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DragonBall Z: 

Budokai Tenkaichi

            The DragonBall Z franchise has always had a debateable success rate when it comes to videogame releases. Early in the ‘90’s, titles such as DragonBall Z: Legendary Warriors on the SNES helped to define one-on-one Beat-‘Em-Ups even without ever receiving a western release. Electronic Theatre Image The Game Boy Advance renditions have tried to continue this level of ingenuity, but have often been a little more hit-and-miss than most would like – inventive ideas, let down by not being thought through to their completion. DragonBall Z: Budokai has set itself aside as a franchise in its own right. From the first title through GameCube updates and right until DragonBall Z: Budokai 3 Collector’s Edition, the series has continually reinvented itself with a huge amount of thought being put into not only how to convert such a ridiculously violent cartoon into playable videogame, but also how to make it fun to play.

            DragonBall Z: Budokai Tenkaichi is the fifth title in the DragonBall Z: Budokai franchise and with brings a strong wind of change. The ability to fly to you battles seen in DragonBall Z: Budokai 3 was a nice edition to the franchise – but wouldn’t you prefer to be flying through high-in-the-sky battles?

            DragonBall Z: Budokai Tenkaichi changes Electronic Theatre Image the pace for one-on-one Beat-‘Em-Ups with a quick flick of its golden curly locks, offering an evolutionary change so natural and drastically simple, it makes you wonder why it’s never been done before. The premise of the game is still huge, lightning-fuelled, high-contact brawls – but now, instead of having a quick fight, you play part in a DragonBall Z war. The camera is the main adjustment within the title; now taking its place behind your character until within a short distance of the enemy, at which point it diligently takes an angular position beside the action. Hugely expansive and destructible arenas offer a huge scope of movement and tactical play and, although far more limiting, the smaller arenas create space for some very tight combo versus combo-breaker action. With such a seemingly simple system allowing such an immense scope for tactical play, DragonBall Z: Budokai Tenkaichi is clearly an innovative title with a retrospective mind. Taking its influences from the likes of Super PunchOut, the new perspective seems to ridicule rival Beat-‘Em-Ups launched earlier this year - such as Tekken 5 and Dead Or Alive: Ultimate - without such a push on the boundaries; while others seem willing to continually remake and refine an already over-crowded genre, DragonBall Z: Budokai Tenkaichi has taken it upon itself to break down the boundaries and update the flagging genre for what seems to be the first time in the last ten years. Electronic Theatre Image New ideas are fantastic – new techniques built solitarily for these ideas are what break the mould.

            The title features a variety of play options – each offering a slightly different fighting experience. Z Battle Gate gives you the opportunity to play through over 20 of the Sagas, each consisting of around fifteen to twenty-five battles with certain victory conditions; i.e. cleanly winning, winning within a set time-limit, defeating your opponent with a desired Finishing Move or simply surviving. Completing a mission in a different fashion to that required often still results in progression through the Story, but may not be as beneficial towards your Z Items list or unlocking new characters. Ultimate Battle sees you fight through a series of challengers on a Ranking System. Winning a Match under various conditions will see you increase your Winning Points, and in-turn your Ranking. Fighting through the hundred Matches available without losing certainly takes some dedication, but is a more than rewarding experience.

            World Tournament features a league system, in which you fight through successive three, four and five match tournaments before challenging the final series, and Duelling acts as an Exhibition Match feature for single bouts against the computer or a second player.Electronic Theatre Image

            ATARI have thought long and hard about the tactical nature of the title and constructed the characters and arenas in such a way that every player will be able to develop some basic ground rules for their performance with ease; technical fighting works not only for the construct of a Match but also in the way you fight – combo punches order can be varied, energy blasts can be used as powerful weapons, combo links or merely stalling devices – Super Attacks can be used at the end of combo strings to add a bit of devastation to your opponent’s already pained face. Larger environments offer a larger scope for customised play and it’s often easy to tailor Matches for two-player wars – half-hour scraps using distance and height are by far the most intense of the battles. However, it’s clear that the AI doesn’t agree, often resulting in a two-minute match of repeatedly being chased and pummelled Electronic Theatre Image when simply trying to provide sufficient distance between your opponent and yourself for some more varied, skill-based action.

            Featuring unbelievably huge environments and an expensive character list – although often it seems a common Super Smash Bros. Melee annoyance has crept into the proceedings, with many characters being merely variations of earlier characters with slight attribute differences – DragonBall Z: Budokai Tenkaichi pushes the PlayStation2 far further than most games would dare to, even with such a technical diversion from the very stale genre that spawned it, the title has managed to bring some brilliant character model animation, draw distances and destructible scenery to the ground. The special effects are never less than competent and the now rather common cel-shading technique has been used to good effect with real-time light sources. Electronic Theatre Image

            DragonBall Z: Budokai Tenkaichi is a good, solid title in Single-Player. In Multi-Player, it’s a revelation as to how few truly innovative ideas have hit the one-on-one Beat-‘Em-Up genre since the move into 3D – which is why it’s so puzzling that the title doesn’t feature a four-player option. DragonBall Z: Budokai Tenkaichi is the definitive DragonBall Z companion and more than a mere must-have for the series’ fans. As a Beat-‘Em-Up title, it’s hard to deny DragonBall Z: Budokai Tenkaichi any gratification for all the unique ideas on display within the title and begs the question: why has it never been done before? Almost a natural evolution of the one-on-one, DragonBall Z: Budokai Tenkaichi is a title that more than merely demonstrates the creative input to the genre, the title is telling us what fighting games should become, let’s just hope someone picks up the mantle and runs with it.Electronic Theatre ImageElectronic Theatre Image

 

 

Kev J.                                                                                                                                     Reviews Score Table Interpretation.

21/10/05

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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