Burst Limit 2 Anticipation

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Piccolo Daimao
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Burst Limit 2 Anticipation

Post by Piccolo Daimao » Tue Dec 08, 2009 3:23 pm

So, while browsing through threads here, I've been seeing more and more people hoping for a sequel to DBZ Burst Limit. But why are people so in anticipation?

I've heard other people say that they are getting bored of the same format of DBZ fighting games (i.e. the Budokai and Tenkaichi series) and that they want something new and fresh, which is why a number of us were pleased with Attack Of The Saiyans . I know that I am, perhaps, limited in my knowledge of Burst Limit, having played it only once before at a friend's house, but I want someone to explain what was so great about it and how it stood out from the other games. I know about the Drama Pieces, the oh-so-lovely graphics and other things I've seen and heard about it in reviews and videos, but what else makes it so great that people are in want of a sequel?

I understand everything that people say is their own opinion, and that others may disagree, but those that do think Burst Limit is a good game, please explain in detail. Not bashing Burst Limit or anything, though--I think it's a good game.
Last edited by Piccolo Daimao on Fri Dec 11, 2009 4:40 pm, edited 1 time in total.
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Post by caejones » Tue Dec 08, 2009 4:41 pm

Dragonball's fanbase is first and formost a fandom based around pretty pictures, which Burst Limit apparently delivers.
The fighting System is apparently not as unpopular as that of Raging Blast, and since it's out there, asequel seems more likely than anything new having success...

I think people want to see if Dimps can fix anything that was complaint-worthy, and since Burst Limit seems the most realistic candidate for a sequel in the near future... Umm... Yeah, that's .... what I'm thinking.

And I'll waste space and say: I suck at pretty pictures, making my presence here half mysterious to me... :?
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Post by LeprikanGT » Tue Dec 08, 2009 6:25 pm

With Raging Blast out, there will not be a Burst Limit 2.

If people are tired with the 'same format' of DBZ games, dont buy or play them.

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Post by B » Tue Dec 08, 2009 6:34 pm

LeprikanGT wrote:'same format' of DBZ games,
>>quotes around "same format"
>>implying the last string of games have not been generally the same


A different shop owner and more characters doesn't make the game different.
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Post by Sprite Satan » Tue Dec 08, 2009 7:51 pm

It's not so much that I really, really love Burst Limit (although I do like it), I'm just fed up of the Sparking!/Raging Blast series. For good.

Burst Limit is a relatively fast fighting game based on the Dragon Ball Z anime, compared to Raging Blast's continuation of its extremely clunky Dragon Ball simulator.

The camera doesn't disappear up its own arse in Burst Limit and battles don't degenerate into "charge ki-special-charge ki-special" nearly as often. I can play multiplayer without having to split screen and I actually like the pretty cut-scene-esque ultimate attacks more than the two second blink and you'll miss 'em Raging Blast versions.

Burst Limit's controls are simpler and these days playing Raging Blast and looking all the button combinations is like being in the cockpit of a plane. The characters in Burst Limit have more to differentiate them than Raging Blast too (although still not enough).

The main reason why I'd want a Burst Limit sequel, pretty much, is because I feel it has more potential to be a very good game than any Raging Blast variant ever could. Something along the lines of a Super Dragon Ball Z/Burst Limit blend would be awesome.

They can still make Raging Blast games for all I care. I know they have a fanbase who love the system it uses, or at least would if it was implemented properly/more like it was on the PS2/whatever else. But I'd prefer to have the choice, myself.
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Post by Ex-Dubbie369 » Tue Dec 08, 2009 8:58 pm

What I enjoyed about Burst Limit is that it is the only Budokai-engine based game since B3 that, IMO, actually truly improved on the combat system. Everything was just perfect in terms of gameplay. For example, I was happy to see that the Aura Spark didn't make you immune to recoil, something I hated in B3 and really hate in Infinite World. Not to mention the fact that you don't charge your ki, which rocks on so many levels.

Now the big drawback of the game was that it was very bare bones. I would have liked to have seen the story at least reach the Buu arc if not into GT a bit. There weren't many stages, which seems to be a problem with both next-gen DB games. A few more characters would have been nice. Ideally, I would be really happy with B3 and IW's rosters as a complete set of characters.

I've said this before, but I really think that the Sparking engine games really work best on the Wii. It even more so add to the "playing the show" feel that its supposed to be for. BT3 on the Wii is pretty much even with B3 for my favorite DB game.

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Post by Lance Freeman » Tue Dec 08, 2009 10:31 pm

I dunno, another fighting game? I'm tired of buying the new one that comes out every year.

How about a next-gen version of Sagas that's... well... GOOD?

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Post by Innagadadavida » Tue Dec 08, 2009 11:12 pm

I have a feeling that the age of Dragon Ball fighters is coming to a close. We'll probably see a few more from here on out, but it will never reach the levels it did during the PS2's lifespan. Its obvious that even the most dedicated of fans are getting really bored with the same game over and over. And as much as people like to treat Burst Limit like a mold breaker, it really wasn't.

However, I'd still be really interested in seeing where Dimps takes that series. Burst Limit has something that Raging Blast doesn't... Polish.

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Post by NECPS » Tue Dec 08, 2009 11:28 pm

I think Infinite World was almost there. Fusing "normal" fighting game
with "adventure" fields and training mini-games. Just bring it together
in the same field.

But Budokai 3 still has the best chaining "drama" sequences that could be
improved over to no limits. It is just two diferent ways to make your fight.

Not so easy completing a full Final Flash and I still think it is the right
way a game could offer those devasting specials.

Tenkaichi has the dream cast, we can't deny this.
But can you explain why it is so good? It feels like a shooter!
Sometimes it remembers me of Bid for power !!

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Post by NECPS » Wed Dec 09, 2009 2:05 am

Actually, think about naruto ninja storm..
Why can't Dragonball z be as good as that?
Even oozarus could make a good fight that way.

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Post by Rory » Wed Dec 09, 2009 6:51 am

While the Budokai/Burst Limit series is constantly improving with each game, or adding gameplay tweaks (Hyper Mode, Aura Spark, Burst Dash.. whatever the other one was called in Infinite World) , Sparking/Raging Blast add nothing to each game, leaving no desire for further installments.
tl;dr There's basically no point for Raging Blast games anymore, as it's clear that Spike don't give two shits about the playability of their games, whilst even if Burst Limit 2 isn't as good as we want, we know there'll be at least something of value in there.
Innagadadavida wrote:as much as people like to treat Burst Limit like a mold breaker, it really wasn't.
No, it wasn't a mold breaker, it was just a good game.

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Post by Super Sayian Prime » Wed Dec 09, 2009 7:11 am

We'll get a Burst Limit 2, Namco Bandai is probably alternating between Spike and Dimps this gen, ala Activision and Call of Duty.
NECPS wrote:Actually, think about naruto ninja storm..
Why can't Dragonball z be as good as that?
Even oozarus could make a good fight that way.
UNS is a dud in sales though. Not even half of what Burst Limit did, IIRC.
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Post by Taku128 » Wed Dec 09, 2009 1:37 pm

B wrote:
LeprikanGT wrote:'same format' of DBZ games,
>>quotes around "same format"
>>implying the last string of games have not been generally the same


A different shop owner and more characters doesn't make the game different.
Wow, way to both quote 4chan style for no reason and not even do it right at the same time. (>> is for links!)
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Post by LeprikanGT » Wed Dec 09, 2009 2:36 pm

All I meant by what I said was that We have had:

Budokai 1-3 + Infinite World: 2-d button combo specials
Burst Limist: 2-d 1button+direction specials
Super DBZ: Old school quarter turns
Tenkaichi 1-3 + RB: 3-d one button and R3 toggle specials

Aside from doing something like RoKP; what exactly would they go to next as the fighting style?

EDIT: What they need to do is Fuse LoG2 and 3 with Sagas for a free roam game like that only not rpg. Leave that to the handhelds.

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Post by SparkyPantsMcGee » Thu Dec 10, 2009 3:18 pm

I want a Burst Limit 2 over Raging Blast 2 because I like Dimps way more than Spike. I mean, out of both companies Dimps is the only one to show any sign of creativity. Within the 5 console games they produced, almost every storymode was different.

Budokai 1 had cut scenes

Budokai 2 played like a board game

Budokai 3 had a world map

Infinate Worlds had non fighting story missions

The only game that showed similarities with its Predecessors is Burst Limit's story mode to Budokai 1.

On the other hand all of Spikes games seem to follow the same formula
in every game with the only difference between each one being the addition of a few unnecessary characters.
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Post by Captain-Sora » Thu Dec 10, 2009 3:25 pm

LeprikanGT wrote:Budokai 1-3 + Infinite World: 2-d button combo specials
Just a minor note, only Budokai 1 forced you to combo into specials. B2, B3 and IW all had the options of just using a direction into a special if you wanted instead of using their combos from the skill list(hell, IW allowed you to use >O or <O specials during any combo you liked too).

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Post by SparkyPantsMcGee » Thu Dec 10, 2009 3:39 pm

Captain-Sora wrote:
LeprikanGT wrote:Budokai 1-3 + Infinite World: 2-d button combo specials
Just a minor note, only Budokai 1 forced you to combo into specials. B2, B3 and IW all had the options of just using a direction into a special if you wanted instead of using their combos from the skill list(hell, IW allowed you to use >O or <O specials during any combo you liked too).
I loved that about Infinite World. I can do any random combo and then hit him with a special to the face! Could you do the regular combos, too (like with the first game)? I never bother to try.
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Post by Captain-Sora » Thu Dec 10, 2009 3:54 pm

SparkyPantsMcGee wrote:
Captain-Sora wrote:
LeprikanGT wrote:Budokai 1-3 + Infinite World: 2-d button combo specials
Just a minor note, only Budokai 1 forced you to combo into specials. B2, B3 and IW all had the options of just using a direction into a special if you wanted instead of using their combos from the skill list(hell, IW allowed you to use >O or <O specials during any combo you liked too).
I loved that about Infinite World. I can do any random combo and then hit him with a special to the face! Could you do the regular combos, too (like with the first game)? I never bother to try.
Yes. ANY combo can be stringed into a special in IW.

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