As I sit here late into the night, my brain formulates an interesting
thought. Who hasn’t heard of Dragonball Z by now? Whether you are at
home channel surfing or walking by a group of hyperactive children on
the streets, the topic is bound to have come up. What is it about this
phenomenon that has made it so popular? Could it be the engaging
characters, deep storyline, or emotionally driven concept? Nope.
Primarily because all three of these subjects are virtually nonexistent
within it. No, it is the incredibly drawn out but fun action sequences
between stupidly powerful beings. Punches that can crush boulders,
speed that surpasses sound, and powers that can send an adversary to
hell and back. On paper it all sounds so good and it had the potential
to be a combat series anyone could affectionately care for.
It's a shame that Atari doesn't care nearly as much.
Time after time, these poor fanatics are always left more and more
disappointed by each released title. From numerous glitches to sloppy
execution, each game that has ever carried this name has been a letdown
in some manner. That is until last year when something miraculous
happened; that miracle came in the form of Dragonball Z Budokai 3. A
faster paced combat style, deeper move-set system, and impressive
visuals brought the whole experience together. As somewhat of a fan to
the series, I couldn't help but crack a smile.
After such promise, who couldn’t look forward to the next outing?
Dragonball Z: Budokai Tenkaichi promised to be as close to the show as
it gets, with a variety of fresh options and a long list of character
choices. The perception became quite the understatement when I finally
got a hold of the game. Flying around multiple environments in a real
time setting, utilizing a multitude of combo chains, and getting my
rear handed to me in succession; all brought back an indifferent
feeling of nostalgia. From the sleek introductory movie all the way
through the first couple of hours, I could not get enough. Even the
returning World Tournament battles were welcomed, as it had always been
my favorite mode in these games. I suppose it is easy to turn a blind
eye to some problems, when it just so happens to be a fan-favorite.
Taking on a different approach from before, the mechanics play out in
expansive land-based arenas, granting a great deal of freedom. Priority
has been placed on adding a dimension to the series that had yet to be
implemented. Rather than side by side, the camera is positioned behind
your character, with plenty of movement options now accessible. Flying
to that nearby rock for cover, forcing your opponent underwater, and
even being able to destroy everything around you, are ways to enhance
the presentation brought forth by the show. Mastering these new
abilities isn’t easy and the learning curve will definitely force you
to make use of the tutorial mode. Once the control scheme becomes
second nature, bouts become a lot more interesting, and the pace of the
fighting is the quickest its ever been.
However, it wasn’t until that new car feeling wore off that I began to
see a multitude of blunders. Eschewing constant problems became a
frustration and it was apparent that Atari was up to their old tricks.
The source of these detriments are found in the Z Battle Gate and the
promising ideas are all strewn sloppily about, compliments to the poor
execution. Each mission objective this story mode takes you through
will have you completing a primary objective. Whether it be defeating
the enemy using a certain technique or fighting on a time limit, the
game will try to get you to win without resorting to just beating the
crap out of your opponent. Speaking of which, combat is balanced well
enough that you will have plenty of opportune moments in which to
launch a round winning assault. No, where it all falls apart is when
the odds are stacked against you and a duel becomes a struggle to
survive.
Picture the following scenario if you will. The scene is set in a
perpetually barren wasteland. It is an expansive region filled with
stone pillars, dramatic lightning, and storms of sand. The two warriors
dramatically stare at each other with intensity. The stage is set. The
narrator says FIGHT and the participants engage in a manly struggle to
survive. Seconds later though you find your life bar empty and your
hero with his face in the dirt. What happened? Well, it’s simple -- you
were up against a 50 foot tall ape wearing a full suit of armor. These
are the type of confrontations you will encounter throughout the story
mode and they are a living hell. To survive 60 seconds sounds easier
than it actually is, and the only way to win these fights half the
time, is to abuse the system.
*PUNCH* *PUNCH* *PUNCH* *WHACK*
Listen as your stunned adversary lets out a series of grunts and moans.
*PUNCH* *PUNCH* *PUNCH* *WHACK*
Rinse, repeat, ad nauseam.
Using these combo sequences over and over again to get past the
aggravating time objectives is monotonous, with nearly half the
throw-downs in Z Battle Gate mode consisting of them. The game does a
good job in masking the repetitive and incredibly cheap situations with
clever dialogue and memorable show moments, but players unfamiliar with
the anime will remain unimpressed. What also took a hit was the number
of available abilities. Those looking for a wide array of special moves
to pull out during every fight will definitely feel shortchanged, as
the number has been decreased to about five per person. The camera has
its share of annoying moments as well, especially with the inconsistent
lock on feature. The bothersome fact of it all is that the computer
knows exactly where you are as soon as the round begins. I can’t count
the times I was continually blasted in the back, utterly clueless as to
where it was coming from. Don’t be surprised if you end up with a chunk
of your HP missing before you even notice where the sneaky little creep
has been hiding.
Yet despite all the shortcomings the title possesses, it’s okay to
sometimes just sit back and leisurely enjoy the fast-paced action.
Especially if you can grab a friend and/or hostage for a throw-down or
two. Twirling control sticks to heighten the intensity of your beam
over his, playing hide and seek behind a variety of obstructions, or
just seeing who can get off the best combo percentage, are all among
some of Tenkaichi’s most engaging moments. The lack of original
techniques among combatants was kind of a disappointment though, with
several characters sharing identical attack sets. On a related note,
the capsule system has made its return in a sense, taking on the form
of fusion earrings. Combining them in the correct way can yield new
items and upgrades, including higher Super Saiyan forms. All here to
help bring out that fan inside you. It’s okay, I hear they don’t bite.
In the end, Dragonball Z: Budokai Tenkaichi comes out as an average
brawler with the shift still in neutral. There are plenty of exciting
moments, but for every positive there is a negative right beside it.
Whether it be the rushed game-play mechanics or the occasional lock-up
during dialogue scenes, there are just too many distractions that keep
it from besting last year's surprise hit. Even so, with numerous
features to unlock and the list of character choices available, several
fans are sure to immediately rush out and get it, ignoring any and all
reviews. It certainly is entertaining to see Brolly beating up on poor
Krillin or finally seeing the sword wielding Janemba in action.
Nevertheless, despite the charm that encompasses it, the game is
honestly nothing more than a rental. And though it is recommendable to
fans of the series, as a fighting game it can be summed up in one word.
Mediocre.