Tuesday, May 19, 2009

Dragonball's turn


Dragonball Z! An incredibly long and drawn out anime series and a slew of games that just can't quite seem to hit the nail on the head. Lets not even talk about "Sagas", I think "Ultimate Battle 22" was worthier of mention than that piece of crap. While we're at it...don't even mention the movie. In fact, lets just pretend the movie never happened.

Got it? Good, moving on.

DBZ has been around for ages now, with games going as far back as Super Nintendo there hasn't been a game that captures the essence of DBZ. The more succesful attempts however as we all know have been the Budokai and Tenkaichi entries.

Budokai being a typical fighting game hasn't really done too much to differentiate itself from the other fighting games people usually buy (i.e. Soul Calibur, Dead or Alive, Street Fighter, Tekken etc.)

Budokai Tenkaichi however took the concept of the Budokai games and transformed it into what is probably the closest thing we've gotten to a true DBZ fighting game.

Tenkaichi introduces an open range battle experience. You and your opponent are slightly "rubberbanded", as in most fighting games. The only difference is you can move as far away from your opponent as you want, but as long as you're locked on, you'll always fly right at your attacker. The lock on function makes it so that you'll be able to hit your opponent in fighting style fasion, cause if you couldn't you'd likely miss with most of your attacks. Disengaging the lock isn't exactly a great idea, because your enemy remains locked on regardless and will automatically fly in your direction.

The battle stages in Tenkaichi are large, which is perfect for DBZ. This kind of game NEEDS huge arenas. It also takes advantage of destructible objects; buildings, mountains, rocks, etc.

Your variety of moves offer you the best in beatdown solutions, and nothing but. You'll throw some punches and kicks to soften em up, and then you'll start throwing some slammers and eventually you'll just blow 'em up. And with something like 120 different characters and forms, you won't be bored with the roster. Pretty much every Hero and Villain makes it into these games.

The funny thing about this game is that it's weak points are because of it's simplicity. Let me clarify by saying that simplicity is by no means a bad thing; some of the best games have a simple concept and control to them. Your moves are farily limited, and your major attacks are not just easily executed, but they're the same across the board. Ultimately, you can cheap your way through this game by just running away, powering up to max, use your super attack and repeat. You can win within 2-3 attacks depending on your opponent. The controls can sometimes feel a bit awkward, especially if you're not used to playing it.

The game boasts lightspeed battles as well, where if you're characters clash, the background grows dark and you button mash your ass off trying to beat your opponent. I don't really have this down, so I lose the lightspeed battle everytime, but it's an interesting break from the normal battle mechanics.

The story mode as you can probably expect, is pretty damn long and will keep you entertained, the later battles can actually be very challenging, and with Tenkaichi 3 being something like 20 bucks now, this really is a worthwhile buy if you're looking for a new and interesting fighting game. It is definitely unique, and you don't have to be a DBZ fan to enjoy it.

So where can Tenkaichi go from here? Well plenty of places. I would like to see something much more complex. The Dragonball series boasts a lot of "moves" and whatnot. I'd like to see more intricasy on those fronts. The lightspeed battles were kind of cool, but I wanted something deeper from them. Ideally, the Wii remote with the addition of the MotionPlus (hopefully coming out soon) could take the best advantage of the Dragonball experience. With nunchuk being one fist, remote being the other, it would be cool to enter a first person mode and then use each fist to try and break through your opponents guard and win the lightspeed battle. Now that would be a workout.

The "rubberband" concept of the fighters keeps the game in check, but I find it to be ineffective. The control scheme adds to the awkwardness of it as well, that entire front can be revamped into something smoother and easier to manipulate.

I think what i'm trying to underline here is that when you watch DBZ, you see all these characters with these powers you honestly wish you had. You see their smirks, thinking they're the most powerful dude ever. Then they start to show off their moves with ease. Thats what the gamer should feel when playing Tenkaichi. They should feel confident in knowing their wide array of moves while still making the controls interesting and fun, they should feel like the battleground is really their playground. The controls should be set up in a way that build off each other, so that the player can recall instantly the difference between doing the Kamehameha and Instant Transmission.

Will we see such a game? Only time (and probably the Wii) will tell.

Welcome to Final Battle

Welcome to Final Battle, a blog about rants and raves for games. I'm Crux and I'll be in the ring for the duration. If this blog ever gets big enough then I want to get a couple more writers for this. For now, I'll have to do.

Now for the important stuff.

Games come out in rapid succession these days, but sometimes they feel hollow...incomplete or lacking. Sometimes the greats just grind out more and more sequels with lessening quality and we have to sit there and wonder why.

This blog hopes to take those thoughts, formulate them into text and attempt to argue. Games should be BETTER than they are, not half assed. Even the best of games have little things that should be improved.

In general, we're tackling games here. Maybe on occasion, a note from the editor.

Welcome again


Crux

Pokemon Needs Some Fresh Inspiration


The Pokemon formula remains relatively unchanged


I recently read on Kotaku that Nintendo is already hard (or not very hard) at work on Pokemon: Soul Silver and Heart Gold, Nintendo DS ports of the Gold and Silver games released on the Gameboy Color back in 2o00.

Of course this is a grand idea, considering the amount of money these games made, and considering how much money the Pokemon franchise continues to amount. Any gamer that grew up with Pokemon, like myself, has likely played most of the core Pokemon releases, and realizes one thing.

Not only has it been done before, but now it's just boring.

Nintendo has had it's technique down since the original releases of Red and Blue: The only way to catch em all is to buy every version. With this technique comes the mentality of making minimal changes to the system because lets be honest, it's gonna make money no matter what right?

This may have flown back in the days when the Nintendo 64 and Playstation were prominent, but these days gamers need content, fresh and lots of it. Sequels or the next game in series doubly so, because if you've made a succesful first game into a brand new IP, then your audience expects that much more from the second. With the economy down, gamers really need to be persuaded to throw down the cash for a game.

I'm using Pokemon for this example because it's the most obvious example out there. If Nintendo really wants to make a big buck on their future titles, then they need to revamp the system because every game after Ruby and Sapphire has just been boring. Go ahead and argue with me all you want, but even you know that after you beat the Elite 4 and whatnot, you don't really feel like doing much else.

Obviously Nintendo has made attempts to expand on the franchise in new ways; none of which have been incredibly succesful, or not nearly as much as the Gameboy and DS releases.

What I think Nintendo needs to do is make a new pokemon fresh for Wii. Take basic mechanics of Super Smash Brothers, take the camera away from the side scroller view and put it in third person perspective, similar to the Kingdom Hearts camera. For your fights you control a Pokemon, and I don't mean like in those shitty Stadium games, you can actually CONTROL the monster. Let them use an assortment of moves, don't just limit it to 4, and map a bunch of moves to different button schemes.

From there, expand the Pokemon world, flesh it out and make it BIG. Because thats what Pokemon was back then was BIG. Can you imagine an Oblivion sized Pokemon game? Fill that mother with all kinds of creative content and I GUARANTEE it will be a massive hit.

Lets just hope Nintendo reads this...what I think it's great idea.