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Review - Dragonball Z: Burst Limit
Written by Marco Fiori   
Saturday, 21 June 2008
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If the marketing for Dragonball Z: Burst Limit was anything to go by, then you’d be let off for ignoring it. Minimal gameplay shown and a rudimentary attempt at humour barely shouts “Buy me!” Therefore, Dragonball Z: Burst Limit was a rare example of where we approached a game with little expectation. Following the customary research, the findings show that, the first Dragonball title to reach the current crop of consoles was developed by the Japanese studio Dimps. They’re a group of talented individuals with games like Street Fighter IV (co-developed for arcades), Dragonball Z: Budokai 1 and 2 and the Sonic Rush series under their belts. They’re experienced in both the genre, and in fan-centric games. As the television show commands a huge following, there is a lot riding on Burst Limit. Has the game managed to K.O. the competition or has Burst Limit fallen flat on its face?

Burst Limit is purely focused on pleasing those that have followed the anime series. If you’ve never heard of Dragonball Z, then you’re going to struggle with what’s going on. The Z Chronicles (Burst Limit’s fancy name for its single player campaign) mode directs a lot of respect to the series. For the uneducated, it’ll seem like a loose way of stringing battles together. The dialogue and plot expansion will mean nothing and will just hamper your eagerness to simply fight. Terms like Super Saiyan and Kamehameha will sound like sushi dishes and the names of the characters, Japanese place names. Little is done by the game to lower the need of pre-understanding. It would have been nice to include an encyclopaedia style resource, offering explanation for the uninitiated, but alas, it wasn’t meant to be.

Conversely, if you a fan, you won’t be disappointed. The game blows hard on the fan-trumpet offering coherent links to the back-story. The sagas relive the pinnacle moments from the TV show, utilising the bursting roster of characters. Goku, Gohan, Vegeta, Krillin and many more make appearances. The plot makes sense and the voice acting is delivered in line with the show’s style. It’s obvious that the developers are fans, as the approach continues both in the game’s presentation and gameplay.

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The game’s art style is pure anime and no attempt has been made to introduce a realistic edge. As a result, when divulging in combat, it feels as though you’re interacting with an episode. The character animations are near perfect with fluid punches, kicks and specials. The energy of the characters is sustained when flying through the air. Hit detection is spot on and there’s no sign of clipping. The game takes place on a 2D plane, but the environments are 3D. There’s no destruction involved and nothing to hit your enemy against. Like the characters, the settings are in-line with the show’s design. You could argue that the arenas are a bit bland, but the focus is on the fighting, not the backdrops. Sound boils down to energetic beats, which tie in with fan expectation. Sadly, character ‘struggle sounds’ and dialogue quips do begin to grind after a few battles. Body connections are meaty and sound (as well as look) as though there’s weight behind them.

The game revels effectively in the Dragonball Z lore, but it’s all irrelevant if the combat mechanics fail. Dragonball Z: Burst Limit attempts to cater to both fighting categories; those that button bash and those that time technical combos and blocks. The face buttons allow for a quick and heavy attack, a ranged assault and blocking. The trigger and shoulder buttons combine to transform, pull off grabs, teleports and super attacks. If you wish, it’s easy to (depending on the chosen difficulty) get by, by simply punching and kicking. Mashing buttons usually results in a success, but timed presses will result in a cleaner method.

The more advanced players (who learn the individual characters) will find themselves rewarded. The game makes it easy to string combos to together and blocking comes natural. In the Z-Chronicles mode, unique incidents occur, possibly tipping the tide in your favour or your opponent’s. They don’t really change the outcome of the fight, but come with a cut-scene, emphasising the idea you’re playing an episode. In the Z-Chronicles mode you’re stuck with whatever character the game gives you, but in Arcade you’re free to choose who you wish (multiple characters if it’s a multi-fighter fight).

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There are interactive tutorials that explain the basics for anyone getting confused and a training mode where you can hone the skills needed. There’s local one on one versus, but the real joy comes when playing online. There’s nothing like laying some beat-down on your friends without the need for them next to you. Playing against strangers is just as fun and it add s that human edge that the AI lacks. It completes a well rounded package. If you’re a fan then you’ve already bought Burst Limit and know what it’s like. If not and you’re craving for a fighting title give it a shot. You’ll be pleasantly surprised.

Score: 7/10




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