"Dragon Ball XENOVERSE" Official Discussion Thread

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Re: "Dragon Ball: Xenoverse" (PS4/XB1/PS3/360) Official Thre

Post by Ajay » Thu Jun 12, 2014 11:04 am

Kendamu wrote:
KentalSSJ6 wrote:
Once you've mastered one character, you've mastered them all. They all play essentially the same.
Exactly why I find the BT series to be overrated.
The controls are supposed to be pretty accessible in this new game with all the characters having the same control schemes (like the most Dragon Ball fighters). So, while there will probably be some variance in pacing as well as strengths and weaknesses of the characters, it's not gonna play like Street Fighter II where there's one set of characters that control one way and another set that controls another way.
I always thought Budokai 3 was really accessible but there was a heck of a lot of depth. Proper combos, cancels, and teleporting sorta acted as a way to do crossovers. It was great! I just hope when they say they have the same control scheme, they just mean that punches, kicks, grabs etc are all the same. I really hope it doesn't mean every character's combos are the same.
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Re: "Dragon Ball: Xenoverse" (PS4/XB1/PS3/360) Official Thre

Post by Kendamu » Thu Jun 12, 2014 11:16 am

AjayLikesGaming wrote:
Kendamu wrote:

The controls are supposed to be pretty accessible in this new game with all the characters having the same control schemes (like the most Dragon Ball fighters). So, while there will probably be some variance in pacing as well as strengths and weaknesses of the characters, it's not gonna play like Street Fighter II where there's one set of characters that control one way and another set that controls another way.
I always thought Budokai 3 was really accessible but there was a heck of a lot of depth. Proper combos, cancels, and teleporting sorta acted as a way to do crossovers. It was great! I just hope when they say they have the same control scheme, they just mean that punches, kicks, grabs etc are all the same. I really hope it doesn't mean every character's combos are the same.
In Budokai 3, the character controls schemes are pretty much the same. I asked the guy giving the presentation about the controls. He showed me a standard/weak attack button, a strong attack button, a ki button, and I believe the dodge/defense button was a face button as well. I didn't really go into the shoulder buttons or ki charging controls. It might not even have been implemented yet. It was a very, very early build as most games just announced at E3 don't usually have gameplay available.

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Re: "Dragon Ball: Xenoverse" (PS4/XB1/PS3/360) Official Thre

Post by Zenkashuu » Thu Jun 12, 2014 11:36 am

Kendamu wrote:In Budokai 3, the character controls schemes are pretty much the same. I asked the guy giving the presentation about the controls. He showed me a standard/weak attack button, a strong attack button, a ki button, and I believe the dodge/defense button was a face button as well. I didn't really go into the shoulder buttons or ki charging controls. It might not even have been implemented yet. It was a very, very early build as most games just announced at E3 don't usually have gameplay available.
Did they say how long is in development?

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by kbrooksgohan » Thu Jun 12, 2014 12:22 pm

@Kendamu

I hope that means that each character has different animations which I'm fairly certain they will. Burst Limit had the same commands but different animations and properties for each characters combos and attacks which I liked a lot. I would love to see more differences though. If they can redo their super attacks system to be closer to the show that would be great. I would to see more supers like Raging Blast/Tenkaichi. They can do without generic attacks like Volleys and Explosive Waves but if it's apart of a character's signature moves then I think they should have them. Vegeta seems to have some sort of energy volley based off that trailer. I also hope that they add some of their attack mini games for certain Super and Ultimate attacks. Not everything needs to be real time and not every character needs to have a real time beam attack. I mean they can be hybrid of beam/cinematic for certain ones I just don't want all non-cinematic attacks. Or how about some counter attacks or short range attacks or long range etc? Ish like that is what I want.

I think that it makes the character's to similar. I think the more differences the better. Here's an example of what I mean:

Vegeta - Base

Attacks

After-Image - the true after-image - tricks opponent
Galic Gun - Beam - standard attack
Energy Volley - Volley of Blasts - a signature move of Vegeta
Explosive Wave - Defense/Offense - Vegeta actually uses this quite a bit in the series - can be used to make a combo
Genocide Blaster - physical attack rush - Short range attack - Could be a Super Finisher

Ultimate Attacks
1.Double Galic Gun - move used on Pui Pui - short range Ultimate Attack
2.Final Burst Cannon - Beam attack - Real Time with Cinematic ending
3.Dirty Fireworks - Reworked to be more like Spike - Real Time - Cinematic
4.Final Galic Cannon - Move used on Zarbon - Button Command Cinematic

I really hope they dig deep with the content. It's going to help differentiate the characters.

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Re: "Dragon Ball: Xenoverse" (PS4/XB1/PS3/360) Official Thre

Post by jjgp1112 » Thu Jun 12, 2014 12:52 pm

AjayLikesGaming wrote:
I always thought Budokai 3 was really accessible but there was a heck of a lot of depth. Proper combos, cancels, and teleporting sorta acted as a way to do crossovers. It was great! I just hope when they say they have the same control scheme, they just mean that punches, kicks, grabs etc are all the same. I really hope it doesn't mean every character's combos are the same.
It's just a shame that all of the characters played the same. It was still fun and all of the customization gave it a ton of replay value, but still. A lot of the characters moves were at least superficially different, so I thought it was a good window to have a lot of guys have moves/styles that made different uses of the controls, like weaker guys having movesets that consist more of punch/kick based moves rather than everything being the same combo+energy.
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Re: "Dragon Ball: Xenoverse" (PS4/XB1/PS3/360) Official Thre

Post by kbrooksgohan » Thu Jun 12, 2014 1:04 pm

jjgp1112 wrote:
AjayLikesGaming wrote:
I always thought Budokai 3 was really accessible but there was a heck of a lot of depth. Proper combos, cancels, and teleporting sorta acted as a way to do crossovers. It was great! I just hope when they say they have the same control scheme, they just mean that punches, kicks, grabs etc are all the same. I really hope it doesn't mean every character's combos are the same.
It's just a shame that all of the characters played the same. It was still fun and all of the customization gave it a ton of replay value, but still. A lot of the characters moves were at least superficially different, so I thought it was a good window to have a lot of guys have moves/styles that made different uses of the controls, like weaker guys having movesets that consist more of punch/kick based moves rather than everything being the same combo+energy.
Interesting idea. Yeah I hope they do more to make the character's more unique in their combos and melee.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by Hellspawn28 » Thu Jun 12, 2014 1:59 pm

cesarcoronel07 wrote:I'm curious to know why the "Z" wasn't included in the title... Could it mean Dragon Ball and Dragon Bal GT characters will finally make an appearance? (Which I doubt will happen)
Maybe, but they could save them for a possible sequel. The franchise as a whole is simply called "Dragon Ball" which is why some DBZ games don't have the Z in the title.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by DBZGTKOSDH » Thu Jun 12, 2014 2:31 pm

cesarcoronel07 wrote:I'm curious to know why the "Z" wasn't included in the title... Could it mean Dragon Ball and Dragon Bal GT characters will finally make an appearance? (Which I doubt will happen)
It's not something new, ever since 2009, every Z game was simply called "Dragon Ball" in Japan, and "Dragon Ball Kai" in a few cases, except for BoZ.

Dragon Ball Z: Infinite World (last Z game until BoZ, every other Z game before that had the "Z" in its title)
Dragon Ball Kai: Dragon Battlers (originally called Dragon Ball Z: Dragon Battlers, later renamed into Kai)
Dragon Ball Kai: Attack of the Saiyans
Dragon Ball: Raging Blast
Dragon Ball: Tag VS
Dragon Ball: Raging Blast 2
Dragon Ball Kai: Ultimate Butōden
Dragon Ball: Zenkai Battle Royale
Dragon Ball: Ultimate Blast
Dragon Ball: Tap Battle
Dragon Ball Z: Battle of Z
Dragon Ball: Ultimate Swipe
Dragon Ball: Xenoverse

Of course, the games based on the original Dragon Ball anime, Dragon Ball Online, Dragon Ball Heroes, and Dragon Ball Evolution didn't have the "Z" or "Kai" in their titles.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by dbboxkaifan » Thu Jun 12, 2014 4:04 pm

Saiga wrote:DIMPS is back? :o I am so fucking hyped right now. Choo-choo!

Surprised to see they're making a 3D game. Since it's their first game in that style, that might be problematic. Hopefully they're able to do well though!
No it isn't. They've been doing it since PS2 for Saint Seiya.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by Drev » Thu Jun 12, 2014 4:11 pm

sanctuary for ps2 wasn't full 3D

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by dbboxkaifan » Thu Jun 12, 2014 4:20 pm

Drev wrote:sanctuary for ps2 wasn't full 3D
It still counts as it was the beginning of it, and I could've listed the Shin Budokai games because they too allow a 3D-ish view although it's still stuck to side-by-side battles.

I'm quite happy that Dimps released Sanctuary Battle as Brave Soldiers was nothing more than another bland Dynasty Warriors' game.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by Drev » Thu Jun 12, 2014 4:22 pm

dbboxkaifan wrote:
Drev wrote:sanctuary for ps2 wasn't full 3D
It still counts as it was the beginning of it, and I could've listed the Shin Budokai games because they too allow a 3D-ish view although it's still stuck to side-by-side battles.

I'm quite happy that Dimps released Sanctuary Battle as Brave Soldiers was nothing more than another bland Dynasty Warriors' game.
brave soldiers is storm like, maybe you mean "senki". Yeah senki was dynasty warriors like, but boss battle were "tenkaichi like". Did you really play the game?

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by dbboxkaifan » Thu Jun 12, 2014 4:27 pm

I did but I just wasn't pleased with the Dynasty Warriors introduced to it as I'm sickened to death about it, same goes with Tenkaichi/RB.
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Re: "Dragon Ball: Xenoverse" (PS4/XB1/PS3/360) Official Thre

Post by Careless Saiyajin » Thu Jun 12, 2014 4:29 pm

jjgp1112 wrote:
AjayLikesGaming wrote:
I always thought Budokai 3 was really accessible but there was a heck of a lot of depth. Proper combos, cancels, and teleporting sorta acted as a way to do crossovers. It was great! I just hope when they say they have the same control scheme, they just mean that punches, kicks, grabs etc are all the same. I really hope it doesn't mean every character's combos are the same.
It's just a shame that all of the characters played the same. It was still fun and all of the customization gave it a ton of replay value, but still. A lot of the characters moves were at least superficially different, so I thought it was a good window to have a lot of guys have moves/styles that made different uses of the controls, like weaker guys having movesets that consist more of punch/kick based moves rather than everything being the same combo+energy.
Although i loved playing Budokai 3, I think jjgp1112 made a good point about characters playing the same. Battle of Z (despite the flaws it arguably had), featured characters with individual purpose, strengths and weaknesses, each character harnessing different purpose made it worth while for me. (not that the actual controls were very different featuring a melee button and a blast button practically). And so i would hope Dragon Ball XENOVERSE would feature charecters with different purpose and or at the very least play differently.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by SingleFringe&Sparks » Thu Jun 12, 2014 4:45 pm

Kendamu wrote:I'm hoping that the Zenkai Battle Royale-esque over-the-shoulder open arena combat will deter that line of thinking from fans of the Sparking series.
I'm sure those people who obess over big roster will still be there, but at least if this game is successful for competive, balanced play then at least we'll have that underneath the main community. Someway to wean that mindset out of the fanbase would be hard to do. Though I'm sure so long as the main characters of each arc is added it would be enough for even them I'd hope. A roster like W-Impact sounds pretty good. Its basically Budokai 3 and Infinite World with all the missing characters from Budokai 1 included. That to me is a solid roster, not to big, not too small and nobody is deemingly useless but just essential.

What I wonder is if there will be boss battles.
goku the krump dancer wrote:See I'm not worried about the hand to hand combat from Dimps since that's not what made Burst Limit a failure in the long run. Solid fast paced fighting aside Burst Limit failed in every other department namely the content one.
Thats the one thing Dimps fell in, there was hardly ever any real game modes after storymode was over. Burst limit was only near unreplayable for me through boredom with it as a game. Every mode in the game felt the same. Storymode itself was just one long prolonged arcade mode. At least Tenkaichi 3 and RB1 were able to provide variety in things to do even if it was all just fighting.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by Shinnin » Thu Jun 12, 2014 5:20 pm

kbrooksgohan wrote:Vegeta seems to have some sort of energy volley based off that trailer.
That may be part of an attack. The hits leading up to the ki blast volley were from a rush Vegeta used on Ginyu.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by Rukura » Thu Jun 12, 2014 5:24 pm

So, for the sake of showing how Xenoverse seems to be bringing in the best parts of previous games, I thought I'd go through the trailer (and demo gameplay) and compare the trailer footage to elements found in other fan favorite Dragon Ball games. And maybe compile them in one video or something.

One thing I found through the Goku vs Freeza gameplay portion of the trailer was...the exact same combo being performed in Burst Limit. I mean that as a good thing.

Burst Limit: http://youtu.be/mbQvn-xqwEo?t=2m6s
Xenoverse: http://youtu.be/2iBqy2uUOz0?t=49s
Full checklist of all Xenoverse clothing pieces, accessories and Z-Souls (Many thanks to jrdemr for the Z-Souls sheet): https://www.dropbox.com/s/u8vxc8m0fehev ... .xlsx?dl=0

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by kbrooksgohan » Thu Jun 12, 2014 5:34 pm

That's not the same combo.

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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by Quebaz » Thu Jun 12, 2014 5:42 pm

kbrooksgohan wrote:That's not the same combo.
It's the usual 2 punches-2 kicks-*insert end motion based on which game* you see in every DiMPS game ever, however Burst Limit updated the animations a bit and so does Xenoverse.
On another note, the little rush Vegeta does reminds me a lot of the teleport attack in Shin Budokai 2, you throw someone to the air, you chase after them, teleport 2 times and do a energy move, It seems to be more fleshed out this time around as well.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by kbrooksgohan » Thu Jun 12, 2014 5:47 pm

Yeah but that's not the same combo though. I'm just correcting him. Besides I would not be surprised if they aren't finished animating them.

I want them to make more interesting looking combo animations. Burst Limit and Budokai are really claustrophobic. I think the combo's could be more exciting.
Last edited by kbrooksgohan on Thu Jun 12, 2014 5:50 pm, edited 1 time in total.

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