"Sparking! NEO" (PS2/Wii)

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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desirecampbell
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Post by desirecampbell » Fri Apr 21, 2006 1:57 pm

Maybe he means "I hope they use the transformations in B1-3 where they didn't fuck them up."?

I dunno, B1-3's tramsformations were the best ever.

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Post by Rocketman » Fri Apr 21, 2006 2:37 pm

Deus ex Machina wrote:Er...and what exactly was so "fucked up" about the transformations in Budokai 3?
Having to use four spaces out of seven to use SSj3.

Having to use all seven and hypermode for a 20-second fusion.

Generic "Potential" capsule that everybody gets is better than Super Saiyan 2.

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Post by desirecampbell » Fri Apr 21, 2006 2:49 pm

Rocketman wrote:
Deus ex Machina wrote:Er...and what exactly was so "fucked up" about the transformations in Budokai 3?
Having to use four spaces out of seven to use SSj3.

Having to use all seven and hypermode for a 20-second fusion.

Generic "Potential" capsule that everybody gets is better than Super Saiyan 2.
Oh, well, THAT part, yeah. Those are arbitrary limits put in place to 'balance out' the game. There are two types of gamers (for sake of argument) RPGers and Fighters. Fighters want every character to be jst as strong as every other character. They want the winner to be the person who has more 'skill'. RPGers want to be able to benifit from length of play. They want to see differences in power from different characters, making some characters better in every way. RPGers want to be able to raise a weak character to a strong one.
This breaks down to Fighters wanting 'balance' and RPGers wanting 'realism'.
In a racing game it would be 'fair' but 'unrealistic' for every car to be balanced in terms of acceleration, top speed, and handling.
In a sports game it would be 'fair' but 'unrealistic' for every team to be balanced in terms of offencive play, defencive play, and goaltending.
In a first-person-shooter it would be 'fair' but 'unrealistic' for every player to be just as fast and healthy and have access to the same (or at least a balanced array) of weapons.
And in a fighting game it would be 'fair' but 'unrealistic' for every fighter to be balanced in terms of strength, speed, and health.

I'm an RPGer. I want Goku to go SSj and kick the shit out of regular Goku. Fighters don't want that, they see it as unfair.

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Post by ngnikolaos » Fri Apr 21, 2006 3:38 pm

I agree with everything you say.

Balance doesn't have to be "same in everything". A balanced character roster means that you could have a very slow but very strong Brolly against a very fast, but weak #17, for example. That's "Street Fighter 2 balance", a term I use to name a fighting game were the characters have their ups and downs.

For the sake of variety, balance is the way to go.

Unfortunately, in the DBZ show, there haven't been any balanced matches. A character was either stronger, faster and had better techniques than another character. In DBZ, you're either better (in everything), or worse.

So, in the end, a "balanced" DBZ game with "Street Fighter 2 balance", is ironically, unrealistic as a DBZ fighter.

But I do miss the variety of SF2 every time I play Budokai 3. Either I play as Yamcha, Gero, Raditz, or Cell, it's exactly the same thing.
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Post by DBZ MAN » Fri Apr 21, 2006 3:43 pm

This is why I want them to use the power up sequence to increase the artibutes of your character instead of refreshing the Ki guage.
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Post by desirecampbell » Fri Apr 21, 2006 3:49 pm

I'd like to see a Sparking! like game where you can choose any character (or create one maybe? I can hope) and start them out as 22 Budokai level strength and let them fight and train to get stronger. So you can have Krillin kick SSj4 Goku's ass - but you've got to work for it.

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Post by ngnikolaos » Fri Apr 21, 2006 4:01 pm

So basically, you just want Dragon Arena for Sparking!, right?
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Post by Deus ex Machina » Fri Apr 21, 2006 7:37 pm

Rocketman wrote:
Deus ex Machina wrote:Er...and what exactly was so "fucked up" about the transformations in Budokai 3?
Having to use four spaces out of seven to use SSj3.

Having to use all seven and hypermode for a 20-second fusion.

Generic "Potential" capsule that everybody gets is better than Super Saiyan 2.
Ahh...Now I see your point. Unfortunately you know and I know that this is a little inconsistency that's never goin to get "fixed" by Atari, because like ngnikolaos said they want the game to be balanced, where as the show wasn't in any sense of the word.

But you still have to admit that it's slowly been getting better; the addition of base line ki for example was a very welcome addition, since trying to transform to and maintain SSJ3 in Budokai 2 was an exercise in futility.

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Post by majinrod153 » Fri Apr 21, 2006 9:56 pm

Hey I found some more info from IGN. http://revolution.ign.com/articles/702/702804p1.html

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Post by desirecampbell » Fri Apr 21, 2006 9:57 pm

majinrod153 wrote:Hey I found some more info from IGN. http://revolution.ign.com/articles/702/702804p1.html
Sweet bovine juice of justice! No imports for me!

Saya there are more screens, but no link :(

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Post by majinrod153 » Fri Apr 21, 2006 10:00 pm

I think that they are still loading images on the site, so they will probably be there later. I also saw TAG-TEAM BATTLES!!!

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Post by Rocketman » Fri Apr 21, 2006 10:01 pm

Deus ex Machina wrote:
Rocketman wrote:
Deus ex Machina wrote:Er...and what exactly was so "fucked up" about the transformations in Budokai 3?
Having to use four spaces out of seven to use SSj3.

Having to use all seven and hypermode for a 20-second fusion.

Generic "Potential" capsule that everybody gets is better than Super Saiyan 2.
Ahh...Now I see your point. Unfortunately you know and I know that this is a little inconsistency that's never goin to get "fixed" by Atari, because like ngnikolaos said they want the game to be balanced, where as the show wasn't in any sense of the word.

But you still have to admit that it's slowly been getting better; the addition of base line ki for example was a very welcome addition, since trying to transform to and maintain SSJ3 in Budokai 2 was an exercise in futility.
True, baseline ki was a good step.

But I'd rather have separate transformations than have Goku get weaker by going SSj3.

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Post by majinrod153 » Fri Apr 21, 2006 10:28 pm


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Post by kvon » Sat Apr 22, 2006 12:43 am

Check this: http://media.ps2.ign.com/media/824/8240 ... 39546.html

Does anybody besides me think that the blurred background would probably be indicating super-speed? I would be psyched if they have the super-speed mechanic because I complained so much about last game's dragon dash being slower than expected.
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Post by Chaos Saiyajin » Sat Apr 22, 2006 1:06 am

:D #13 and Super 13!

:o This is better than being mentioned in Podcasts episodes 2 and 3!

I cannot wait! By the way...

Is anyone else planning on buying this for both the Revolution and PS2?
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Post by ngnikolaos » Sat Apr 22, 2006 1:29 am

Hmm... I don't think I'll buy the Revolution. Changes frighten me :D I guess I'll only buy the PS2 version (and if I hear the same Sparking! complaints again - very hard CPU AI, fluid-less animation, survive battles- I won't buy that version as well).

My two cents for the three new pics.

The environments look really vast now (especially in the picture with Goku charging at Lord Slug), but they also seem to lack destructive objects. Of course, it seemed to be the 'plains' stage, but even so, the stage seemed to lack a place to hide, or punch your opponent to.

Perhaps knock-away attacks will now result in a Budokai3-like cinematics, where the opponent crashes into a mountain, then flies back to you or something.

The graphics look nice, but then again, they looked just like that in the first game. The environments however, look beautiful. The plains stage is already in my faves
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Post by Tsukento » Sat Apr 22, 2006 1:06 pm

Hm. Who else wonders at the possibility of Japanese movie music being used in the Japanese version? :x If they did that, it'd give me more reason to import it (JP voices only, getting it early, and cover art that doesn't suck are my current reasons).

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Post by ngnikolaos » Sat Apr 22, 2006 1:33 pm

Music aside, I find the rest of the reasons you want the import non-valid (no offence, just my opinion). A cover isn't worth a foreign language manual, and the release date will probably be a week or two different between US, European and Japanese versions.
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Post by Steven Perry » Sat Apr 22, 2006 3:11 pm

majinrod153 wrote:The images are in the PS2 section. http://media.ps2.ign.com/media/824/824079/imgs_1.html
This is it. This is what we've been waiting for. Oh my god. OH MY GOD!

J-Just look at the landscape! This is too good to be true... The graphics are sharp and defined.... This is truly a monumental event! I think I'm going to hibernate until it comes out(again); I just can't wait! Forget ol' Tenkaichi!

Is it on the PS3? Looks like it! I just hope that there isn't a stupid map on the right; I want to sneak around! It'd also be great if they could use Geo-Mod technology from Red Faction. Yeah... In my dreams.

I'm not the kind of guy who swears, but after hearing this...
IGN wrote:Expanding on the first Tenkaichi in just about every way possible, Dragon Ball Z: Budokai Tenkaichi 2 combines action, fighting and role-playing game elements into a storyline that spans the entire Dragon Ball Z and Dragon Ball GT series.
Holy s***t! It seems as if they took a trip to Daizex's forums!

To make things worse...
IGN wrote:An assortment of mini-games and tag-team fights expand upon the main story mode, and the ability to post customized character codes on the Internet hints at immense re playability!
Now, I'm going to have a heart attack. It's been nice knowing you.
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Post by Nyoibo » Sat Apr 22, 2006 4:00 pm

Is it on the PS3? Looks like it!
It's on PS2 & Revolution just like the scans say. And that's IGN's PS2 section...

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