being sarcastic. 8)

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Post by Taku128 » Fri Sep 12, 2008 8:01 pm

Captain Awesome wrote:
Xyex wrote:Alright, so what do we know about new characters? Is the total character count exactly 40 (thus implying characters being cut since Budokai 3) or is it over 40 (thus implying we're just getting a handful of new characters)?
I always thought it was the latter.

Something is going to have to come out soon though, we know surprisingly little about this game, and it's release isn't far off.
http://phx.corporate-ir.net/phoenix.zht ... id=1188975

"The game features over 40 unique characters, not counting the different forms that each character can transform into."
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Post by NeptuneKai » Fri Sep 12, 2008 8:10 pm

So what new characters can we expect? I'm foreseeing a lot of GT characters and movie villains.
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Post by Taku128 » Fri Sep 12, 2008 8:14 pm

NeptuneKai wrote:So what new characters can we expect? I'm foreseeing a lot of GT characters and movie villains.
A chance to use the crappy image I made! :D I just put images of all the characters that were in Shin Budokai or the Cardass games but not in Budokai 3 together on one image.

http://img.photobucket.com/albums/v281/ ... ractes.png

*EDIT: Linked because it stretched the page out.*
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Post by Rocketman » Fri Sep 12, 2008 8:16 pm

I wish they'd start at the 23rd Budokai for once. All the characters are the same as when Raditz shows up, and the pure DB games (all two of them) don't cover it because they don't want to model grown-up Goku.

It's because they don't want to make 23rd Budokai ChiChi, isn't it? I know your evil, game designers! I WILL HAVE MY VENGEANCE.

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Post by Taku128 » Fri Sep 12, 2008 8:18 pm

Rocketman wrote:I wish they'd start at the 23rd Budokai for once. All the characters are the same as when Raditz shows up, and the pure DB games (all two of them) don't cover it because they don't want to model grown-up Goku.

It's because they don't want to make 23rd Budokai ChiChi, isn't it? I know your evil, game designers! I WILL HAVE MY VENGEANCE.
They've done arcs without having all of the fights before. (No Zarbon, no Dodoria, no Butta, Jheese, and Gurd, no Android #19, ect) I think the problem might be more about not wanting to create a second Tenkaichi Budokai stage that looks the way it did in Dragon Ball.
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