Dragonball Z Budokai HD Collection Review
- Posted November 19th, 2012 at 19:54 EDT by Timothy Nunes
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The Dragonball Z Budokai series put the combat of the anime into the hands of fans last generation, but this collection shows that the simplicity within that fan-fared series will only be enjoyed by fans and deter new players from starting.
- Re-enacts moments from the series very accurately
- Capsule ability system is admirable
- Very inconsistent throughout
- Intended only for nostalgia's sake
- Lacks any intended depth
Nostalgia is a tricky mistress, and it tends to play games with our perceptions. Much like "fanboydom," reminiscing on past experiences tends to show us something that we aren't seeing clearly, such as a generally weak plot in Call of Duty or a convoluted one in Metal Gear Solid. Nonetheless, weaknesses like that can be forgiven if the game itself brings a little something to everyone who plays it. CoD, for example, gives gamers a simple but masterful experience in gameplay that's mimicked by nearly every other shooter out there, while MGS sports a storyline that any storyteller would envy writing. Such is not the case in regards to the Dragonball Z HD Collection. It has its perks, and it's a welcome addition to the collection of any avid gamer, but it requires a little warning first.
This collection, unlike so many before it, only includes two titles out of the three Budokai titles that were released on the PlayStation 2. Before I get into that, however, the games that are included need to be assessed.
The first Budokai covers the time in Dragonball Z lore when Raditz, Goku's saiyan brother, arrives on Earth touting the capture of the planet; and the lore ends with the conclusion to the fight between Goku and Frieza on the planet Namek. What's frustrating about the plot delivery within the game is that it's regurgitated in such a way that only fans of the series would know what's really going on. Little nuances and quirks about each character are given a moment of presentation, where the anime had given them ample time to develop. Thus, the game shoots itself in the foot and presents itself like an inside joke that only those involved will understand.
The third Budokai game changes in many ways from the first title, and the most gleaming change is the artistic direction. Characters that were once rendered 3D representations of each character become cel-shaded and appear more in an anime-esque fashion. This change is more than welcome, since the bright and almost overbearing abilities that characters use in DBZ appear more like flying energy would, if there was such a thing. Motions and animations are beautiful too, as movement feels dynamic and intense without really trying too hard or doing too much. The story is also navigated in a global free roam. This allows for players to search the world for the Dragon Balls to get a wish from the dragon Shenron at the end of each character's story. The free roam aspect of this game isn't detailed at all, so figuring it out either requires prior knowledge, trial and error, or a quick Google search.
Both games essentially revolve around the same combat mechanics with only a few enhancements along the way. Players each have seven bars of Ki, or energy, and that energy can be used for series-stapled abilities like the Kamehameha, Spirit Bomb, or Final Flash. There are even more powerful forms that can be activated mid-combat for more damage, but they require a constant use of energy. Energy is returned by executing physical attacks on opponents or "powering up," where the character crouches and channels its energy. Abilities are also applied the same way across both titles. Completing events and defeating enemies often yields capsules, yet another example of unexplained references to the series, that can be equipped to use in battle. This aspect of the game is the strongest, since it makes the player decide what's important to take into each fight; some capsules require other capsules to be equipped, so being more powerful often compensates defensive abilities. Ultimately, the way that players can manipulate capsules is a great way for a player's play style to shine without having to spend an exuberant amount of time in the game.
When I played this game as a kid, I was able to pick it up and do very well. I never knew why it felt so natural to me then, but the evidence was there the whole time. Most fighters feature combat that can be executed easily, but the strengths of many of those fighters is in the sheer visual complexity of executing those simple commands. The combat in Budokai is simple, much like most fighters, but nothing ever becomes complicated or engrossing about it. Blocking stops all basic ... (continued on next page)
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