Next-gen DBZ games & potential improvements

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TheGmGoken
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Re: Next-gen DBZ games & potential improvements

Post by TheGmGoken » Wed Nov 20, 2013 10:58 pm

TheMightyOzaru wrote:All I care about right now is a sparking or Budokai style game with Beerus and Ssj God Goku. Tis all I want right now. Of course don't cut important characters like Ultimate Gohan -_-. Seriously, what was RB1 thinking?
What was funny about that was when you get "Gohan" Boo they act like he ate Gohan but they just used Goku :lol: . It was a HORRIBLE cut. I want something different to be honest. A little new system but nothing like BOZ. Perhaps something like Tenkaich(Sparking) could work with some different features and same goes with Budokai. Though I'll love for some joke DB games.

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Re: Next-gen DBZ games & potential improvements

Post by snaku » Fri Nov 22, 2013 1:44 pm

I'd actually rather see them branch the series out into other genres. Maybe create a TellTale Walking Dead style interactive drama, with more control over the story elements of the fights, with branching paths and multiple endings. New stories that take place pre or post BoG would be great too.

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Re: Next-gen DBZ games & potential improvements

Post by Silkman3003 » Sun Dec 08, 2013 1:32 pm

BlazingFiddlesticks wrote:
Silkman3003 wrote:
Which they are to some extent, in both series; moreso in Spike games because a lot of of them post-Tenkaichi 1 have charge times, while Budokai specials seem out of place outside of combo-enders when played at that level, and Shin Budokai/Infinite World Specials cannot even do that.
You made this up, hinting to me that you don't even know what you are talking about. Dragon fist, Solar Flare, Blazing Shoot, Heat Phalenx,Soaring Dragon Strike, Evasive Kick, Maou Shoot,Gigantic Claw, Head Banger, Drain Field(Super 17) ,Savage Counter, Drain Life Cell, Final Impact are specials that can be used outside of combos and aren't needed as combo enders. Some of them even being able to be canceled and used as starterss , while others eat through guard. Even specials like Hyper tornado and Drain Field from S17 negate the use of other specials.
Here's the problem with that response, and it's as much the fault of my phrasing as your interpretation; I am not arguing that the technical elements of Dimps DBZ games don't exist. I never was. I really can't be when I remember, though vaguely, the growing pains of the Dimps competitive scene really caught it's stride with Budokai 3 and had to deal with the same reactionary arguments as the Super Smash Brothers or Generation 3 Pokemon going on at around the same time.

I'm arguing that the technical aspects of Dimps games, and the distinction of characters, are not readily apparent the way they are in Arc System Works games, Super Smash Brothers, or other games with more blatantly defined characters. This is why people claim Budokai is full of clones, why people spammed so much in Burst Limit because continuous ki attacks made more sense than combo integration (Not just because of the infinite ki, as I'll get to). Are they bad players? Sure. But that's just it; most DBZ players ARE bad players. Whenever a competitive subculture rises around a intended non-competitive game, that's the nature of things. And competitive Dimps DBZ is most certainly a player-made scene.

Onward to me, since my background must be established to have any merit, nothing special at these games, but I also have never seen Shin/Infinite World played between two high level players before, which leaves with the incomplete picture of my own experience of most special attacks stopping combos cold in the later games (Missing something, sure, but certainly not "making it up"- what am I doing wrong there?), and good Budokai 3 players relying 97% on cancels for damage with a stray beam for distancing that doesn't really matter because its going to boil cancels -> teleport -> cancels anyway. Perhaps I watch the wrong people.
Distinction between characters doesn't have to be more readily apparent like the Guilty Gear games, in order to figure out that they do not play the same . The entire meat of the Budokai games rely on cancels. The cancel system IS Budokai in essence as without it, it's shallow. If people are claiming that characters in the budokai games play the same, it is an argument thats stems from pure ignorance. End of story. Because anyone who plays the games and knows the system would know full well that they do not play the same. Their chains, cancel set ups, DM's,etc are enough to make them more unique. They didn't take the god damn time in learning the game instead of spamming TC's and combos that don't pass 5 hits.

Characters in Budokai not having as much unique movelists as other fighting games=/= Playing the same. Games like Guilty Gear do have larger movelists and specials, and while this may mean that it has more depth than budokai, it does not mean that characters in budokai play the same. That said, the clones argument is mostly towards Tenkaichi than it is for the Budokai games.

Part of the reasons why there aren't a lot of SBAR and IW videos on High level play..is because they weren't that popular. SBAR wasn't on more popular platforms like the PS2, and you pretty much needed another psp in order to fight against someone. And with a good majority of people not even knowing how to cancel, and lack of tourneys.

Not to mention with IW that came out after BL was released, and it not being as popular as B3,and with the above mentions... Well I will agree with this
Whenever a competitive subculture rises around a intended non-competitive game, that's the nature of things. And competitive Dimps DBZ is most certainly a player-made scene.
However,I have a feeling that if BL was done right, it would have expanded the community far more. In theory, the ki system for BL was basically wasting another persons ki in order to do a large cancel combo. Different types of chains were added in, and you even had the ability to cancel your DM(like Big bang attack) and continue your combo. With the execution, being bad as ki recharge rate was too fast. If the online were fully great, the ki system actually good, along with other stuff it would have forced people to go into cancel combos. As simply spamming DM's would have truly been ineffective, and forced people to combo.
Last edited by Silkman3003 on Sun Dec 08, 2013 2:11 pm, edited 3 times in total.

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Re: Next-gen DBZ games & potential improvements

Post by TheGmGoken » Sun Dec 08, 2013 1:59 pm

snaku wrote:I'd actually rather see them branch the series out into other genres. Maybe create a TellTale Walking Dead style interactive drama, with more control over the story elements of the fights, with branching paths and multiple endings. New stories that take place pre or post BoG would be great too.
I would't say a drama as that does not fits DB(Though it has drama moments). However I'll like some fun games such as DBZ-Go karting or some part games.

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Re: Next-gen DBZ games & potential improvements

Post by Hellspawn28 » Sun Dec 08, 2013 3:42 pm

For a possible BOZ sequel, instead having Cell and Super Buu transform into their other forms then why not have them transform by absorbing other characters on their team or other characters on the opponent side. For example, the opponent has #17 and #18 on their team then Cell can absorb them to become Semi Perfect and Perfect Cell. Same can go with Buu, but with any character. For example, Buu can absorb anyone and transform.
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Re: Next-gen DBZ games & potential improvements

Post by TheGmGoken » Sun Dec 08, 2013 4:46 pm

Hellspawn28 wrote:For a possible BOZ sequel, instead having Cell and Super Buu transform into their other forms then why not have them transform by absorbing other characters on their team or other characters on the opponent side. For example, the opponent has #17 and #18 on their team then Cell can absorb them to become Semi Perfect and Perfect Cell. Same can go with Buu, but with any character. For example, Buu can absorb anyone and transform.
Budokai 2 did that with What if fusions. I would love to see Boo take the clothes of other characters. It'll be unique. Now for Cell I'll just say you can start off as Perfect Cell, Imperfect, or Semi Perfect. But if you're anything below Perfect you need 17 and 18 to transform.

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Re: Next-gen DBZ games & potential improvements

Post by Hellspawn28 » Sun Dec 08, 2013 5:04 pm

Budokai 2 may not been great, but the developers had a lot of fun with new forms and fusions. I know fans will bitch about them, but I want more games to be like with Budokai 2 with new forms of Buu and new fusions. Also with Budokai 2, it let you have anyone kill off a main villain like Cell or Freeza. I remember I had Piccolo kill Dabra in the story mode and Gohan kill off Kid Buu.
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Re: Next-gen DBZ games & potential improvements

Post by BlazingFiddlesticks » Wed Dec 11, 2013 1:49 pm

Silkman3003 wrote:Distinction between characters doesn't have to be more readily apparent like the Guilty Gear games, in order to figure out that they do not play the same . The entire meat of the Budokai games rely on cancels. The cancel system IS Budokai in essence as without it, it's shallow. If people are claiming that characters in the budokai games play the same, it is an argument thats stems from pure ignorance. End of story. Because anyone who plays the games and knows the system would know full well that they do not play the same. Their chains, cancel set ups, DM's,etc are enough to make them more unique. They didn't take the god damn time in learning the game instead of spamming TC's and combos that don't pass 5 hits.
One which encompasses most of the game's playerbase, in part because they have no one to teach them. But this can't be helped.
Whenever a competitive subculture rises around a intended non-competitive game, that's the nature of things. And competitive Dimps DBZ is most certainly a player-made scene.
However,I have a feeling that if BL was done right, it would have expanded the community far more. In theory, the ki system for BL was basically wasting another persons ki in order to do a large cancel combo. Different types of chains were added in, and you even had the ability to cancel your DM(like Big bang attack) and continue your combo. With the execution, being bad as ki recharge rate was too fast. If the online were fully great, the ki system actually good, along with other stuff it would have forced people to go into cancel combos. As simply spamming DM's would have truly been ineffective, and forced people to combo.[/quote]

I can get that. I just wonder if Burst Limit would have been the end of Dimps DBZ no matter what.
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Pannaliciour wrote:Reading all the comments and interviews, my conclusion is: nobody knows what the hell is going on.
Just like Dragon Ball since Chapter #4.
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BlazingFiddlesticks wrote:Kingdom Piccolo
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Re: Next-gen DBZ games & potential improvements

Post by Hellspawn28 » Tue Dec 24, 2013 1:43 am

I would like to see a DBZ game done in the style of Dynasty Warriors?
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Re: Next-gen DBZ games & potential improvements

Post by GogetaSSJ2 » Fri Jan 03, 2014 5:26 pm

Super Saiyan Prime wrote:If sales continue to falter, or stagnate and Namco Bandai is contractually forced to continue making games expect a lot of titles that look like they could've run on the PS2.
So if BoZ proves to be not very profitable, could they quit making DBZ games because from a financial standpoint, its just a smart business move to discontinue the franchise?
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Re: Next-gen DBZ games & potential improvements

Post by Hellspawn28 » Mon Jan 13, 2014 3:36 pm

I think they might do DBZ games on handle systems since Heroes did great on the 3DS.
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Re: Next-gen DBZ games & potential improvements

Post by SingleFringe&Sparks » Fri Jan 31, 2014 6:29 pm

budokaifanatic007 wrote:In your honest opinion do you think the games will make a step forward(improvements) next gen or stay the same as they are now??
Developers are the problem. DBZ games will just continue to degenerate if handled by the same people who currently do, I mean they cant even keep the graphics current gen. Gameplay and visual effects are even worse than ever thanks to BOZ. I gave up a long time ago. The only way it can improve is under a bigger better management not under namco... and produced by a competent company not Artdink. Their games do not feel authentic to the show. Couple that with the fact that most DBZ games do not have any sort of Character Creation and its always the same story every time and you have yourself a recipe for a bad game. They're obviously milking the DBZ franchise for the money at this point and don't care at all for the quality of their games anymore.
So waiting and thinking they're going to eventually pick up an all-new, unparalleled game for our expressed disinterest in what they're shelling out is short-sighted and wishful thinking I'm afraid. If the game has exponentially low sales, do you really think they'll keep beating the dead horse at this point? DBZ's practically on its last leg, so stop acting as if it's the ambrosia of the gaming world, because we're in no position to demand cutting-edge quality here for an ancient franchise.

How can someone play UT or BoZ, and think that it's even close to being a good game? Everything is just pathetically sloppy to down right awful, from the stiff animations, to the medicore graphics, to the generic mechanics, to the repetitive gameplay, to the shrinking content. It baffles my mind how game companies can be so stupid and not realize that their game sucks ass. These games must have the worst direction on the whole planet.

And DBZ fans will eat it all up because it's the only thing they have.


I want a Burst Limit 2 or a real Tenkaichi 4 if anything.... but doubt they'll be made.
Zephyr wrote:The fandom's collective fetishizing of "moments" is also ridiculous to me. No, not everyone needs a fucking "shine" moment. If that's all you want, then all you want is fanservice, rather than an actual coherent story. And of course those aren't mutually exclusive; you could have a coherent story with "shine" moments! But if a story is perfectly coherent (and I'm really not seeing any compelling arguments that this one is anything but, despite constantly recurring, really poorly reasoned, attempts to argue otherwise), and you're bemoaning the lack of "shine" moments as a reason for the story's poor quality, then you're letting your thirst for "shine" moments obfuscate your ability to detect basic storytelling when it's right in front of you.

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