"Dragon Ball XENOVERSE" Official Discussion Thread

Discussion of all things related to Dragon Ball video games (console and portable games, arcade versions, etc.) from the entire franchise's history.
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sangofe
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by sangofe » Fri Jul 04, 2014 8:25 am

JeffJarrett wrote:
Careless Saiyajin wrote:WAIT, are you guys saying there is no split screen. Do you mean there is no local multiplayer? I wanted to bring back the days where you can grab 2 controllers and fight dbz games offline together. It was the one thing i really did not like about Battle of Z.
There is local multiplayer, but the camera stays behind one player.
dbboxkaifan wrote:
JeffJarrett wrote:No more split screen, so that Player 1 can always win?!!
Scenario A: Player 2 is using a Vita (remote play).
Scenario B: Player 2 as well as P1 are using 3D glasses making the TV work for both without splitting the screen.
Scenario C: Player 2 is an online player.

It's hard to say what exactly it is because the information is yet to be revealed.
Said by the commentator at 1:46: https://www.youtube.com/watch?v=g9pra4h4WwQ ("l'écran quand vous jouez à 2 n'est plus partagé")
Even the guy who filmed comments this announcement around 2:10 ("du coup tu vois que la Player 1?! Les cameras ??? par rapport au Player 1, c'est pas terrible ça!").
The commentator precises at 2:16 that the camera will one time be behind P1, the other time behind P2. He doesn't precise if it's during the fights or if it changes between rounds, but the camera isn't shown switching during battles in the demo.
Yeah, what I said, although with fewer words ^^

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

Post by Drev » Fri Jul 04, 2014 8:31 am

local multiplayer with camera behind 1P, that incorrect as well? Why? Because we can only see vegeta's life bar and NOT ki bars...why? Because vegeta was cpu or simply playing from another screen (and console of course) online.

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

Post by radrappy » Fri Jul 04, 2014 12:07 pm

In the newest video theres a part where the player locks of his opponent to look around the map. I think it's safe to say these guys are looking at two monitors.

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

Post by EA575 » Fri Jul 04, 2014 12:59 pm

Plus, there were overlapping audio moments during the Cell vs. Goku fight. I think it's safe to assume it was online

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

Post by JeffJarrett » Fri Jul 04, 2014 1:09 pm

That's not what the French commentator says. Once again, at 1:46: https://www.youtube.com/watch?v=g9pra4h4WwQ: "Comme vous le voyez, l'écran, même quand vous jouez à deux, n'est plus partagé. Cette façon de jouer qui a était inventé par les jeux Naruto Storm a été désormé appliqué sur ce jeux là pour faire en sorte que vous n'ayez plus besoin d'être séparés. Vous pouvez désormé jouer à deux sur la même console. (...) Et à tour de rôle, vous allez être le personnage qui est devant, le personnage qui est derrière. Et ça ne gène en aucun cas votre façon de jouer."
Last edited by JeffJarrett on Fri Jul 04, 2014 1:38 pm, edited 1 time in total.

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

Post by NECPS » Fri Jul 04, 2014 1:18 pm

Why there is this annoying yellow target ? Am I playing Gundan ? Wait, were they using a scouter ?

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

Post by xmysticgohanx » Fri Jul 04, 2014 1:59 pm

Am I the only one not in any way annoyed by the yellow target? I think it looks cool :lol:
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by DarkPrince_92 » Fri Jul 04, 2014 2:15 pm

Haven't seen a single character charge Ki. Guess they kept that from Burst Limit.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by Quebaz » Fri Jul 04, 2014 2:21 pm

DarkPrince_92 wrote:Haven't seen a single character charge Ki. Guess they kept that from Burst Limit.
Which doesn't bother me at all to be honest.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by CM101Play » Fri Jul 04, 2014 2:35 pm

Didn't they already say ki charging would be in?

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

Post by DarkPrince_92 » Fri Jul 04, 2014 2:40 pm

Quebaz wrote:
DarkPrince_92 wrote:Haven't seen a single character charge Ki. Guess they kept that from Burst Limit.
Which doesn't bother me at all to be honest.
I'm fine with that too. I liked the way Burst Limit handled it.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by dbboxkaifan » Fri Jul 04, 2014 4:10 pm

DarkPrince_92 wrote:
Quebaz wrote:
DarkPrince_92 wrote:Haven't seen a single character charge Ki. Guess they kept that from Burst Limit.
Which doesn't bother me at all to be honest.
I'm fine with that too. I liked the way Burst Limit handled it.
Likewise, it made it feel like it'd build up naturally that take the time to charge the Ki while the opponent could potentially attack you while doing so.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by NECPS » Fri Jul 04, 2014 5:01 pm

So charging ki manualy is bad because the oponente could attack you .. Seriously ?
Wha ? Damnmn yellow targeeeeet !

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

Post by Quebaz » Fri Jul 04, 2014 5:10 pm

NECPS wrote:So charging ki manualy is bad because the oponente could attack you .. Seriously ?
Wha ? Damnmn yellow targeeeeet !
People are assuming the yellow target is there because there will be 2v2.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by dbboxkaifan » Fri Jul 04, 2014 5:10 pm

NECPS wrote:So charging ki manualy is bad because the oponente could attack you .. Seriously ?
Wha ? Damnmn yellow targeeeeet !
If the focus can stay solely on the battle itself then it's for the better, whenever I play against bots on Shin Budokai 2 and decide to charge my Ki those bastards always shot Ki blasts.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by SingleFringe&Sparks » Fri Jul 04, 2014 7:47 pm

goku the krump dancer wrote: I actually loved the cinematics in the Budokai games and was BEYOND pissed that they were downsized in Burst Limit. I'm all for nice "do it yourself combos" which Raging Blast kinda had with the "Command Supers" but at the end of the day Ultimate Attacks are supposed to look and feel like Ulimate Attacks or Finishing Moves and Burst Limit's/Shin Budokai's "Ultimates" DID NOT look like and barely felt as such.
The ultimate attacks was something entirely different, for a Dimps game they are necessary to be cinematic because of how dramatic they were, and the planet explosions in B3 are iconic. The cinematics were the only thing that seperated them from the super attacks visually, though I can see where they're going. They wont be entirely cinematic so you can react to them and so they won't take as long as some of B3's did. A launch scene (when Ultimate is triggered) and a connect cutscene (when character is caught in it) are all we really need. Similar what Raging Blast 2 did. UBs and Beam struggles need that obliteration to show the opponent engulfed by the attack at most.
Rukura wrote:Hirano, you seem like a cool guy and I know you're just doing your job...but either crap or get off the pot.We'll be lucky if we get a new trailer by the end of the event. Seems Bandai Namco's booth is just the Storm Revolution booth.
At least this comfirms that the Future Warrior guy isnt the mysterious hype-character they were talking about. Theres some relief we might get some originality to this game.
dbboxkaifan wrote:
DBZ is a fan-service fighter anyways for majority of people who buy it, so I don't see why they need to make it feel like Street Fighter or any traditional 2D Fighters for that matter.
Fan-service games tend to be watered down crap and Dimps is known for making quality games, so taking Dragon Ball as a real fighting game it's for the better. I expect fan-service from the mediocre Spike games but not Dimps.
^This.
goku the krump dancer wrote:
Nightstar1994 wrote:DBZ is a fan-service fighter anyways for majority of people who buy it, so I don't see why they need to make it feel like Street Fighter or any traditional 2D Fighters for that matter.
This is a fair point as well.
They only need to keep the mentality for the fight engine and mechanics in mind, not to genericize it. SF4 has its share of cinematics as well, they just quick and straight to the point. B3's went on for kind of too long sometimes, especially if spammed and as said, could be countered when launched outside reducing damage of impact. I hated that. What they have with Cell's Perfect Kamehameha right now looks like a fine neutral.
DarkPrince_92 wrote:I'm fine with that too. I liked the way Burst Limit handled it.
I think this game handled it a lot better. The ki system in BL was a bit broken because the lengths were uneven among characters, and Super attacks didnt reduce it. This game at least addresses that - without a fatigue system.
DarkPrince_92 wrote:Haven't seen a single character charge Ki. Guess they kept that from Burst Limit.
I honestly dont think we need it. Just seems crippling now at this point. Unless ki charging was used for something else like transformation gauges then, I could see that. Or if Ki charging somehow gave you stat buffs in a way. I dunno, but charging for ki just to move. No. I want to Z-Burst Dash though, seems like a necessary function regardless of game.
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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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by DonieZ » Fri Jul 04, 2014 8:49 pm

I was watching some gameplay videos of Saint Seiya: Brave Soldiers, and saw that there is basically an equivalent to the charging of energy for certain attacks as in most previous DB games, and I felt that, at least in the Saint Seiya game, it really slows down the pace of battle and makes it far less intense. Granted it's not usually as slow charging in DB games, still I really wouldn't care for it's absence. I don't recall ever seeing two characters stopping to build energy so many times during a battle in the show anyhow.

Edit: Did anyone notice in the Goku vs Vegeta fight a different set of options for the face buttons appear just before Goku turned super saiyan? I believe it glowed yellow too :)

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

Post by sangofe » Sat Jul 05, 2014 12:51 am

JeffJarrett wrote:That's not what the French commentator says. Once again, at 1:46: https://www.youtube.com/watch?v=g9pra4h4WwQ: "Comme vous le voyez, l'écran, même quand vous jouez à deux, n'est plus partagé. Cette façon de jouer qui a était inventé par les jeux Naruto Storm a été désormé appliqué sur ce jeux là pour faire en sorte que vous n'ayez plus besoin d'être séparés. Vous pouvez désormé jouer à deux sur la même console. (...) Et à tour de rôle, vous allez être le personnage qui est devant, le personnage qui est derrière. Et ça ne gène en aucun cas votre façon de jouer."
In english that translates to:

"Like you can see, the screen isn't split anymore when you play two at the same time. This way of playing that got invented by the Naruto Storm game has been used for this game so you don't get seperated. You will henceforth be able to play at the same console. (...) And you will be able to control the person in front, and behind, in turns. It is not an inconvenience for playing."

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

Post by dbboxkaifan » Sat Jul 05, 2014 4:27 am

sangofe wrote:In english that translates to:

"Like you can see, the screen isn't split anymore when you play two at the same time. This way of playing that got invented by the Naruto Storm game has been used for this game so you don't get seperated. You will henceforth be able to play at the same console. (...) And you will be able to control the person in front, and behind, in turns. It is not an inconvenience for playing."
This could work very well although if they gave the option for 3D vision it would be even better as they'd have complete focus on them.

Here's how the 3D thingy works:

Image
http://www.playstationlifestyle.net/201 ... redefined/

It's definitely better than splitting the screen to two ways.
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Re: "Dragon Ball XENOVERSE" (PS4/XB1/PS3/360) Official Threa

Post by DonieZ » Sat Jul 05, 2014 5:27 am

sangofe wrote:
JeffJarrett wrote:That's not what the French commentator says. Once again, at 1:46: https://www.youtube.com/watch?v=g9pra4h4WwQ: "Comme vous le voyez, l'écran, même quand vous jouez à deux, n'est plus partagé. Cette façon de jouer qui a était inventé par les jeux Naruto Storm a été désormé appliqué sur ce jeux là pour faire en sorte que vous n'ayez plus besoin d'être séparés. Vous pouvez désormé jouer à deux sur la même console. (...) Et à tour de rôle, vous allez être le personnage qui est devant, le personnage qui est derrière. Et ça ne gène en aucun cas votre façon de jouer."
In english that translates to:

"Like you can see, the screen isn't split anymore when you play two at the same time. This way of playing that got invented by the Naruto Storm game has been used for this game so you don't get seperated. You will henceforth be able to play at the same console. (...) And you will be able to control the person in front, and behind, in turns. It is not an inconvenience for playing."
I don't understand, how can that be possible when the player the game is "focused on" has the option to lock on or off the opponent? Is the other player meant to "guess" what to do next? You can also see the players looking at two different screens whilst playing. The NB representative doesn't know what he's talking about.

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