What was wrong with DBZ Infinite World on the PS2?

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Re: What was wrong with DBZ Infinite World on the PS2?

Post by AgitoZ » Sat Nov 12, 2011 1:35 am

Son Geeko wrote:....I don't really understand why it seems everyone here hates anything that involves QTE. Am I just the only one here who didn't really mind Dragon Rush in B3? I thought it was a kinda fun IMO. Then again, maybe I'm just weird in general. :/
Maybe because it was a repetitive cutscene that the CPU spammed constantly and interrupted the action?
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Re: What was wrong with DBZ Infinite World on the PS2?

Post by Son Geeko » Sat Nov 12, 2011 2:21 am

AgitoZ wrote:
Son Geeko wrote:....I don't really understand why it seems everyone here hates anything that involves QTE. Am I just the only one here who didn't really mind Dragon Rush in B3? I thought it was a kinda fun IMO. Then again, maybe I'm just weird in general. :/
Maybe because it was a repetitive cutscene that the CPU spammed constantly and interrupted the action?
That honestly never happened a lot (or in an annoying kind of way) to me, but I don't really mind it either way.

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Re: What was wrong with DBZ Infinite World on the PS2?

Post by Saiga » Sat Nov 12, 2011 2:25 am

Son Geeko wrote:
Rocketman wrote:Dragonrush was a gigantic turd and it's for the best that IW stayed far away from it.
....I don't really understand why it seems everyone here hates anything that involves QTE. Am I just the only one here who didn't really mind Dragon Rush in B3? I thought it was a kinda fun IMO. Then again, maybe I'm just weird in general. :/
I loved the Dragon Rush, actually. I wish it had been retained but instead made into something not based on luck. Hyper mode wasn't that good, but it didn't really bother me. It makes it really easy to punish the CPU :lol:
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Re: What was wrong with DBZ Infinite World on the PS2?

Post by DonieZ » Sat Nov 12, 2011 1:14 pm

I had no idea of an IW to sometime in the past year. Where has that game been hiding? It's a shame too, because at the time it apparently was released I still owned and played my PS2, and would definitely had considered buying it. It's true what I've been told about it's advertising, no wonder it received so little sales.

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Re: What was wrong with DBZ Infinite World on the PS2?

Post by Saiga » Sat Nov 12, 2011 8:43 pm

DonieZ wrote:I had no idea of an IW to sometime in the past year. Where has that game been hiding? It's a shame too, because at the time it apparently was released I still owned and played my PS2, and would definitely had considered buying it. It's true what I've been told about it's advertising, no wonder it received so little sales.
I only learned of IW this year, I think the only way I can get it is to buy it off ebay... and I've seen it going for about $60 second hand. I really want to try it out, but I've heard bad things about it so I don't know if I want to try it that badly.
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Re: What was wrong with DBZ Infinite World on the PS2?

Post by DonieZ » Sun Nov 13, 2011 5:52 pm

Saiga wrote:
DonieZ wrote:I had no idea of an IW to sometime in the past year. Where has that game been hiding? It's a shame too, because at the time it apparently was released I still owned and played my PS2, and would definitely had considered buying it. It's true what I've been told about it's advertising, no wonder it received so little sales.
I only learned of IW this year, I think the only way I can get it is to buy it off ebay... and I've seen it going for about $60 second hand. I really want to try it out, but I've heard bad things about it so I don't know if I want to try it that badly.
The reason I think people have said such bad things about it is because they believe it is only a Budokai 3.5 . I still think people think it's a great game, but not worth the full price I guess. Apart from the lack of some features, it is definitely better than B3. I think it's due to it's advertising that it didn't sell so well.

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Re: What was wrong with DBZ Infinite World on the PS2?

Post by Super Sayian Prime » Sun Nov 13, 2011 8:30 pm

Actually, Infinite World sold very well for what it was in Japan.

In the west it was a budget price release, and I made sure to buy my copy on day one, haha.
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Re: What was wrong with DBZ Infinite World on the PS2?

Post by funrush » Sun Nov 13, 2011 8:34 pm

PuppetDoctor wrote:My problem with Infinite World was the difficulty level. I haven't played it since 2008 but I remember I enjoyed the story mode. However, even on the easiest difficulty level I got stuck fighting Freeza and just quit playing the game. I found the game to be much to hard for myself. I am not good at fighters at all so I think they should have lowered the difficulty for lower settings.

I can't comment on features removed though since I never really played much of Budokai 1, 2, and 3.
Well, what I did was go to the store or whatever it was called, and buy the food and health capsules. I started that match with all seven bars of health, and if I went down too much, I'd pull out my roast pork and gain five back.

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Re: What was wrong with DBZ Infinite World on the PS2?

Post by DonieZ » Mon Nov 14, 2011 2:36 pm

Super Saiyan Prime wrote:Actually, Infinite World sold very well for what it was in Japan.

In the west it was a budget price release, and I made sure to buy my copy on day one, haha.
If you do a bit of research, I think you'll find that IW sold the lowest among all the Budokai's, Tenkaichi's, RB's, and I don't know about other games. But yeah, on a whole it sold incredibly low.

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Re: What was wrong with DBZ Infinite World on the PS2?

Post by Super Sayian Prime » Tue Nov 15, 2011 12:37 am

DonieZ wrote:
Super Saiyan Prime wrote:Actually, Infinite World sold very well for what it was in Japan.

In the west it was a budget price release, and I made sure to buy my copy on day one, haha.
If you do a bit of research, I think you'll find that IW sold the lowest among all the Budokai's, Tenkaichi's, RB's, and I don't know about other games. But yeah, on a whole it sold incredibly low.
If your research consists of VGChartz numbers, I suggest you do some research on your source.

As well, given Infinite World was a game largely made from recycled assets, I really doubt the game needed to sell millions to be a profitable venture.
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Re: What was wrong with DBZ Infinite World on the PS2?

Post by DonieZ » Tue Nov 15, 2011 2:07 pm

Super Saiyan Prime wrote:
DonieZ wrote:
Super Saiyan Prime wrote:Actually, Infinite World sold very well for what it was in Japan.

In the west it was a budget price release, and I made sure to buy my copy on day one, haha.
If you do a bit of research, I think you'll find that IW sold the lowest among all the Budokai's, Tenkaichi's, RB's, and I don't know about other games. But yeah, on a whole it sold incredibly low.
If your research consists of VGChartz numbers, I suggest you do some research on your source.

As well, given Infinite World was a game largely made from recycled assets, I really doubt the game needed to sell millions to be a profitable venture.
If that's so, why is the game revered as one of the worst selling DBZ games out of Budokai, Tenkaichi etc? Everyone seems to think it sold bad. And I've come across many other's like I who hadn't heard of it.

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Re: What was wrong with DBZ Infinite World on the PS2?

Post by VegettoEX » Tue Nov 15, 2011 2:15 pm

DonieZ wrote:If that's so, why is the game revered as one of the worst selling DBZ games out of Budokai, Tenkaichi etc? Everyone seems to think it sold bad. And I've come across many other's like I who hadn't heard of it.
I don't think you understand.

The cost in putting Infinite World together was so significantly low that it would not have taken significant sales to recoup its cost. So what if it didn't sell as well as any of the three games in the main Budokai series? That's not the point here.
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Re: What was wrong with DBZ Infinite World on the PS2?

Post by DonieZ » Tue Nov 15, 2011 3:43 pm

VegettoEX wrote:
DonieZ wrote:If that's so, why is the game revered as one of the worst selling DBZ games out of Budokai, Tenkaichi etc? Everyone seems to think it sold bad. And I've come across many other's like I who hadn't heard of it.
I don't think you understand.

The cost in putting Infinite World together was so significantly low that it would not have taken significant sales to recoup its cost. So what if it didn't sell as well as any of the three games in the main Budokai series? That's not the point here.
It isn't the point? :? I thought it was the point. Or am I off-topic? .. Well, we're all off-topic, so I think that there was no definitive point stated. Ofcourse there isn't really too much a point in it not selling as much, but I'm just trying to encourage discussion. And nethermind the profit created from the game, it is still a big thing, because the sales value can determine how popular the game is/was. The profit in this context does not matter, we aren't discussing how much money the game made, we're discussing how well the game was received by fans; thus it seems I am in fact on-topic. 8)

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Re: What was wrong with DBZ Infinite World on the PS2?

Post by VegettoEX » Tue Nov 15, 2011 4:08 pm

I'm having a somewhat difficult time understanding you.

You and Super Saiyan Prime were specifically going back-and-forth toward a discussion about whether or not the game was profitable. Yes, you were initially talking about raw sales figures, but the conversation headed elsewhere. At that point, its sales figures compared to another game (especially the Sparking! series that it had no relation to, as opposed to the prior Budokai series that it recycled assets from and spun-off development from) were no longer the main focus or a relevant aspect to discuss.
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Re: What was wrong with DBZ Infinite World on the PS2?

Post by DonieZ » Wed Nov 16, 2011 7:42 pm

Okay now I'm having difficulty understanding you.

I was talking (as was the thread about) how and why IW wasn't seen so good by the fans. The sales figures may reflect that it wasn't seen so good, as compared to some of the other games it sold considerably low. Now this can be due to many thigns, like the fact that the PS3 was already produced, and people have moved on. Still, I'm on-topic. I also stated that it wasn't advertised well at all, as I and many others I've come across hadn't heard of it. If people actually had heard of it, then it could have sold much better. I mean I still had and played my PS2 (hadn't had PS3 back then), so one more unit is still something.

Meh whatever.

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Re: What was wrong with DBZ Infinite World on the PS2?

Post by SparkyPantsMcGee » Thu Nov 17, 2011 3:16 pm

To answer your question, Many fans didn't initially pick this game up for multiple reasons; for starters most people had moved on to either the PS3/360 and PS2 titles had flown under the raider for most gamers. Second, Burst Limit and Infinite Worlds had come out in the same year(I believe they are about six months apart with IW coming after BL); considering Burst Limit was the "next gen" title while Infinite Worlds was the quick cash in for the left over PS2 fanbase, Burst Limit got most of the press attention (you know, back when these games were getting press attention).


I can't think of too many people on this board who don't like Infinite Worlds, mostly it's just people never got around to buying the game. The game in my opinion fixed all the problems Budokai 3 faced; and was a pretty decent sign off from the Dimps guys(It would be their last game). IW did everything it was supposed to do; it was a quick fun cash in that cost little money and helped satisfy Dragonball fans who hadn't moved on to the next gen consoles.

The funny thing is; I'm willing to bet if Dimps put all the characters and modes from Infinite Worlds into Burst Limit we'd have seen maybe 2-3 Budokai styled games this gen.
...Wait what are you doing? Are you still reading this? I finished what I had to say, why don't you move on to the next post?

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Re: What was wrong with DBZ Infinite World on the PS2?

Post by sangofe » Thu Nov 17, 2011 5:06 pm

Well, I guess I'm one of those "not too many people" then? Where do you have this idea of most people liking the game anyway? I haven't really noticed that.

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Re: What was wrong with DBZ Infinite World on the PS2?

Post by SparkyPantsMcGee » Fri Nov 18, 2011 11:19 pm

sangofe wrote:Well, I guess I'm one of those "not too many people" then? Where do you have this idea of most people liking the game anyway? I haven't really noticed that.
Re-read this thread. Most of the people on here had very little to complain about other then the lack of beam struggles and the difficulty level(which in my eyes was a nice plus).
...Wait what are you doing? Are you still reading this? I finished what I had to say, why don't you move on to the next post?

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Re: What was wrong with DBZ Infinite World on the PS2?

Post by sangofe » Sun Nov 20, 2011 2:12 am

Just did, and I must say, it seems to me like it's more 50-50 than anything, and that you're seeing things like you want to see them:
LeprikanGT wrote:What was wrong with it was the laziness and brokenness of the new characters. They didn't animate 'blocked ultimates' but every new character's ultimate attack hit 100% of the time.

Yes, I own the game.
Vegeta Jr wrote:Review wise I don't know nor care, on a personal level of playing the game:

Bad:
Removed characters from B3, why remove? Uub and Kaioshin are two of my fav characters.
New characters have insta win Ultimates, there is no way to defend against it if it hits.
Modes were removed such as Tournament and Dragon Arena.
Most minigames that were added have terribe control issues and are boring.
Removed beam struggles, sure it's more advantageous to quick step but beam struggles were already there.
Hyper Mode is a bit OP, it's Shin Budokai's Aura Guard but that is constantly on for a short period.
CPU tends to be much more difficult.
Story mode did it's job but B3 did it waaaaay better.

All in all I prefer B3.
NECPS wrote:It lost free flight!
It lost level ups!
It lost kid goku and king piccolo!
It lost cell jr and uub and kaioshin!
It lost separated transformation!
It lost dragonrush cinematic!
It lost dragonrush warp kamehameha!
It lost dragonrush final flash!
It lost fatigue recovery!
It lost destructed selectable stages with O!
It lost voice menus!
It lost tenkaichi budokai mode!
It lost 2d animation opening!
It lost 2d animation from past games to view!
It lost purpose for gathering dragonballs!
It lost Shin Budokai continuous aura move!
It lost Shin Budokai fast speed!
It lost Shin Budokai most realtime specials!
It lost Shin Budokai Goku SSJ4 with SSJ3 pose!!

GEEE, why include anything cool when you lost it all..
goku the krump dancer wrote:The removal of DragonRush, Beam Struggles and even the regular Burst Mode thing threw me off but I still enjoyed the game though. Also I was really hoping that it incorporated a lot of the supers from Cardass but I was let down :( .
PuppetDoctor wrote:My problem with Infinite World was the difficulty level. I haven't played it since 2008 but I remember I enjoyed the story mode. However, even on the easiest difficulty level I got stuck fighting Freeza and just quit playing the game. I found the game to be much to hard for myself. I am not good at fighters at all so I think they should have lowered the difficulty for lower settings.

I can't comment on features removed though since I never really played much of Budokai 1, 2, and 3.
Rory wrote:There were a lot of things wrong with Infinite World.
It may have been a budget title, but too many things were removed from the game, things which should have stayed. Why were characters, modes, and game-play elements removed? It feels more like Shin Budokai than it does Budokai 3, but this isn't a great thing.
It's a fusion of Budokai 3, Burst Limit, and Shin Budokai 2, but it doesn't bring the best elements from each game. It's really a mixed bag.

It's a decent follow up to Budokai 3, but it feels more like an expansion, no like a Frankenstein project, than it does a true sequel to it.
The original content that Infinite World brings to the table is just laughable though. The mini games' controls are flat out wrong.... they just feel slow, clunky and.... just.... wrong. And the Hyper Mode, is broken beyond belief.
I you've not played any of the Budokai games, I still think 3 is the best of them, but Infinite World is a close 2nd.

SparkyPantsMcGee wrote:
sangofe wrote:Well, I guess I'm one of those "not too many people" then? Where do you have this idea of most people liking the game anyway? I haven't really noticed that.
Re-read this thread. Most of the people on here had very little to complain about other then the lack of beam struggles and the difficulty level(which in my eyes was a nice plus).

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Re: What was wrong with DBZ Infinite World on the PS2?

Post by Silkman3003 » Sun Nov 20, 2011 10:19 am

Removing that awful dragon rush was one of the best things to happen in the Budokai/IW games. No more horrible "rock paper scissors" bull shit. No fucking Hypermode crap.

In fact, I'm of the idea that IW shouldn't have had cutscene specials, and that it should have had the Shin Budokai ultimates. Being able to do ultimates at any time, being able to combo into ultimates. etc. Bardocks ultimate for example, opened up many combo oppertunities. Something you wont find in budokai 3. And not in IW either.

As far as difficulty goes? I had no issue. The Ai in Budokai 3 was horrible. It was trash. Shin budokai AI? Even worse. These were AI's that quite frankly, presented no challenge

IW AI on the other hand? Does cancels and provides a far bigger challenge.

My only main issues right now deals with the stamina bar and ultimates.

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