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DragonBall Z: Supersonic Warriors 2

If you are a ten year-old boy, you don’t want to see cartoons where people get along, take responsibility and act rationally. You want to see wild fights, planet-destroying energy blasts, weird aliens and possibly even huge, huge hairstyles. What on earth has all this? DragonBall Z of course. With over two hundred Electronic Theatre Image and fifty episodes and more than ten feature films, DragonBall Z is one of the most popular animated series’ ever made. Needless to say, the DragonBall franchise has had more than it’s fair share of tie-in games and, up until the release of DragonBall Z: Budokai, they were almost exclusively all tripe. For some reason, once DragonBall Z: Budokai had arrived, the standard increased dramatically. The DragonBall Z: Budokai series has gone from strength-to-strength with the most recent incarnation, DragonBall Z: Budokai Tenkaichi for the PlayStation2; a title attempting to revolutionise the Beat-‘Em-Up genre with it’s high flying, fully 3D battles from a totally original view-point, and receiving critical praise for it’s trouble. The Game Boy Advance also received some decent DragonBall action in the guise of DragonBall: Advanced Adventure and DragonBall Z: Supersonic Warriors. Although quite simple, DragonBall Z: Supersonic Warriors offered players easy to pick-up, fast-paced battles wherever they took their Game Boy Advance. Following the reasonable success of DragonBall Z: Supersonic Warriors, Bandai have decided to release a sequel and, like so many developers, have decided to publish it for Nintendo’s newer, flashier handheld, the NintendoDS.

DragonBall Z: Supersonic Warriors 2 allows players to fight through Story, Z-Battle, Maximum, Multi-Player and Free Battle Modes and also includes a Tutorial to teach you the basics. Story Mode is nowhere near as in-depth as the ones offered by the DragonBall Z: Budokai series with each character having only around ten battles each, although any of these may be replayed at any time. There are, however, several characters to choose from and unlock so there is still a good amount of longevity in this mode. The game also offers What if? battles that do not feature in the series. In order to reach these, certain battles must be won in different ways, such as having more Health when the time runs out as opposed to beating your opponent unconscious. Although these What if? stories are a little less than coherent, they do offer something a little different for fans of the franchise. Z-Battle Mode is a basic Arcade Mode that allows you to pick a team and battle against several random computer teams. On completing this mode, Maximum Mode is Electronic Theatre Image unlocked. Maximum Mode has three ranks, each with twenty-four preset matches that must be completed in order. This mode is similar to Story Mode in that any match may be replayed, but instead of set battles for your chosen character, any team may be used. Multi-Player allows wireless two-player action, however, just like many other Third-Party games, insists on both players owning a Game Cart. Finally, Free Battle Mode allows the player to choose their opponents as well as their own team.

DragonBall Z: Supersonic Warriors 2 is a Beat-Em-Up dissimilar to most due to the fact that all playable characters can fly. Instead of separate kick and punch buttons, attacks are classed as light and heavy similar to many Action games. These attacks are assigned to the X and Y Buttons and the actual attacks are dependant on which angle you approach your enemy. Aside from this, the control setup is akin to the system used in the DragonBall Z: Budokai games, with the other Face Buttons being used for Guard and Ki Attacks and the Triggers for charging Ki and locking-on to foes. This simple control system worked very well in DragonBall Z: Supersonic Warriors and once again allows easily accessible, action-packed battles. In order to prevent Guard becoming too powerful, a guarding character can only block a certain amount of attacks signified by a Gauge at the top of the screen, however, the fast pace of the action together with the simplicity of the controls mean that it is unlikely you will need to excessively use it. A simple simultaneous press of X and A with a direction initiates one your characters special moves that cause large amounts of damage to opponents. These attacks use Ki just as Electronic Theatre Image standard Ki attacks do, albeit with a much higher cost, however aside from that, these moves tend to be very easy to pull off. At a full Ki gauge of 200%, easy to attain since each successful hit gives 20% Ki, four of these attacks can be initiated in a row. This is very likely to win you the match and as such can make the game far too easy until the later stages of Maximum Mode.

Another large part of the game is the Team System. At the Character Select Screen you are given a certain Dragon Point limit with which to make your team, with each character is worth a specified amount of Dragon Points. For instance, Captain Ginyu, a relatively low powered character, is worth only one point, however, Teen Gohan Super Saiyan 2 is a very powerful character and is worth six points. This means that you can make a team incorporating either one or two powerful characters or a larger team with three weaker team members. During battle you can switch between characters by touching their portraits on the Touch Screen. Some characters also have access to Team Arts, which is a very powerful attack, dependant on which characters are in your team; for instance having Vegeta and his son, Trunks, in the same team allows you to use the Garlic Buster. These attacks are very easy to pull off as all you have to do is attain 200% Ki, touch the Team Arts Button on the Touch Screen and not get interrupted during the execution. Needless to say, using these attacks can easily swing the match in your favour, but they do add to the game by making the player consider different method of winning matches. Although you start the game with only seven Dragon Points, during Maximum Mode you receive extra points as you advance allowing you to beat theElectronic Theatre Image harder opponents by using teams of stronger characters. There are also support characters available that do not directly attack, but offer several bonuses to the player. This Team System is well executed and finding the best combination for you is definitely a large part of the fun.

As NintendoDS games go, DragonBall Z: Supersonic Warriors 2 pushes the system very little. The backgrounds are in 3D and are fairly detailed, but nothing outstanding for the system. The actual fights are 2D, and the fighters are 2D sprites. These sprites are, however, clear and recognisable as the characters they are supposed to represent. The lack of heavy number crunching means that the game always runs at fast rate throughout and there are no visible bugs. Although of reasonable quality, sound effects are occasionally repetitive and can become slightly irritating. There are also occasional Voice Samples from the series which fans may enjoy and the music is very similar to that used in the series; generally of quite good quality, except for one song so off-key it borders on cacophony.

DragonBall Z: Supersonic Warriors was credited for it’s simple controls and DragonBall Z: Supersonic Warriors 2 strays very little from this - making the game simple, occasionally too simple, but also making the game very playable. The fact that every Mission in Story or Maximum Mode can be replayed, the Team-based battles and the inclusion of the What if? scenarios mean that DragonBall Z: Supersonic Warriors 2 also has a good amount of replayability and completion of this title should take a little while. All in all, DragonBall Z: Supersonic Warriors 2 is a great, easy-to-pick-up fighter and any DragonBall fans should certainly take a look, but anyone looking for a technical-Beat-‘Em-Up or a title using the NintendoDS’ unique features will be disappointed. Electronic Theatre ImageElectronic Theatre Image

 

G-man                                                                                                                                     Reviews Score Table Interpretation.

31/01/06

 

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