Raging Blast 3 never made because of pride?
- Flame Dragon
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Raging Blast 3 never made because of pride?
Do you think Raging Blast 3/Budokai Tenkaichi 4 from Nostal will never be even considered because of Namco Bandai's pride?
I fear that just because it was an idea from a fan, that it will never be taken seriously.
1) Namco Bandai could think that if they actually make the game, people could start to demand more games to be made following fan ideas, making fans more demanding.
2) In case the game fails or if the game isn't made totally like Nostal envisioned, then the fans backlash could be a real pain in NBandai butt.
3) Maybe NBandai fears that making this game would remove some power from their hands, and therefore they would be less free in the future when programming new games.
4) Or maybe it's just a more... basic thing like Pride. "If it's not my idea, then it's NOT A GOOD IDEA" kind of thing.
Nostal project looks pretty good and he put good effort into it, but i still have a feeling that Pride will be a determining factor for this game birth.
Give your reasons for why NBandai would not make this game.
I fear that just because it was an idea from a fan, that it will never be taken seriously.
1) Namco Bandai could think that if they actually make the game, people could start to demand more games to be made following fan ideas, making fans more demanding.
2) In case the game fails or if the game isn't made totally like Nostal envisioned, then the fans backlash could be a real pain in NBandai butt.
3) Maybe NBandai fears that making this game would remove some power from their hands, and therefore they would be less free in the future when programming new games.
4) Or maybe it's just a more... basic thing like Pride. "If it's not my idea, then it's NOT A GOOD IDEA" kind of thing.
Nostal project looks pretty good and he put good effort into it, but i still have a feeling that Pride will be a determining factor for this game birth.
Give your reasons for why NBandai would not make this game.
- dbboxkaifan
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Re: Raging Blast 3 never made because of pride?
Look at the sales, the games that Spike made and that they no longer work for Namco Bandai's Dragon Ball home console games.
We can't say if Spike is the dev behind J-Stars Victory Vs. and Dragon Ball: Zenkai Battle Royale until there is solid evidence, because they look too good and Spike usually makes mediocre addictive games.
We can't say if Spike is the dev behind J-Stars Victory Vs. and Dragon Ball: Zenkai Battle Royale until there is solid evidence, because they look too good and Spike usually makes mediocre addictive games.
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Re: Raging Blast 3 never made because of pride?
Pretty sure Spike Chunsoft is behind J Stars. It was established pages back. Also, I can see the "Spikeness" in the DBZ models, they look like raging blast models with a new paint job, and no cel shade. And the simple mouth animations are a dead give away. Spike is the best at giving mouth movements no life.dbboxkaifan wrote:Look at the sales, the games that Spike made and that they no longer work for Namco Bandai's Dragon Ball home console games.
We can't say if Spike is the dev behind J-Stars Victory Vs. and Dragon Ball: Zenkai Battle Royale until there is solid evidence, because they look too good and Spike usually makes mediocre addictive games.
Either way, this game is gonna be amazing. Just gotta wait for a good walkthrough before I try and figure things out myself.
Re: Raging Blast 3 never made because of pride?
There's a big chance Spike's behind or at least involved with Zenkai Battle Royale and this shows that they made J-Stars.dbboxkaifan wrote:Look at the sales, the games that Spike made and that they no longer work for Namco Bandai's Dragon Ball home console games.
We can't say if Spike is the dev behind J-Stars Victory Vs. and Dragon Ball: Zenkai Battle Royale until there is solid evidence, because they look too good and Spike usually makes mediocre addictive games.
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Re: Raging Blast 3 never made because of pride?
RB3 was never got made because RB2 did poorly and Namco Bandai wanted to ditch the RB name after 2010. If they ever use his any of ideas in full form then they would use a different title in hope to sell more copies then RB2 did. I feel like his ideas are awesome, but might not translate 100% on screen.
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Re: Raging Blast 3 never made because of pride?
I'm aware of this but they could have been the ones who made the AR app for the Vita and nothing else, but we'll know for sure once JSVS is released.Shinnin wrote:There's a big chance Spike's behind or at least involved with Zenkai Battle Royale and this shows that they made J-Stars.
I really wanna pre-order JSVS but I'm gonna wait for some kind of a price drop on eBay or w/e.
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Re: Raging Blast 3 never made because of pride?
no raging blast 3 means no game sales wich with evry game since bt3 has been less and less
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- Flame Dragon
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Re: Raging Blast 3 never made because of pride?
I used the Raging Blast 3 title just for discussion purposes, but any title would do for the game.Hellspawn28 wrote:RB3 was never got made because RB2 did poorly and Namco Bandai wanted to ditch the RB name after 2010. If they ever use his any of ideas in full form then they would use a different title in hope to sell more copies then RB2 did. I feel like his ideas are awesome, but might not translate 100% on screen.
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Re: Raging Blast 3 never made because of pride?
There's a bit of corporate pride at play, but I don't think they're entirely dismissive of his ideas - they're just not willing to outright make his game.
Didn't they incorporate a number of his ideas into Battle of Z? Such as giant boss fights and some of the multi-combat brawl aspects?
Didn't they incorporate a number of his ideas into Battle of Z? Such as giant boss fights and some of the multi-combat brawl aspects?
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Re: Raging Blast 3 never made because of pride?
I'm quite sure that both Zenkai and Jstars are from Spike. If not, they are certainly using their assets and engine.
I personally don't agree with Nostal views on Raging Blast 3. He's looking more for presentation than gameplay. Both Raging Blast 2 and Sparking Meteor are good games, but also have several problems that should be fixed. There are a lot of rushes that should transform into personal strings of attacks. Raging Blast did this for some attacks, but the implementation was just too simple. If they did this right, characters would be more different. For instance let's think about the Meteor Combination:
Elbow, 8 kicks (I think), one strong punch in the gut, goes up, shoots a Kamehameha. That should be translated (using Sparking Meteor control scheme because I don't like using the analog for special attacks): (rush Connects), Triangle (strong attack), Square 8 times (weak attacks), Triangle (strong attack), R1 (going up), L2+Triangle (use kamehameha). Using that as a basis, they could tweak things to make it even more complex. They could make the player decide how many kicks to do, so maybe they could use 2 kicks and go directly to the gut punch. They could also add possible delays for some attacks, making the kamehameha chargeable, and things like that. They could add alternate endings to some attacks like for instance using Super 13 Tenkaichi 3 end and Raging Blast end for his ultimate (one is a blast when the character is on the ground, and the other is a deadly Bomber).
Also another good addition would be stances for some characters. For instance think about Freeza not using his hands, or when Piccolo crossed his arms agains dorodabo in the Slug movie. Freeza would become more or less a kick and tail only user, whereas Piccoo would enter a defensive stance where he could do counters to attacks.
Also some attacks should have inputs added to them. Shin Budokai did this. For instance, Krilin's spreadshot could work as a normal blast until you press a button and then it goes up and divides itself in several blasts.
Also raging blast defense should be tweaked as well. I agree with Nostal in how complex RB2 defense system can be. If they are going for the manual evading of attacks instead of sonic sway from Sparking Meteor, I think the way Budokai did that was better, something like circle for blocking, quick press of circle to evade, and R1 for teleportation (if you push it at the right moment). This would work quite well instead of 2 button presses to acomplish the same things.
I personally don't agree with Nostal views on Raging Blast 3. He's looking more for presentation than gameplay. Both Raging Blast 2 and Sparking Meteor are good games, but also have several problems that should be fixed. There are a lot of rushes that should transform into personal strings of attacks. Raging Blast did this for some attacks, but the implementation was just too simple. If they did this right, characters would be more different. For instance let's think about the Meteor Combination:
Elbow, 8 kicks (I think), one strong punch in the gut, goes up, shoots a Kamehameha. That should be translated (using Sparking Meteor control scheme because I don't like using the analog for special attacks): (rush Connects), Triangle (strong attack), Square 8 times (weak attacks), Triangle (strong attack), R1 (going up), L2+Triangle (use kamehameha). Using that as a basis, they could tweak things to make it even more complex. They could make the player decide how many kicks to do, so maybe they could use 2 kicks and go directly to the gut punch. They could also add possible delays for some attacks, making the kamehameha chargeable, and things like that. They could add alternate endings to some attacks like for instance using Super 13 Tenkaichi 3 end and Raging Blast end for his ultimate (one is a blast when the character is on the ground, and the other is a deadly Bomber).
Also another good addition would be stances for some characters. For instance think about Freeza not using his hands, or when Piccolo crossed his arms agains dorodabo in the Slug movie. Freeza would become more or less a kick and tail only user, whereas Piccoo would enter a defensive stance where he could do counters to attacks.
Also some attacks should have inputs added to them. Shin Budokai did this. For instance, Krilin's spreadshot could work as a normal blast until you press a button and then it goes up and divides itself in several blasts.
Also raging blast defense should be tweaked as well. I agree with Nostal in how complex RB2 defense system can be. If they are going for the manual evading of attacks instead of sonic sway from Sparking Meteor, I think the way Budokai did that was better, something like circle for blocking, quick press of circle to evade, and R1 for teleportation (if you push it at the right moment). This would work quite well instead of 2 button presses to acomplish the same things.
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Re: Raging Blast 3 never made because of pride?
Companies from what I've seen don't like using other people ideas if they don't work in their company. Otherwise they would have to pay them and give them credit for the idea. I remember before KH2 and FF12 came out, I e-mail Squarenix and they told me a similar thing that they rather use ideas from people that work them then from a outsider.
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Re: Raging Blast 3 never made because of pride?
You know, for all the flak they get nowadays, Capcom used to be pretty open minded about this sort of thing back in the day. I'm a big fan of the Megaman series, and lots of the characters from that are from contests Capcom set up for fans to add their own creations to the games. Sure, it's not the same as adding in player-designed gameplay elements, but it was a nice bone to throw to fans who get involved in their contests.Hellspawn28 wrote:Companies from what I've seen don't like using other people ideas if they don't work in their company. Otherwise they would have to pay them and give them credit for the idea. I remember before KH2 and FF12 came out, I e-mail Squarenix and they told me a similar thing that they rather use ideas from people that work them then from a outsider.
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Re: Raging Blast 3 never made because of pride?
They deserve the hate they are getting though. Because of their greed, they dropped or changed a lot of fan favourite series beyond recognition.Kamiccolo9 wrote:You know, for all the flak they get nowadays, Capcom used to be pretty open minded about this sort of thing back in the day. I'm a big fan of the Megaman series, and lots of the characters from that are from contests Capcom set up for fans to add their own creations to the games. Sure, it's not the same as adding in player-designed gameplay elements, but it was a nice bone to throw to fans who get involved in their contests.Hellspawn28 wrote:Companies from what I've seen don't like using other people ideas if they don't work in their company. Otherwise they would have to pay them and give them credit for the idea. I remember before KH2 and FF12 came out, I e-mail Squarenix and they told me a similar thing that they rather use ideas from people that work them then from a outsider.
1) Megaman is almost gone except for Smash Bros. 4
2) Resident Evil is now unrecognizable from its original PS1 trilogy looking more like a bad Gears of War with zombies with guns
3) Devil May Cry reboot was pretty much unneeded and tried to make a game that was already critically acclaimed by fans into a streamlined cash whore franchise, not to mention the countless insults the developer Tameem launched to fans for not liking his crappy Dante design (which looks suspiciously like him) which should not happen in a PR enviroment.
4) Cancelled Megaman Legends 3 and blamed the fans for it.
5) All the dick moves with the Street Fighter and Marvel VS. Capcom franchises, creating new versions of the game to make people buy the same game again instead of using patches and DLC like... you know normal developers.
6) All the disk locked content that was found in the games that was later used as DLC, another dick move, locking content from the original release to get more money.
And because of their greed they are now on the verge of death, not to mention they lost all their best developers because of their greed and assholery.
1) Megaman developer left the company because he kept getting treated like dirt, he wrote a timeline for the Megaman series and was forced to rewrite the whole thing because Capcom kept making Megaman X games behind his back for more easy money (Megaman X5 was supposed to be the ending, and if you play it was obviously the final game), that's why Megaman X6 is a broken mess of game, terrible and now the story is full of plotholes. Also he wanted to make a different story for Megaman Zero (Real X instead of Copy X as the villain) but he was opposed by Capcom. And then last dick move, every project he made kept getting defunded and cancelled, with Megaman Legends 3 being the last straw. Now he made his own company and his own game is getting developed, Mighty No. 9
2) Devil May Cry developer left, don't remember why though.
3) Resident Evil developer left because he didn't want the deal with Nintendo to be broken and for Resident Evil 4 to be released everywhere to milk it.
Honestly, as much as i used to love them, i just can't sympathize with them after all these dick moves, they even ruined the Resident Evil franchise which i loved to death.



