DragonBall: Raging Blast (PS3/360)

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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Captain Awesome
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Post by Captain Awesome » Thu Jun 04, 2009 12:40 am

Wow, the character models don't even touch Burst Limit, they look incredibly bland, and the stages and particle effects look horribly last gen.

The only saving grace for me would be that the European release has the Japanese music along with the voice-cast, otherwise I see no reason to pick this up until it's in the bargain bin.

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Post by Innagadadavida » Thu Jun 04, 2009 1:13 am

The graphics aren't looking great, IMO. And it'll be pissed if there are no in game transformations.

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Post by Komati » Thu Jun 04, 2009 2:50 am

Am I the only one that thinks that those models are the closest to the anime?
The character select screen looks really hard to manage trough though, I hope it's just that way for the demo. =/

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Post by Pain » Thu Jun 04, 2009 10:27 am

Komati wrote:Am I the only one that thinks that those models are the closest to the anime?
The character select screen looks really hard to manage trough though, I hope it's just that way for the demo. =/
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Post by Kunzait_83 » Thu Jun 04, 2009 10:32 am

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Post by Thanos » Thu Jun 04, 2009 10:53 am

Kunzait_83 wrote:There needs to be some SERIOUS, hardcore motherfucking gameplay additions/overhauls in order to make this worthwhile over Sparking Meteor in the slightest; cause if not, it's a definite snoozer..
Excellent point.

I was ready to write this off if/when it was confirmed that there were no in-game transformations and 73 characters including transformations, but now that I think about it... maybe if the characters are more unique, and the overall gameplay is drastically improved, I just might give this a chance.

But based upon how DBZ games generally seem to go, I wouldn't be surprised if the gameplay itself was even scaled-back to the original Sparking!...

I just see this as one big punch in the mouth by Spike, I mean there's no way in hell they don't know what they're doing is cheap. I bet Raging Blast 2 will be fantastic, but this might actually be one to skip...

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Post by Big Momma » Thu Jun 04, 2009 11:49 am

I reaally hope the transformations aren't seperate characters...that would be one humongous step back... :?
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Post by Li'l Lemmy » Thu Jun 04, 2009 12:08 pm

If Goten isn't in it, then I'm not buying it.

I'll be happy to discuss nuances of the graphics and gameplay elements after I have confirmation of his inclusion.

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Post by Ex-Dubbie369 » Thu Jun 04, 2009 1:57 pm

Y'know, has anyone brought up the fact that you can use custom soundtracks for (at least) the 360? Not so sure about the PS3, but when I play Burst Limit on my 360, I make an all Dragonball playlist, plug my Ipod in, and suddenly we've got an even more authentic version of the music rather than the midified stuff from the Sparking games. Heck, even dub fans could play their Faulconer music if they wanted.

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Post by Innagadadavida » Thu Jun 04, 2009 2:35 pm

According to this article on Gamespot. Raging Blast's 73 character count includes transformations. So 73 is the final number. They also mentioned we will be able to "experience alternate universe moments that were left out of the original anime and manga series." Spike also adding a new special attack system that lends an increased element of verticality to the battles. I don't know what that means, but I'm guessing the stages are taller.

The more I see and hear about this game, the more of a disappointment it's becoming. The added story elements sound cool, but the possibility of no in-game transformations is looking bad. One step forward and two steps back... I don't want to wait for a sequel and I don't want to spend my money on a half-baked product.
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Post by VegettoEX » Thu Jun 04, 2009 2:38 pm

Ex-Dubbie369 wrote:Y'know, has anyone brought up the fact that you can use custom soundtracks for (at least) the 360? Not so sure about the PS3, but when I play Burst Limit on my 360, I make an all Dragonball playlist, plug my Ipod in, and suddenly we've got an even more authentic version of the music rather than the midified stuff from the Sparking games. Heck, even dub fans could play their Faulconer music if they wanted.
The problem is, that's not actually a "custom soundtrack"... that's just "playing music over-top the game".

There's a difference between a game being able to integrate the custom music you have selected into the normal course of gameplay where music should be played, and it just blaring the music overtop the game you're playing.

Think of something like Excite Truck on the Wii, which plays a song you have on your SD card while you are racing. When the race stops, it stops playing the song and goes to its menu music, etc. If the song ends while you're still racing a course, it repeats / goes on to the next song.

What you're talking about doing is no different than me just popping in a CD and playing it loudly while I play a game... with the only difference being that the game system is acting as the CD player.

I will argue that there's a huge distinction, and it certainly affects the enjoyment of the game. If I'm going to be playing "Battle Point Unlimited" in my SSJ Trunks vs Mecha Freeza match, I don't want it to keep playing when the fight ends and I go back to the character select screen.
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Post by Ex-Dubbie369 » Thu Jun 04, 2009 3:13 pm

VegettoEX wrote:The problem is, that's not actually a "custom soundtrack"... that's just "playing music over-top the game".

There's a difference between a game being able to integrate the custom music you have selected into the normal course of gameplay where music should be played, and it just blaring the music overtop the game you're playing.

Think of something like Excite Truck on the Wii, which plays a song you have on your SD card while you are racing. When the race stops, it stops playing the song and goes to its menu music, etc. If the song ends while you're still racing a course, it repeats / goes on to the next song.

What you're talking about doing is no different than me just popping in a CD and playing it loudly while I play a game... with the only difference being that the game system is acting as the CD player.

I will argue that there's a huge distinction, and it certainly affects the enjoyment of the game. If I'm going to be playing "Battle Point Unlimited" in my SSJ Trunks vs Mecha Freeza match, I don't want it to keep playing when the fight ends and I go back to the character select screen.
Yeah, I'll give you that, but I still think the options it gives you outweigh the fact that it continues going after the fight. For someone like you, who pretty much owns every DB song/piece ever, you could use any of it, rather that the 20+ that this game would allow for.

Plus, you can't say that you don't want "F" blaring in the background when you're kicking the shit out of them as Freeza. :twisted:

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Post by LeprikanGT » Thu Jun 04, 2009 3:29 pm

Although i would prefer IGTs for this game BUT BT 1 didnt have them and that sold tons of copies, and the 2nd one was even better.

In the new 'trailer' you see Goku with red glowing-ness around him, maybe thats him about to go SS.

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Post by sangofe » Thu Jun 04, 2009 3:35 pm

Innagadadavida wrote:According to this article on Gamespot. Raging Blast's 73 character count includes transformations. So 73 is the final number.
I read:
A fighter in the vein of Atari's Dragon Ball Z: Budokai Tenkaichi series, Dragon Ball: Raging Blast features more than 70 fighters,
That doesn't say 73, does it?
Anyway, I'm curious -- how many characters did Sparking Meteor include counting transformations?

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Post by JAPPO » Thu Jun 04, 2009 3:53 pm

The trailer didn't show much of anything.
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Post by LeprikanGT » Thu Jun 04, 2009 4:30 pm

Meteor has like 150 something including the transformations

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Post by Onikage725 » Thu Jun 04, 2009 4:59 pm

VegettoEX wrote:The problem is, that's not actually a "custom soundtrack"... that's just "playing music over-top the game".

There's a difference between a game being able to integrate the custom music you have selected into the normal course of gameplay where music should be played, and it just blaring the music overtop the game you're playing.

Think of something like Excite Truck on the Wii, which plays a song you have on your SD card while you are racing. When the race stops, it stops playing the song and goes to its menu music, etc. If the song ends while you're still racing a course, it repeats / goes on to the next song.

What you're talking about doing is no different than me just popping in a CD and playing it loudly while I play a game... with the only difference being that the game system is acting as the CD player.

I will argue that there's a huge distinction, and it certainly affects the enjoyment of the game. If I'm going to be playing "Battle Point Unlimited" in my SSJ Trunks vs Mecha Freeza match, I don't want it to keep playing when the fight ends and I go back to the character select screen.
Technically true, but I don't think it'd be a huge deal for a fighter. You can just hit the home button and pause the track while the game is loading post-battle. It adds an extra step to what we would really want, sure. But in the absence of a true custom function, that's fully workable. I, for one, very rarely use that function. Heck, I play Left 4 Dead pretty religiously, and I only used my zombie-themed playlist (which I made specifically for my playtime in that game) a grand total of once. But I have to give some credit- I was having a hell of a time with the last mission of Ace Combat 6, until I plugged in my ipod and started playing "Highway to the Danger Zone."
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Post by Innagadadavida » Thu Jun 04, 2009 5:42 pm

sangofe wrote:
Innagadadavida wrote:According to this article on Gamespot. Raging Blast's 73 character count includes transformations. So 73 is the final number.
I read:
A fighter in the vein of Atari's Dragon Ball Z: Budokai Tenkaichi series, Dragon Ball: Raging Blast features more than 70 fighters,
That doesn't say 73, does it?
Anyway, I'm curious -- how many characters did Sparking Meteor include counting transformations?
Atari France's press release said 73. That was a few pages back.

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Post by ShinRogafuken » Thu Jun 04, 2009 8:01 pm

Gameplay Video Clip (Vegeta vs. Frieza):

http://www.youtube.com/watch?v=fvFj2WrFUGM

Hmm....doesn't look like its that much different gameplay wise

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Post by Chrono Trigger » Thu Jun 04, 2009 9:07 pm

It's exactly the same as the last one. Un-fucking-acceptable. What really sucks is their putting out the exact same game for 60 dollars and it's gonna sell well.
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