Vegeta Type:
Well-balanced in attack and defense; gifted in long-range battle.
Freeza Type:
Attacks based chiefly around Super Attacks.
Vegeta Type:
Well-balanced in attack and defense; gifted in long-range battle.
Freeza Type:
Attacks based chiefly around Super Attacks.
Okay buddy, I'll let the Oxford Dictionary disagree with you instead:Saiga wrote:First of all, DNA, there is no objective measure of a game's quality. None at all. You're acting as though a deep fighter is objectively better than the Sparking series, which it isn't. Quality depends on taste.
As you can see, quality is measured by how something holds it's own against something similar, which the Sparking series simply don't. It has nothing whatsoever to do with one's personal taste, if we are going by "taste", it would be measured by many people's "tastes", and that's how we get game reviews and scores that dictate a games quality. Again, you might enjoy the game yourself, but that doesn't automatically make it generally good. Furthermore, again, it is not measured by "taste", critics measure each feature separately and how it holds against similar games, be it fighters or Dragon Ball games or simply games in general depending on which feature is being measured.Definition of quality
noun (plural qualities)
1 [mass noun] the standard of something as measured against other things of a similar kind; the degree of excellence of something:
an improvement in product quality
Oh I'm sorry, you have 'android' as a type, that changes everything. The types of this game do not affect the gameplay style at all. You might change your strategy slightly but it will always end up being similar, because it doesn't matter if you are immune to certain attacks of not, it doesn't matter how long it takes to charge and attack or how much it costs or how much it takes for you to gather the energy, the strategy is still the same: how long will it take me to throw a big ki attack that will overpower my adversary. It doesn't matter if the ki attack is slightly different, especially since most of them are shared in one way or the other.Saiga wrote:Secondly, you're wrong about the differences only being sizes. "Android" isn't a size. They function different in how ki works for them, either generating it naturally without being able to power up or absorbing enemy ki attacks. Besides, the different size units still have different properties, such as immunity to flinch/inability to flinch others, immunity to rush/throw attacks, etc.
You do have to change strategies because you can't rely on stuns if you have a character incapable of stunning, or go up against an enemy who is immune to stuns.
Secondly, Gohan and Vegeta aren't doing the same things in different order. Gohan doesn't have the Rush Ki Wave at all, he can't use it. Instead, he's got a Kiai Cannon, which Vegeta can't use. That's a difference.
Kamehameha, Masenko, Galic Gun and Final Flash are all the same attack. Those changes you are talking about are unimportant in the grand scale of actually making a game distinct. Range, power, energy cost and speed are trivial changes when you can freely move around, dash to your enemy in an instant, constantly power up and spam the attacks. Those changes do not affect the strategy at all, they only affect how much time the strategy is going to take to employ.Saiga wrote:The generic blasts aren't as generic as you think. Range, power, energy cost and speed differ between them, even between moves that share the same name. Besides, no character gets access to all the different types, so you can't just pick any character and spam Super Explosive Wave.
Oh I agree with you completely buddy. This is the best way to emulate a feel of the series, it's just simply not done right. It needs so much improving that it isn't even funny. Changing the style of game play was a step forward, of a million mile marathon. That's the problem with Spike, they are taking baby steps forward and sometimes steps back. This way they will never reach the end of the Snake Road and Kaio (us) are growing tired of waiting for them.LoneRager wrote:Though I prefer the Tenkaichi "style" of game, I do acknowledge, however, that this preferance is for how I imagine the potential for the series, rather than how it exists today. The series has all the potential in the world to be a satisfying tribute to the series, but it just never pans out that way. When Spike broke from the standard and designed the gameplay in a large 3D plane, the ideas about what can and cannot be used in a fighting game should have also broken from the standard, this is sadly not the case.
DNA wrote:Saiga wrote: Edit: Darknat
I still don't feel that any of those differences or changes make any difference in game play or strategy at all. And they are all rendered useless when you can unlock and attach items that will counteract them.
The lack of uniqueness in the main series that you speak off is no excuse, just on the previous page we were talking about that. With some imagination and care you can pick up subtle differences and build a style from there. Capable developers do this. Super Dragon Ball Z did this. Even the Butoden series had that feel.
DNA wrote:Okay, fine, I'll compromise and ease up on my critics. But I have been saying that I am not criticizing people for liking the game and I am not picking on a single game but the whole engine itself. Yes, METEOR was better but how can you have a good game and the next one be bad? Why are they taking steps back?
Of course every character has room for improvement but this series has no simple room, it has a crater sized room for improvement. They keep adding a removing shit and I'm not talking about characters, they keep changing the graphical style too, to worse. And as I've pointed out the last few games are stripping it of anything recognizable or fun. Seven games buddy, SEVEN FREAKING GAMES, it's more than enough to build a decent one. It feels like they've been going backwards.
I'd love to have a decent game with this engine. A game that feels complete and good. But these just feel empty, they polish them with fan service and leave it void underneath. They add an immense story mode in one and remove it completely on the next. Then they try making a brand new story and fail completely (from what I've read) and then add the story mode back on.
The only risk they've taken in creating new content was the Ozaru transformations. Everything else was taken from other games, they only added a character creator after Online already had that. They have no creative balls.
Unlike TOSE who highly deviated from the Daimao Arc with Daimao Fukkatsu and five years later create the completely original Saiyan Zetsumetsu Keikaku. That showed a massive pair of balls and the result still resonates today. That took creativity and imagination which Spike completely lacks. At least Dimps had enough nuts to come up with the likes of Yamhan, Buu Vegeta Absorbed, Vegeta Super Saiyan 3 and Janenba Baby.
I think Bandai had something to do with it, but not Toriyama. I'm also not saying any of it was good or bad, it was something imaginative. The Ozarus are simple a new skin on top of the existing one, with small alterations if applicable. And they still fucked it up by giving King Vegeta a goatee, it does look funny but that's not how the transformation works, as seen in the original series. All I'm saying is that Ozarus take less creative effort than fusions and completely new characters.Darknat wrote:Well I actually don't like much original content unless it makes sense. I like those Ozarus, but I don't like Baby Janemba for instance. Saiyajin Zetsumetsu keikaku was really interesting and I like the characters, but they probably had input from toei or toriyama because they did the ovas (or visual guides) at the same time.
I keep forgetting that Tag Team exists but I don't think Spike has anything to do with Zenkai Battle Royale at all.Darknat wrote:It's been more than 7 games, You have the 3 sparkings, the Tag vs, the 2 raging blast, ultimate, kinnect, and I think also Zenkai battle. That's 9 already. Zenkai Battle seems to be the kind of game you are looking forward to.
This could be great if used right. It would eliminate repeated instances of Trunks because you could simply change from sword to brawl.Darknat wrote:For instance freeza's fighting without using his hands could be a nice stance, or sword fighting/Nyoibou fighting for some charactes could be interesting. As long as you could change between stances easily (like Soul Calibur does).
Very good idea, this would be great because it allows us to control instead of pressing two buttons and watch Goku do all the work. It would force us to immerse ourselves in the game. There could also be the possibility of changing the end of some attacks or the actual flow of it, a good example would be Yamcha's Rogafufuken, I've seen it ending with the Kamehameha stance (but no ki being fired, just the hands pushing the adversary) or a kick. Super DBZ did this since you have to push each button to pull the full string of attacks for Rogafufuken, I can't finish the move because it has a weird timing.Darknat wrote:I Would also like to make the rushes more real time. I like the cinematic effect, but I'm sure you can achieve that effect even doing them more real time. For instance, The attack Goku did against Piccolo could be something like: square several times (the kicks), Triangle (the hard punch), R1 (the jump) and L2+Triangle (the Kamehameha)
All the time maintaining the camera angle while the attack is being performed and reseting it when the combo ends or is interrupted (by not pressing the right combination).
It's not balls when similar engines already existed for other games, it's picking two things and joining them together. They didn't create a new engine, they adapted it to Dragon Ball.Darknat wrote:I'm in for all kinds of improvements like this, but I don't think going back to a traditional 2D fighting engine is a good thing. Not even something like the 8way run of Tekken or Soul Calibur would work right for DB. Spike did have balls in terms of doing something new. Either they improve it more, or some other company does a new 3D engine that really captures the feel of DB
Spike tried to remedy this in RB with cancels and signature skills and they further expanded on these in RB2. The potential and ground work is there, Spike just needs a break to refine and expand it ever further.DBZ Mick wrote:I've never played any Raging Blast games, mate, unfortunately so I don't know. I had hoped that since they cut down the roster from BT3 they would focus more on gameplay but apparently not.
Ok, I'm sorry, but your logic doesn't make any sense. Quality is determined BY taste (usually the taste of the majority). Do you honestly believe that there is such thing as "quality" outside of human perception of it? Also, I don't think the "majority" was against Sparking! METEOR.DNA wrote:Yes, and you have been mixing taste with quality for the whole topic so far. Your personal taste does not reflect on a game being good or not. But you are right in one thing, I didn't explain myself very well, I meant that I can appreciate if a game is good even if it's not my type. It's not that I don't enjoy the game, it's that I would not enjoy it if I tried it because it is not my type of game, even if it is good. So I won't enjoy it by default, which does not make it a bad game.DBZGTKOSDH wrote:I disagree. In my whole life, I never heard me, or my friends saying "this game is very good, but I can't enjoy it". It's either good, or it's bad. Exception are the different genres, for example, Pro Evolution Soccer 2013 is a very good game, but not my type, because I don't like football. But between, say, Sparking! METEOR & Infinite World, maybe the second will be more enjoyable, while the first would be shit. It's up to the individual to decide if a game is good or bad for his tastes, IMO.
Ah, ok. Thought I heard about that. I know BT2 had cancels but they took them out of BT3.mysticboy wrote:Spike tried to remedy this in RB with cancels and signature skills and they further expanded on these in RB2. The potential and ground work is there, Spike just needs a break to refine and expand it ever further.DBZ Mick wrote:I've never played any Raging Blast games, mate, unfortunately so I don't know. I had hoped that since they cut down the roster from BT3 they would focus more on gameplay but apparently not.
BT2 cancels weren't very good anyway.DBZ Mick wrote:Ah, ok. Thought I heard about that. I know BT2 had cancels but they took them out of BT3.mysticboy wrote:Spike tried to remedy this in RB with cancels and signature skills and they further expanded on these in RB2. The potential and ground work is there, Spike just needs a break to refine and expand it ever further.DBZ Mick wrote:I've never played any Raging Blast games, mate, unfortunately so I don't know. I had hoped that since they cut down the roster from BT3 they would focus more on gameplay but apparently not.
There's your answer. It's simply inexcusable this day and age for us to keep getting the crap they shovel to us nowadays. I'm including Raging Blast and Ultimate Tenkaichi as the Sparking series, because it is what they are. It is not the best it can be done, it's not even close to the best it can be done. They are very mediocre games that keep getting rehashed with a few different controls and slightly worse graphical style.TheMightyOzaru wrote:Is the sparking series the best they can do? Hell no. I can see a lot of missed potential