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On paper, this feels like a natural evolution of the team fighting seen in a limited display from games like Super Smash Bros. By adopting a team mentality, it elevates the game. The focus on team battles is big for the fighting game genre. Though everyone can perform the same moves, a support character like Kid Gohan can provide more energy while a Saibaman or Jeice can run interference better with quicker combos. To add to the strategy of building a team, each fighter is separated by class. Teams have a revive pool they can rely on, and the number of revivals they can use is determined by the strength of the characters selected for the team. While pure brawling is expected, you can have opportunities to give your teammates some health or energy or revive them when they fall. Having multiple people target the same foe does come with benefits, such as pulling off preset double team combos or bouncing an enemy among team members so everyone gets some credit. For the first time in the series, players can form teams of four members to go against other teams of up to four players in a giant melee. The next major change is the focus on team battling. It can be annoying when it occurs in the middle of a fight, but it does prevent people from abusing the special move system.
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The game punishes you for emptying the meter by making you tired and unable to perform anything for a few seconds while you regain a sliver of energy. It can only be filled by executing hits against your opponent, a practice that's also practiced in other fighting games. Like any other fighting game, this meter governs when a player can unleash a special move and how often. The second major change comes from the special energy meter. It's refreshing to see in a landscape where microtransactions are slowly appearing beyond the free-to-play world. Interestingly, none of the currencies require real money to change hands, despite the perishable nature of some of these cards. Other cards require premium points, which are gained at the end of specific fights effects range from instant recovery to a increased special attack potency, but they're only effective for the duration of the fight.
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Most cards can be purchased with damage points, which are earned during fights effects range from health boosts to power increases, and they're effective as long as the fighter has the card. The experience system seems to act as a barrier to using certain cards. Experience and leveling are still present, but they're deemed less important. A lock-on button is present, so the camera and your actions can be focused squarely on the desired foe.īeyond this basic setup, there are many changes in the fighting system, such as the use of a card system, which can be purchased with two different in-game currencies. A block button can be combined with the other moves to unleash more powerful blows.
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You can even control your altitude when you're fighting in the air. You have general melee attacks and projectiles, and you can unleash simple combos with two buttons. Arenas are wide-open fields with elevation changes, and you can also fight in the air. Similar to the Budokai Tenkaichi series, the game is played in a third-person view that looks like you're constantly rushing the enemy. The result isn't up to the glory days of the game series, but it shows promise.įrom the outset, Battle of Z is set in somewhat familiar territory. This year's entry, Dragon Ball Z: Battle of Z, has different gameplay mechanics and a different developer, Artdink, who's famous for the popular Japanese train simulation series, A-Train. The results have been mixed, but it doesn't stop the company from trying something new.
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It might not get the hype of other series, such as Assassin's Creed or Call of Duty, and it doesn't try to appear on every possible platform, but if you're a fan of Goku and company, Namco has attempted to keep things fresh despite having a license that is relatively static in terms of content. A new Dragon Ball Z game is almost a yearly event.