Posts Tagged ‘Atari

27
Nov
09

Dragon Ball: Raging Blast Demo Review (PS3 version)

kamehameha

Dragonball Z is perhaps the perfect anime to be converted into a fighting game – with the series devoted to almost nothing but powering up and having epic fights with more and more powerful villains, it lends itself to the genre perfectly. The two main series’ that I have enjoyed are DBZ: Budokai, and DBZ: Budokai Tenkaichi on the PS2. Budokai featured a simple side-on view and lush graphics, the third installment with the biggest range of characters and plenty of moves and transformations. Budokai Tenkaichi opted for a camera behind the character, in a free-roaming environment that perhaps allows the most accurate emulation of DBZ fights as they are shown in the anime. Tenkaichi 3 boasted the largest roster of all, featuring over 150 characters. Although I preferred Budokai’s battle system, I enjoyed Tenkaichi and it’s large roster was a great selling point.

Last year saw the release of Dragonball Z: Burst Limit, a current-gen DBZ fighter in the vein of Budokai. Having loved the previous installments and looking at a prospective “Budokai 4″, the game featured great visuals and an enjoyable battle system. However, although the engine was there, for some reason the developers failed to continue the ever-growing rosters of the DBZ fighters and instead only cover as far as the Cell saga in the plot – whereas the previous games had covered the entirety of Dragonball Z, GT and even more “what if?” scenarios. This limiting of the plot (and its resulting cast) resulted in the game having an awfully small roster – only 21 characters, well over 100 less than the mind-numbingly large roster of BT3. Now, while I understand that some of the characters in the bigger rosters weren’t major characters, the endpoint of Burst Limit meant that it didn’t even include characters such as Buu (in his various forms), Dr Gero, and many of the higher level transformations. Although the engine was there, compared to Budokai 3, Burst Limit felt like little more than the bare bones of an excellent game.

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However, recently a new Dragonball Z title has been released, this time in the vein of Budokai Tenkaichi – ‘Dragon Ball: Raging Blast’, on Playstation 3 and Xbox 360. The title snuck under my radar and I didn’t even notice it’s existence until recently – but upon downloading the demo, I put on my reviewer’s hat (metaphorically) and prepared myself for the worst. After Burst Limit, I had a sneaking suspicion that this title would follow suit and become an enhanced Tenkaichi engine, whilst removing much of the content…

Upon booting the demo, I found that the only option available was Versus, and the characters I could try were Goku, Piccolo and Raditz, although I was pleased to notice a large roster screen. I selected Goku, and my battle against Piccolo began. The game has a similar visual style to the previous titles, opting for a style of cel-shading that gives an anime-like style to a 3D game – an improvement from the past games, the graphics are clean and look good, fitting the Dragonball Z style very well.

Although I have played much Budokai Tenkaichi, Raging Blast has a whole new control set, and disappointingly the demo does a very bad job at explaining the layout. After fiddling with the buttons for a while whilst Piccolo proceeded to attack me, I eventually resorted to looking the controls up online. This was a bad mark for the demo, but the full game includes an in-depth tutorial so it shouldn’t be this way in the real thing. Once I had learned the controls I could give the game an adequate testing.

As with Budokai Tekaichi, Raging Blast allows you to move in all directions, including taking to the air for some super-powered brawls. Basic attacks are performed with the Square button to chain hand-to-hand combos, while the Triangle button is used for firing quick Ki blasts, or to perform smash (guard-breaking) attacks up close. Circle allows you to perform special moves such as ‘instant transmission’ to avoid or counter attacks, while the X button can be used to dash.

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In order to perform the special attacks such as Goku’s signature Kamehameha, you require a set amount of Ki energy – this was one reason I failed to perform any moves without knowing the control scheme, as I was unaware that holding the Down button on the D-pad allows you to charge Ki energy in the classic DBZ way. Doing so fills up your gauge, and then it can be used to perform all manner of special attacks. In a new twist to the gameplay, these specials are activated by using the Right Analogue stick – flicking it upward allows you to perform the first (Kamehameha in Goku’s case), left, right, or down to perform the others; such as Raditz’ “Fools Must Die”, and Piccolo’s “Special Beam Cannon”. This works very nicely and is easy to pick up, flowing well with the rest of the gameplay. There are also a number of special moves that give passive boosts such as raising attack power (i.e. Goku’s Kaioken). Lastly, pressing R3 when your Ki is full allows you to perform the characters ultimate move, such as the Spirit Bomb, which are to be as expected – cinematic and deadly.

As I would hope, it is possible to transform into higher forms, such as Super Saiyan for Goku. To do so, you have to hold R2 to bring up a menu of available transformations (in the demo, only Goku’s SS1 form was available), and press the corresponding face button (Square in this case) for a quick cinematic that shows the transformation. Upon doing so, the character becomes more powerful, and has access to a new moveset complete with more impressive moves, such as “Angry Kamehameha”. It’s also possible to choose which form to start the fight in, which I find pleasing.

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It all flows together very nicely, with a mixture of fast paced combat and cinematic moves – ranging from quick energy blasts, to impressive moves with characters being juggled around the arena and blasted with gigantic energy balls. The characters seem to be true to their original counterparts, and although the transformation and general limits to each character may make some fighters better than others, I found that Raditz was able to beat SS Goku without too much hassle, so it doesnt seem too unbalanced.

Although the game’s roster doesnt look to be anywhere quite so impressive as that of BT3, it doesn’t look to be disappointing as Burst Limit was. The game covers the series beyond the Majin Buu saga, and also has some extra scenarios made just for the game. Although some more obscure characters may be missing, most of the core characters are in the mix – Goku, Vegeta, Gohan, Trunks, Cell, Frieza, Buu and Broly are among the more popular fighters, and there are also a decent amount of the less common cast such as Chiaotzu, Dodoria and Bardock thrown in as well. Although I’ll miss characters like Janemba and Cooler, there’s a good range of characters to enjoy, including various Super Saiyan forms (up to SS3), four versions of Vegeta, villain transformations such as Perfect Cell and Super Saiyan Broly, and a couple of fusions including Gotenks and Vegito.

majinvegeta

As I said, the game looks great with its anime-like style, but I also noticed a lot of attention to detail – as well as the graphics, there were a lot of nice touches – in the arena shown in the demo, the sky went to a moody grey later in the battle, making my Ultra attack look even more impressive. As characters get beaten up, their clothes can tear and wear – its touches like this that make it that little bit more enjoyable. Characters also have access to alternate costumes, some of which can be unlocked, and they include more than just re-colours – for instance, Piccolo has access to his plain purple gear, or his cape/turban combo seen in other episodes.

All in all, I was fairly impressed with Dragon Ball: Raging Blast. Although it’s not the ultimate “Better than all the previous DBZ fighters in every aspect” that I dream of, it’s certainly looking to be a solid title that’s far from the disappointment I had with Burst Limit. It has a solid roster and checks all of the main boxes with a few nice features, and it looks and plays really well. I must admit I hope to see even more improvement upon the series in future (hopefully they’ll do a Raging Blast 2 in the future), but until that time it seems a solid title to be the first great DBZ title of this console generation.

-Leon

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13
Aug
09

Did you miss… Fahrenheit? (PS2)

Innovation is something that can be a godsend in gaming - with a huge competitive market in the gaming industry, companies fight to create something unique, yet too often ‘innovation’ just turns out to be gimmicky, boring, or just plain pointless. Motion controls, touchscreens, cameras… all good for a while, yet soon get pushed aside to go back to the good old solid gaming that I know and love.

Fahrenheit was one such title, a game relying on next to nothing aside from the use of the two analogue sticks of the PS2 controller. Knowing the risks of said ’innovative’ ideas, I trusted my instincts and picked up a copy of Fahrenheit, knowing almost nothing about it save for the fact that it had strange controls, and had something to do with a murder.

The game runs like an interactive movie – instead of following one single character, you actually control four or five of the characters at different parts of the story as the plot unfolds in chapters. Firstly, there’s Lucas Kane – the ‘main’ character who is caught in the centre of everything – finding himself uncontrollably murdering a man with a knife in a diner, possessed against his own will. Then, on the other side of the fence you have the beautiful police detective Carla Valenti, and her funky partner Tyler Miles – the detectives in charge of the murder case trying to piece together who the culprit is and why they committed the killing. It’s strange – as sometimes you find yourself hiding from the police as Lucas one minute, then uncovering the evidence you just hid with Carla next thing – but somehow it still works. The main story mixes elements of normal elements life – being at Lucas’ apartment where you can shower, or watch TV, alongside the game’s more faster paced action elements.

The main gameplay is split into two sections – Third person exploratory sections, and action sequences. The third person sequences involve walking around interacting with objects and people. For instance the game starts with Lucas in the bathroom after the murder, and you need to decide how to act – whether to mop up the blood, wash your hands and how you leave the diner. Actions in these sections are performed with the right analogue stick – whenever you can interact with an object a marker at the top of the screen will show you which action you need to perform with the right analogue stick to interact with the object – usually with a fairly vague interpretation of the real action you would perform (like pulling the stick down to push a door handle, or repeatedly pushing the stick in a forward motion to wipe a mop across the floor). When in a conversation, the markers at the top of the screen will indicate which direction to push the right analogue stick to choose which topic you wish to talk about. In these sections, your character has a meter which shows their mental condition – if you do things wrong, or find things that are unnerving their mental level will drop. If you are successful or do something relaxing, their mental level will rise. If your mental level drops to the bottom you will get a game over – although I never found myself losing in this manner. Most of it is common sense, and just making sure to pick up on the little things you can do to boost your sanity, such as having a drink or going to the bathroom.

The other section is the action sequences – these are the sections where you need to think fast. When these sequences start, a meter at the top left of the screen indicates how many ‘lives’ you have. Now, when you have an action sequence, such as a fight, you will be presented with two rings on the screen, each split into four coloured sections – indicating the up, down, left and right sides of the analogue sticks. What will happen is each of these sections will light up in series’ of four or so presses at a time – such as left stick left, right stick right, both sticks up. What you need to do is press the sticks in the same directions as the lights show, at the same time as they do so – so its all about coordination and reaction time. If you hit enough of the presses correctly, you will move onto the next part of the segment – if not you will lose a life and may have to repeat that particular part. Lastly, you have sections where a meter will come up, with L1 and R1 on either end. These are generally strength tests, where you have to alternate pressing them at a fast speed to keep the meter at the top and succeed.

There are more elements to the game than these, but most of the game incorporates these elements into the game in their own way – for instance using the action analogue sequences to play a guitar or use Lucas’ punching bag, or having to carefully tap L1 and R1 to balance the meter in the middle in order to keep the claustrophobic Carla’s breathing steady when she’s panicking.

The game incorporates a very dark tone – as soon as the game starts you are greeted with the foreboding scene of the murder, the possessed Lucas looking horrific as he kills a man, like a puppet. The game cleverly uses sound and imagery to piece together the emotion, with some quite disturbing or jumpy moments to keep you on edge. The story is a little more obscure than it may seem to start, and may seem a little ‘out-there’ by the time you’re finished with it, but its not bad.

The game is quite clever as the gameplay is fairly simple, yet still manages to feel solid. The way that the regular lives of the characters merges with the plot (such as the involvement of Lucas with his recent break-up in his relationship) really helps to boost the characters and give them a bit more personality. There is some nudity and sex in the game which cant help but make me giggle like a girl, but I take my hat off to the guys for being brave enough to do it.

If your looking for something different, and not too long, give this a shot. Its got a good mix of scares, laughs and mystery to keep it interesting and you’ve probably never played anything like it. A game in a similar vein by the same creator is also in the pipeline; Heavy Rain, so keep an eye out if you’d rather play something current gen.

-Leon

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