DragonBall: Raging Blast (PS3/360)

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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Rory
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Post by Rory » Wed Oct 28, 2009 8:01 pm

Amigo Ten wrote:Tutorial #9: http://www.youtube.com/watch?v=0kgfPRES2QY

And the character list updated with Vegetto, Gogeta, Gotenks, and SS3 Vegeta.
Daym, after the Nappa section, that video got pretty damn good.. Damnit Raging Blast, quit fucking with my interest!
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goku the krump dancer wrote:
Rory wrote: How many times do I have to say "Burst Limit" in this thread before people start calling me a fanboy?
Besides graphics Burst Limit was sub-par.
Why besides graphics ? The character design was horrible, the animation in the cut scenes were the same for all the characters, and my eyes are still burning because of the shiny effects. Overall, it looked nothing like the anime.

But the backgrounds were nice.
The character designs were brilliant,you may be right, it looked a bit different from a 1980's cartoon (it looked better). The graphics in Burst Limit were fantastic, everything looked so sharp, and so refined, you can tell true effort was put in to make the character models look the part, the colours vibrant and dynamic, and the animations fluid and powerful. As for the "shiny effects"... what?
You're probably right about the cutscenes though, they all kinda' sucked.

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Post by Shenron » Thu Oct 29, 2009 1:05 pm

As for the "shiny effects"... what?
This : http://image.jeuxvideo.com/images/x3/d/b/dbzbx3371.jpg
Looks like the characters are made of aluminium.

But sometimes it was nice :
http://www.jeuxvideo.com/images/x3/d/b/dbzbx3180.jpg

As for the chara-design, I won't budge.
This is not pretty.

But maybe am I too demanding.
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Rory
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Post by Rory » Thu Oct 29, 2009 6:07 pm

Shenron wrote:
As for the "shiny effects"... what?
This : http://image.jeuxvideo.com/images/x3/d/b/dbzbx3371.jpg
Looks like the characters are made of aluminium.

But sometimes it was nice :
http://www.jeuxvideo.com/images/x3/d/b/dbzbx3180.jpg

As for the chara-design, I won't budge.
This is not pretty.

But maybe am I too demanding.
Guess we're on different pages, 'cause eveerything there looks gorgeous to me.

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Post by Innagadadavida » Thu Oct 29, 2009 6:09 pm

I think Burst Limit and Raging Blast look equally good. They both have strengths and weaknesses, but overall they look remarkably similar. More similar than Budokai and Sparkings characters looked.

Just from what I've played from the demo, though. I already prefer Burst Limit. If only because of how polished that game was. Raging Blast was a rush job if I've ever seen one.

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Post by goku the krump dancer » Thu Oct 29, 2009 9:11 pm

Since all the finishers have an impact scene(some being different from the rest) I wonder if final explosion will have one or if super ghost kamikaze attack will have one? Oh and since Ultimate Gohan is not in the game I wonder how they will go about Super Buu absorbing him?
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Post by Amigo Ten » Thu Oct 29, 2009 9:14 pm

goku the krump dancer wrote:Since all the finishers have an impact scene(some being different from the rest) I wonder if final explosion will have one or if super ghost kamikaze attack will have one? Oh and since Ultimate Gohan is not in the game I wonder how they will go about Super Buu absorbing him?
There was a video showing this somewhere, I think they just used Goku's model and only showed him from the neck down.

EDIT: Ah, here it is.

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

Looks really cheap.

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Post by Hellspawn28 » Thu Oct 29, 2009 9:43 pm

That does look cheap but Imperfect Cell's attack on SSj Goku did look awesome though IMO.
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Post by Kaboom » Thu Oct 29, 2009 11:00 pm

So for all we know, Buu's actually absorbing Goku, and we've got ourselves ANOTHER What-If character? :D
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Post by Hellspawn28 » Thu Oct 29, 2009 11:28 pm

So how the hell is that going to work? Are they going to make Vegito a fusion of Gohan and Vegeta now?
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Post by Taku128 » Fri Oct 30, 2009 12:54 am

SSj Kaboom wrote:So for all we know, Buu's actually absorbing Goku, and we've got ourselves ANOTHER What-If character? :D
No, it's pretty obvious they just didn't want to make an "Ultimate" Gohan model. Why else wouldn't they show the head?
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Post by Rocketman » Fri Oct 30, 2009 1:06 am

SSj Kaboom wrote:So for all we know, Buu's actually absorbing Goku, and we've got ourselves ANOTHER What-If character? :D
...he wouldn't look any different, though.

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Post by Cold Skin » Fri Oct 30, 2009 5:32 am

It's cool that they really cared about detailling the evil guys transformations, respectfully of how it's presented in the manga.
This helps to feel part of that universe.

Right now I have nothing to complain about seeing all those videos, I think the flaws I'll find will be when I'll have the controller in hand, since it's obvious - judging by all the comments - that it's clumsier than before, but that's the kind of thing I can handle!

The graphics are not worse than Burst Limit, just different to me. Burst Limit was trying to enhance the original design into a new design! Most impressive in some parts, horrible in others (Vegeta becoming Super Vegeta was an awful cutscene to me). The design was unequal between characters: Super Saiyan Gohan was way better than the original while Super Saiyan Vegeta lacked any charisma compared to the designs we're used to. This ones tries to stick to the original, not to improve it, and seems to do it quite well. There'll be no surprise, but I guess the render will be pretty close to what we see on paper/TV. The comparison between the "Goku VS Vegeta" shots from BT3 and RB show how it's much better and now kinda perfect in that "carbon copy" sense: all that there was to add was more polygons to "roundify" the edges on shoulders and such: on these pictures, Yi Shenron has obvious sharp edges while Nappa's armor "twists" well without too much geometrical effect. But again, I haven't seen the game running unlike many of you, so I may find the graphics less impressive when I actually see them on my HDTV, I admit that.

The places are finally immersive (with now decent sizes for the rocks, the building and all...) and that is a big deal for the BT series (can't wait to play in the city cause it seems much more impressive now with all those tall buildings). Now it'll make sense to fly very high up just so that you can see around when you're surrounded by very tall rocks and buildings.

But it all also depends on what the story mode is like, since it's the most important mode to me in any Dragon Ball game. Lots of battles, strong scenaristic presence and a decent number of what-if would make enough distraction for a while. It has to be quite long to complete, and appealing in its presentation of the scenario.

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Post by Big Momma » Fri Oct 30, 2009 7:08 pm

Is there any proof that there will be no Ultimate Gohan?
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Post by JulieYBM » Fri Oct 30, 2009 7:22 pm

Big Momma wrote:Is there any proof that there will be no Ultimate Gohan?
Pretty much the fact that when Super Boo becomes Boohan...you don't see Gohan's head when the Boo-Goo leaps onto him.
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Post by Big Momma » Fri Oct 30, 2009 7:25 pm

http://b.bngi-channel.jp/db_ragingblast/chara.html

The transformation isn't listed on his character thing, either.

Who would that last square be?
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Post by Amigo Ten » Fri Oct 30, 2009 7:49 pm

Bardock on the hero side. Nappa, Raditz, Zarbon and Dodoria on the villain side.

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Post by Kaboom » Fri Oct 30, 2009 8:11 pm

Rocketman wrote:...he wouldn't look any different, though.
But he'd ACT different. He'd be just a little less incompetent.
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Post by MajinVejitaXV » Fri Oct 30, 2009 8:50 pm

This is just me here, but having played both Burst Limit and this demo on my television and seen them in motion, I thought Burst Limit looked great (you can tell me "it looks nothing like the anime," but personally I could point to the artwork on the Kanzenban covers and say it looks nothing like the actual manga volumes in a similar vein) whereas this game is fairly underwhelming.

Graphically I don't see anything that jumps out at me, and it really looks just like Sparking METEOR with a resolution bump and some slight enhancements. And the controls just feel awkward as hell. With the kind of hardware we're dealing with, this title should easily be able to have fast-paced battles...but they just feel sluggish to me.

Not to say Burst Limit was great. It was pretty, but much like Budokai 1 it needed a lot of lift and polish.

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Post by SparkyPantsMcGee » Fri Oct 30, 2009 10:17 pm

When you play the demo for the first time the controls are awkward but after a few times you get the hang of things and it feels natural.


I wanted something to the affect of Burst Limit 2 but honestly this game will still be a lot of fun.
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Post by Li'l Lemmy » Fri Oct 30, 2009 11:11 pm

It's missing a bit of graphical oomph. Ordinarily I'd put graphics on a secondary judgment, but considering that this is supposed to be the Sparking! series' first foray into next gen, it should show us something in that regard the way Burst Limit did for the companion Budokai series.

The controls are tricky to pick up and play, albeit nothing I can't get used to. But those of us who put a lot of hours into METEOR! will probably be thrown for a loop the way I was initially.

In general, my reaction to this latest incarnation is mixed. On the one hand, it's certainly the most complex and in-depth way to play DragonBall yet, while on the other it simply isn't enough of either to justify itself or its connection to the series. Given the current generation of consoles and what they've demonstrated themselves to be capable of, I would expect to be able to do a lot more in games like Burst Limit and Raging Blast than play warmed-over versions of their forebears. I mean, Christ; I can't even direct a Kamehame-Ha to follow my opponent, for crying out loud. There's so much more a game could and should do to make the experience more authentic that just . . . well, hasn't shown up in any DragonBall game to date, and at this rate I don't expect a truly authentic experience to happen anytime soon.

I'll buy it because I still play METEOR! competitively nearly three years later and want to see how the new game stacks up. But there's got to be something more to DragonBall games than charge ki, special attack, run away, repeat.


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