Are you sure it was because of poor sales? I thought it was because a sequel based on the Super 17 and Evil Dragons arcs, would be hard to make.Hellspawn28 wrote:Dragon Ball GT Transformation sold poorly which why a sequel was never made.
Story Mode. Yay? Or Nay?
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Re: Story Mode. Yay? Or Nay?
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Re: Story Mode. Yay? Or Nay?
Are you sure it was because of poor sales? I thought it was because a sequel based on the Super 17 and Evil Dragons arcs, would be hard to make.Hellspawn28 wrote:Dragon Ball GT Transformation sold poorly which why a sequel was never made.
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Re: Story Mode. Yay? Or Nay?
I'm pretty sure they would have made Super 17 and the Shadow Dragon arc just fine into a game since the first game did a okay job on turing the Black Star Dragon Ball, and Bebi arc into a game. I recall the game did sold poorly to make a sequel, and a second game was plan to be released early 2006 at the time from what I can remember.
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Re: Story Mode. Yay? Or Nay?
Listings for a second game popped up shortly before the release of the first game, pegging it for a release later that same year on 14 November 2005.
As-of the next January, listings for it were completely gone.
As-of the next January, listings for it were completely gone.
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Re: Story Mode. Yay? Or Nay?
I'd only accept a story mode in a new DB game if it was new and different like the Budokai 2 board game story mode, didn't force me to watch the same mundane Raditz to Boo in-game cutscenes again and mixed things up with what-ifs. And get rid of the whole "flying around" concept. One of Budokai 3's most glaring flaws was flying around trying to land on the exact spot where the Dragon Ball was and then flying to battle points when the game should just take you to the battle there and then.
Plus, make us feel like we've actually achieved something once we've completed it. If there need be a few characters that you need to unlock in the story mode, have them be one or two of the new characters in the game. And don't drag it on with crappy little Saibaimen and Cell Jr. fights that only serve to extend the story mode and boring side-quests that don't even make sense within the plot.
If you can't do a story mode justice, then give me a good replacement mode. I'd rather play through that than trudge through a boring "fight-cutscene-fight" or "fly-fight-cutscene" story mode that's been played out for the past 8 years.
Plus, make us feel like we've actually achieved something once we've completed it. If there need be a few characters that you need to unlock in the story mode, have them be one or two of the new characters in the game. And don't drag it on with crappy little Saibaimen and Cell Jr. fights that only serve to extend the story mode and boring side-quests that don't even make sense within the plot.
If you can't do a story mode justice, then give me a good replacement mode. I'd rather play through that than trudge through a boring "fight-cutscene-fight" or "fly-fight-cutscene" story mode that's been played out for the past 8 years.
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Re: Story Mode. Yay? Or Nay?
I've said it before and I'll say it again: Nothing but "What if?"s! I know Super Sonic Warriors already did that (for the most part), but full games could include voice acting and even (a man can dream) new animation for certain parts. They just have to be really off the wall (Cellin) or really in depth (Beautiful Treachery). They can be as funny or as serious as they want (it is Dragon Ball we're talking about), as long as they don't phone it in like the Bardock one from Burst Limit.
Alternatively, one huge "What if?" per game to serve as the story, like Shin Budokai - Another Road.
Alternatively, one huge "What if?" per game to serve as the story, like Shin Budokai - Another Road.
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Re: Story Mode. Yay? Or Nay?
I haven't been keeping up with Raging Blast 2 info. I bought the first game and returned it after going through the training and first fight with Raditz (I couldn't shake the learned control scheme from the three Sparking games). But a lack of a story mode, any story mode, really hurts any chances of me getting the sequel.
About story modes in general, I like it when fighting games try. Most ones of this gen give you a story mode and an arcade mode. So if you don't like the story mode, you can do arcade and multiplayer.
I didn't mind it when Super Dragonball Z didn't have a story mode. It's arcade mode worked out pretty good, plus it's EXP stuff gave you a reason to keep playing in order to build your character. I'm not a fan of the tournement modes in the game beyond using it to complete so larger objective or to farm for Zeni to buy ingame items.
From Budokai 3 to Burst Limit, I enjoyed playing each story mode to see if they could inprove on the previous ones. I ended up getting Sparking before Budokai 3 but didn't Spatking have some sort of challenge beyond just defeating the enemy? Didn't you have to defeat them a certain way or something, like mirroring the show. I kinda enjoyed that.
I always thought that when Sparking was moving toward the "include as many characters as possible route" that we would get the detailed number of fights that Neo provided and dynamicness of the fights that Meteor provided (I really like how some fights give increased health or other stat bonuses and affects based on how the fight was going in the series). This would mean that we start as early as we can with Dragon Ball and continuing on through GT. You can have the various movies included the same way Budokai had it's What Ifs with different markers on the map. Through in some Burst Limit styled cutscenes and it'd be golden (I kept Burst Limit for so long after I completed it because I really liked the cutscenes).
I often wondered why they never turned the Sparking/Raging Blast engine into an adventure style. There's plenty of sequences in the series where you have to chase someone or evade them. Dragon Ball has various cannon fodder bandits and the Red Ribbon army, Z has Saibamen and Freeza's lower level soldiers, GT has various creatures on different planets and machine mutants, Bebi lackeys and whatever.
I huess I'm basically looking for a new Sagas covering the entire franchise with a Sparking styled control and layout. It could even include the Tenkaichi Tag Team mechanic for co-op and still have the stardard versus modes.
I just really don't like not having any story in my fighting games. It just makes the fighting seem pointless.
About story modes in general, I like it when fighting games try. Most ones of this gen give you a story mode and an arcade mode. So if you don't like the story mode, you can do arcade and multiplayer.
I didn't mind it when Super Dragonball Z didn't have a story mode. It's arcade mode worked out pretty good, plus it's EXP stuff gave you a reason to keep playing in order to build your character. I'm not a fan of the tournement modes in the game beyond using it to complete so larger objective or to farm for Zeni to buy ingame items.
From Budokai 3 to Burst Limit, I enjoyed playing each story mode to see if they could inprove on the previous ones. I ended up getting Sparking before Budokai 3 but didn't Spatking have some sort of challenge beyond just defeating the enemy? Didn't you have to defeat them a certain way or something, like mirroring the show. I kinda enjoyed that.
I always thought that when Sparking was moving toward the "include as many characters as possible route" that we would get the detailed number of fights that Neo provided and dynamicness of the fights that Meteor provided (I really like how some fights give increased health or other stat bonuses and affects based on how the fight was going in the series). This would mean that we start as early as we can with Dragon Ball and continuing on through GT. You can have the various movies included the same way Budokai had it's What Ifs with different markers on the map. Through in some Burst Limit styled cutscenes and it'd be golden (I kept Burst Limit for so long after I completed it because I really liked the cutscenes).
I often wondered why they never turned the Sparking/Raging Blast engine into an adventure style. There's plenty of sequences in the series where you have to chase someone or evade them. Dragon Ball has various cannon fodder bandits and the Red Ribbon army, Z has Saibamen and Freeza's lower level soldiers, GT has various creatures on different planets and machine mutants, Bebi lackeys and whatever.
I huess I'm basically looking for a new Sagas covering the entire franchise with a Sparking styled control and layout. It could even include the Tenkaichi Tag Team mechanic for co-op and still have the stardard versus modes.
I just really don't like not having any story in my fighting games. It just makes the fighting seem pointless.
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Re: Story Mode. Yay? Or Nay?
I also think the story mode makes thing these games fun since they are something to do when playing through the game, and not to mention these games are different to SF or Tekken. I don't see the point on comparing them?
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Re: Story Mode. Yay? Or Nay?
I would like to see something new like Budokai 2, but not in the board game style. I played it tonight, and now I might actually buy an Action Replay, even though that goes against my non-cheating standards. Maybe it's because on the Gamecube version you have to play through 30 times to unlock everything. Maybe it's because of the repetiveness. Maybe it's because Kid Boo is a f**king nightmare.
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Re: Story Mode. Yay? Or Nay?
If you have a Wii, there's a homebrew app that allows you to download and apply gamecube saves to a memory card. That's what I did. I may have all the files too if you're interested.
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Re: Story Mode. Yay? Or Nay?
I can't. I got the update that disables homebrew from working.Innagadadavida wrote:If you have a Wii, there's a homebrew app that allows you to download and apply gamecube saves to a memory card. That's what I did. I may have all the files too if you're interested.
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Herms wrote:No.Nex Carnifex wrote:Herms can you translate the whole thing
Re: Story Mode. Yay? Or Nay?
There's no such update. Homebrew works on fully updated Wiis.
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Re: Story Mode. Yay? Or Nay?
The lack of storyboard is probably the primary reason why I decided not to purchase Raging Blast 2. While I agree, the last couple story modes have been repetitive. This new Galaxy Mode appears to be even more so. There has been a lack of creativity with story modes lately. There are so many ways they can improve upon past story modes. Anything is better than this boring "Beat this opponent within the time limit!" crap.
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Re: Story Mode. Yay? Or Nay?
Last time I checked up on this stuff was about 2 years ago, and I remember it being disabled. I guess they've fixed it by now.Adamant wrote:There's no such update. Homebrew works on fully updated Wiis.
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Herms wrote:No.Nex Carnifex wrote:Herms can you translate the whole thing
Re: Story Mode. Yay? Or Nay?
I agree with everyone on the fact that we need a new, original story. I get sick of fighting raditz at the start of every single DBZ games' story mode. A sequel to attack of the saiyans would be nice to continue the game where it left off, and start the freeza saga. or better yet, start a completely new concept. perhaps one that doesn't revolve around fighting. yes, we've had Harukanaru Densetsu, but that game, in my honest opinion, was too complicated and complex. not to mention repetitive with the "use-your-cards-to-move" thing. you could say Harukanaru Densetsu was a fighting game, and while it may have been one, it was more trading card game-ish than anything. What we need is a new, fresh game with a unique story that's never been seen in the dragon ball universe. Revive Ozotto from V.R.V.S. or something, a new character, just something unique to the dragon ball universe.
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Re: Story Mode. Yay? Or Nay?
Not gonna happen. Dragonball is too long and thick to have a new story that's not repeating what it's already had.SonGoku86 wrote:What we need is a new, fresh game with a unique story that's never been seen in the dragon ball universe.
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Re: Story Mode. Yay? Or Nay?
You're joking, right?Rocketman wrote:Not gonna happen. Dragonball is too long and thick to have a new story that's not repeating what it's already had.SonGoku86 wrote:What we need is a new, fresh game with a unique story that's never been seen in the dragon ball universe.
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Re: Story Mode. Yay? Or Nay?
I still say what need is this : http://daizex.fanboyreview.net/viewtopi ... 11&t=12406 (Story designer) think of all the infinite number of story lines their could be? Yes I know you don't want to see "rawr! brolly kills every1! lolz" so .... you don't download those. But ones that people create could be great.
Take Raging Blast one. Their big SSJ 3 thing in story basically = "Muhahahhaha i'm a ssj 3 for no reason. Fight me!" with story designer, you could have a great SSJ3 Vegeta story. There is one out of a million ideas.It'd be great. And having got given Raging blast 2 for christmas (Hated it almost as much as 1) the big "plan to destroy the saiyans" could be made great in story designer.
it would be a) fun, b) add a lot of replay, c) add some sort of customization.
Take Raging Blast one. Their big SSJ 3 thing in story basically = "Muhahahhaha i'm a ssj 3 for no reason. Fight me!" with story designer, you could have a great SSJ3 Vegeta story. There is one out of a million ideas.It'd be great. And having got given Raging blast 2 for christmas (Hated it almost as much as 1) the big "plan to destroy the saiyans" could be made great in story designer.
it would be a) fun, b) add a lot of replay, c) add some sort of customization.
Re: Story Mode. Yay? Or Nay?
I'd be glad to be proven wrong.Sun-Wukong wrote:You're joking, right?Rocketman wrote:Not gonna happen. Dragonball is too long and thick to have a new story that's not repeating what it's already had.SonGoku86 wrote:What we need is a new, fresh game with a unique story that's never been seen in the dragon ball universe.
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Re: Story Mode. Yay? Or Nay?
I remember Ryo Mito saying he is not a fan of the whole "Create a" idea. So it looks like we will never see a create a story mode or character in any DBZ game from Spike.
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