Sparking NEO Impressions:

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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mrkaizoku
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Post by mrkaizoku » Tue Oct 10, 2006 9:28 pm

Sun_Wukong wrote:My only problem with the game is I'm sick of fighting those damn monkeys!

Other than that I think its pretty good. I'm liking the tag team element.

The monkeys actually aren't that hard. If you charge up a regular attack you can knock them away from you. It is a very useful tactic. It works on all the unrockable characters. Makes them a whole lot easier.

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Post by Daburcor » Wed Oct 11, 2006 8:07 pm

"Sparking! NEO" is pretty awesome. In my opinion, it's the best Dragonball game yet. One of my personal favorite players is Vegeta-Baby. He's awesome, if a little slow. Anyway, I just thank God that I'm not playing the American version... God, that music sucks.

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Post by Conan the SSJ » Wed Oct 11, 2006 9:42 pm

Daburcor wrote:"Sparking! NEO" is pretty awesome. In my opinion, it's the best Dragonball game yet. One of my personal favorite players is Vegeta-Baby. He's awesome, if a little slow. Anyway, I just thank God that I'm not playing the American version... God, that music sucks.
Your opinion. If the music's the only reason you're gonna buy the Japanese release, and considering it's in some inferior midi file form to the new music that some of the members here have been praising (for the NA release), then all the power to ya'. At least with the NA release, we won't have any language barriers to worry about and still have the option for the Japanese VAs. True, we have to wait an extra month for it, but at least we'll get everything the game has to offer and get the full understanding experience that the Japanese fans are getting with their release. Heck, correct me if I'm wrong, but isn't the NA release gonna contain the Japanese music in the Japanese VA option? If so, there goes your reason for getting the Japanese release.
14 years later

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Post by Tsukento » Wed Oct 11, 2006 10:09 pm

One thing I've noticed is that the cut scenes vary, depending on what it is you're seeing. Let's take the Saiyan Saga for example. When Vegeta and Nappa arrive, the fight with the Z-Warriors and the Saibaimen is rather piss poor. It's basically using the in-game models and in-game fighting animation, as well as idle animation. So sometimes a character will be standing in a fighting position, but also doing that weird ass wobbling around game designers tend to make characters do.

But when we get to Goku fighting Vegeta, they use the in-game models but also have them do things they normally can't do in the game.

Anyone else notice how Kaio-sama's voice is hideously off? o_O;; He sounds a lot more sluggish, more elderly-like.

We all know the cut scenes could have been done better. Is it too much to ask for something very similar to Budokai 1's? :\

And for a game that boasts about how GT's a good part of the game as well as Z, they sure only seemed to include one track. And it's the same one as the last game, the recap music.
Heck, correct me if I'm wrong, but isn't the NA release gonna contain the Japanese music in the Japanese VA option?
Nope. Only applies to the voices. Not the music.
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Post by kvon » Wed Oct 11, 2006 10:43 pm

That's why Spike should use the people who worked on the first Budokai cut-scenes. Man, those animators did a splendid job on the animations and facial expressions! And plus they used a lot of different costumes, like when Vegeta got shot by Kuririn on purpose, Vegeta then has an armor with a hole in the next battle. Just think about it, if those people get to work with Sparking? NEO's character models, it would be phenomenal. And from the tone from the people who has completed this game, there sure wasn't enough custom-animated character models, huh?
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Post by Daburcor » Thu Oct 12, 2006 2:01 am

Conan the SSJ wrote:
Daburcor wrote:"Sparking! NEO" is pretty awesome. In my opinion, it's the best Dragonball game yet. One of my personal favorite players is Vegeta-Baby. He's awesome, if a little slow. Anyway, I just thank God that I'm not playing the American version... God, that music sucks.
Your opinion. If the music's the only reason you're gonna buy the Japanese release, and considering it's in some inferior midi file form to the new music that some of the members here have been praising (for the NA release), then all the power to ya'. At least with the NA release, we won't have any language barriers to worry about and still have the option for the Japanese VAs. True, we have to wait an extra month for it, but at least we'll get everything the game has to offer and get the full understanding experience that the Japanese fans are getting with their release. Heck, correct me if I'm wrong, but isn't the NA release gonna contain the Japanese music in the Japanese VA option? If so, there goes your reason for getting the Japanese release.

Yeah, I know. That's why I didn't say "God, that music sucks and everyone agrees with me because it's the one solid truth that everyone agrees on because it's a fact". Just because some of the members here have been praising the music to the American release doesn't make their opinion any more valid, or correct, than my own. If those who like it can say say so without anyone jumping on their shit, I think it's only fair that people like myself can as well. I don't like the music, I think it's sloppy, and I don't think it fits Dragonball in any way. Especially not more so than the original music... even if it is an 'inferior midi file' (<---your opinion).

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Post by Pedro The Hutt » Thu Oct 12, 2006 9:32 am

kvon wrote:That's why Spike should use the people who worked on the first Budokai cut-scenes. Man, those animators did a splendid job on the animations and facial expressions! And plus they used a lot of different costumes, like when Vegeta got shot by Kuririn on purpose, Vegeta then has an armor with a hole in the next battle. Just think about it, if those people get to work with Sparking? NEO's character models, it would be phenomenal. And from the tone from the people who has completed this game, there sure wasn't enough custom-animated character models, huh?
It's not that straightforward, sadly enough >.>;; What you're saying is: "Whoa the graphics in Sonic were awesome, those Sega folk should go and help out Nintendo with their next Mario game!"

The folks responsible for the "Budokai" series are Dimps. Sparking! is Spike. It's not like transferring graphic artists between two entirely seperated companies is straightforward like "Oi, wanna come over and help us out?". (Plus I'm sure Spike's people have a thing known as pride)

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Post by Victator Supreme » Thu Oct 12, 2006 9:42 am

Which is before the fall.

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Post by Mr.Piccolo » Thu Oct 12, 2006 11:41 am

Is there anyone here that is actually waiting for the Wii release of this game? Also, does anyone know major differences, besides controller uses, for Sparking! Neo for a Nintendo console? I remember when Budokai was re-released for the Gamecube, the colors were a lot brighter compared to the PS2 version...
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Post by Casual Matt » Thu Oct 12, 2006 12:07 pm

Pedro The Hutt wrote:
kvon wrote:That's why Spike should use the people who worked on the first Budokai cut-scenes. Man, those animators did a splendid job on the animations and facial expressions! And plus they used a lot of different costumes, like when Vegeta got shot by Kuririn on purpose, Vegeta then has an armor with a hole in the next battle. Just think about it, if those people get to work with Sparking? NEO's character models, it would be phenomenal. And from the tone from the people who has completed this game, there sure wasn't enough custom-animated character models, huh?
It's not that straightforward, sadly enough >.>;; What you're saying is: "Whoa the graphics in Sonic were awesome, those Sega folk should go and help out Nintendo with their next Mario game!"

The folks responsible for the "Budokai" series are Dimps. Sparking! is Spike. It's not like transferring graphic artists between two entirely seperated companies is straightforward like "Oi, wanna come over and help us out?". (Plus I'm sure Spike's people have a thing known as pride)
I'm still not sure why the "cutscenes" in DBZ 1, 2, and 3 got progressively worse. By the time we got to DBZ3, the cutscenes were practically acted out by cardboard cutouts.

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Post by Slickmasterfunk » Thu Oct 12, 2006 12:56 pm

I was really hoping that with Budokai 2 the cut scenes would return (with the new cel shaded graphics) and would start where Budokai 1 left off and cover the whole Buu arc. Boy, was I disappointed when I found out that I'd be playing a board game. Not that I didn't like it, it just wasn't what I was hoping for.

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Post by Conan the SSJ » Thu Oct 12, 2006 9:28 pm

The Lecherous Muten Roshi wrote:I'm still not sure why the "cutscenes" in DBZ 1, 2, and 3 got progressively worse. By the time we got to DBZ3, the cutscenes were practically acted out by cardboard cutouts.
Muten Roshi-sama, survivor of old age! The main reason above all is because Dimps had less than a year to work on the sequels, they had to do new character/stage/finishing-move designs/graphics, they had to work on improving the game engine to a significant degree (which they got damn-near perfect with Budokai 3). What worries me about BT2/NEO is that SPIKE's only had about 10 months to finish up work on the game, and they've been doing all these things such as including a jack-wad of new characters and story mode/cut-scene/dragon-universe-style story mode (along with that WWE-style tag team thing), the fighters are liable to play just as exactly the same as they did in the first Sparking!, exception being the obligatory bad-ass finishing move. Rather than attempt to improve the game engine and individualize the characters to a noticeable degree, they seem 100% obsessed with story mode development and seeing we get as many characters as humanly possible that a Ps2 can hold. I am someone that prefers quality over quantity (I.E., Budokai 3, Super DBZ).
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Post by Casual Matt » Thu Oct 12, 2006 9:39 pm

Many valid points, Conan. Though I must still interject my disgust at DBZ3's cardboard cutout cutscenes.

In any case, the cutscenes in the first Sparking were mediocre at best, but at least they were somewhat animated. Honestly, even though Spike seems to be concentrating on cramming more characters and modes, as far as I can tell, Sparking Neo seems to be a big improvement over the first, cutscenes included. Though it should be noted I haven't actually played Neo yet.

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Post by kvon » Fri Oct 13, 2006 12:37 am

Conan the SSJ wrote:
The Lecherous Muten Roshi wrote:I'm still not sure why the "cutscenes" in DBZ 1, 2, and 3 got progressively worse. By the time we got to DBZ3, the cutscenes were practically acted out by cardboard cutouts.
Muten Roshi-sama, survivor of old age! The main reason above all is because Dimps had less than a year to work on the sequels, they had to do new character/stage/finishing-move designs/graphics, they had to work on improving the game engine to a significant degree (which they got damn-near perfect with Budokai 3). What worries me about BT2/NEO is that SPIKE's only had about 10 months to finish up work on the game, and they've been doing all these things such as including a jack-wad of new characters and story mode/cut-scene/dragon-universe-style story mode (along with that WWE-style tag team thing), the fighters are liable to play just as exactly the same as they did in the first Sparking!, exception being the obligatory bad-ass finishing move. Rather than attempt to improve the game engine and individualize the characters to a noticeable degree, they seem 100% obsessed with story mode development and seeing we get as many characters as humanly possible that a Ps2 can hold. I am someone that prefers quality over quantity (I.E., Budokai 3, Super DBZ).
That's a good one, Conan! Maybe the combo system will be much smoother if they didn't boost up the Story Mode and the character roster by a large degree. I'm pretty sure you would agree with me that the characters are still way too stiff in battle, especially when getting hit in the air with their feet looking like it's on the ground, THAT's mighty stiff. You don't see that in the FIRST Budokai or the rest of the series or Super DBZ. :)
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Post by Conan the SSJ » Fri Oct 13, 2006 1:10 am

kvon wrote:That's a good one, Conan! Maybe the combo system will be much smoother if they didn't boost up the Story Mode and the character roster by a large degree. I'm pretty sure you would agree with me that the characters are still way too stiff in battle, especially when getting hit in the air with their feet looking like it's on the ground, THAT's mighty stiff. You don't see that in the FIRST Budokai or the rest of the series or Super DBZ. :)
Hell, Kev, in the first Sparking!, it looked like I was attacking an A.T. Field at some points (Evangelion term), or some invisible force-field that causes the opponent pain (it's really noticeable in Hercule's attacks and some of the active cut-scenes). And you hit the nail on the head about the stiffness, they NEVER touch the ground or for that matter show one bit of emotion on their faces (it's like the Smith/Neo battle in Matrix Revolutions). Budokai 1 and 3 on the other hand, the first with the cut-scenes and the third with the in-battle action, gave the characters believable expressions for appropriate emotions. I say to SPIKE, screw the pride and ask Dimps to CO-produce, maybe we'd get a seriously perfect game. :shock:

Question: Do we get alternate costumes/skins in NEO?
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Post by kvon » Fri Oct 13, 2006 1:21 am

Conan the SSJ wrote:Question: Do we get alternate costumes/skins in NEO?
Yes you do. Even though I haven't played the game yet, there are costumes from what the spoilers I saw. There's Piccolo with/without the cape ensemble, Kuririn with hair, Gohan with Great Saiyaman costume WITHOUT the helmet/bandana/sunglasses, or cape etc. I really appreciate Spike for adding them. And what's really cool about Goku is that through certain customizations, he would get a halo on his head!

http://www.youtube.com/watch?v=UyyVmbVK1_0

My impression so far from viewing the videos: Better than the last one...and that's all I can say for now. Wait until I get my grubby hands on that game. I'll be unleashing real impression and comments then. Sleepy...
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Post by kindertuin » Fri Oct 13, 2006 4:18 am

Really good reactment of the movie!

But no storyscene (or isn't this from the story mode?)

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Post by Maphisto86 » Fri Oct 13, 2006 11:02 am

Conan the SSJ wrote:
The Lecherous Muten Roshi wrote:I'm still not sure why the "cutscenes" in DBZ 1, 2, and 3 got progressively worse. By the time we got to DBZ3, the cutscenes were practically acted out by cardboard cutouts.
Muten Roshi-sama, survivor of old age! The main reason above all is because Dimps had less than a year to work on the sequels, they had to do new character/stage/finishing-move designs/graphics, they had to work on improving the game engine to a significant degree (which they got damn-near perfect with Budokai 3). What worries me about BT2/NEO is that SPIKE's only had about 10 months to finish up work on the game, and they've been doing all these things such as including a jack-wad of new characters and story mode/cut-scene/dragon-universe-style story mode (along with that WWE-style tag team thing), the fighters are liable to play just as exactly the same as they did in the first Sparking!, exception being the obligatory bad-ass finishing move. Rather than attempt to improve the game engine and individualize the characters to a noticeable degree, they seem 100% obsessed with story mode development and seeing we get as many characters as humanly possible that a Ps2 can hold. I am someone that prefers quality over quantity (I.E., Budokai 3, Super DBZ).
I totally agree with much of what you said Conan. I would rather see Spike spend more time developing the game and having something decent rather than just cramming as much characters as possible and tweaking the moves and storyline a bit. I'm still looking forward to this game but one of my biggest disappointments is Captain Ginyu. For the sake of not revealing spoilers I won't mention why but those who already know get my drift. :wink: :evil:

Other than that the game is looking quite good though the cutscenes need to be more like the Goku v.s. Vegeta cutscene. And what's this I hear of Bardock showing up on Namek during the original storyline? That can't be right! :shock: In the trailers it had him fighting on Planet Vegeta ( or whatever that map is... I still think it's New Vegeta or supposed to be Planet Freeza 79 based on the alien architecture in the background) so I dunno if they substitute Namek then that's another dissappointment. *sigh* Spike and Atari need a panel of nacho crunching Dragonball fans on development to make sure we get a decent game.

There is also still a lot missing... Not all the costumes are in-game (though that's the last thing on their mind it is nice to see the characters look right in the specific saga). In the next game I hope they do add the missing characters such as King Piccolo (Piccolo Daimao) and other Dragonball characters like kid Kuririn and some more of the henchmen like Neizu, Doore, Pui Pui, etc.

Still Iv'e been waiting like a true fanboy for so long I might as well get it despite some of the new developments being just as disappointing as others are encouraging :roll: :lol: .

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Post by The Tori-bot » Fri Oct 13, 2006 11:26 am

kindertuin wrote:
Really good reactment of the movie!

But no storyscene (or isn't this from the story mode?)
I agree. And it's even more like the movie than you think! "Saikyo no Fusion" plays in the background! w00t! :D

It probably is from the story mode, but the video just skipped the cut-scene.

Either that, or we get halo Goku! :D

Look what I can do: 8)

Try it. I dare ya.

EDIT: Vegeta has a halo too, wow.

Paikuhan, yay!
Last edited by The Tori-bot on Fri Oct 13, 2006 12:02 pm, edited 2 times in total.
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Post by kvon » Fri Oct 13, 2006 11:45 am

The Tori-bot wrote:
Look what I can do: 8)

Try it. I dare ya.
8)

But you know what? The videos I've seen with Fusion Reborn story is that the fights take place on Kami's Palace, instead of the first game's Room of Spirit and Time. Goku doesn't get a Halo during the fight in the story mode, but we see him with a halo in the cut-scene. As for the video I posted, it was a normal versus match intended to reenact the story through manipulation of the Z-Items, which results in Goku wearing a Halo. The same goes for the Majin Buu cut-scenes. No Halo in battle, but Halo exists in cut-scenes. The Halo looks crappy though, being it resembled a cardboard-cut squarish Halo. Budokai 3's Halo owns Sparking! NEO's!!!
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