Because SDBZ was actually designed by folks who make competitive fighting games for the arcade and was less about replicating the look and feel of the manga/anime and more about making a decent game.
I’ll try to avoid talking about single player things and grinding for items because I feel that it shouldn’t take away from a game unless its TOO obtuse, which SDBZ wasn’t (pain in the ass of MvC2 levels though when it came to that).
Because it didn’t play all that well. Now I’ll give them respect on at least TRYING all these different potential innovations at the time. Personal Skill Trees was potential fun right there, but wasn’t executed as well as it could…and in the end it kind of showed why it wasn’t that great an idea. But a more condensed skill tree that could be selected at the Character Select might be a good innovation. But obviously they didn’t, or couldn’t go that far at the time.
In the end the game kind of felt like a lot of differently thrown together ideas that weren’t fully realized. I would’ve been fine with that had they been allowed to continue the series potentially and tweak and polish everything up but alas they weren’t. Action Meter could’ve been a bit better utilized. Super Saiyan transformations (remember, just talking gameplay) being just straight temp power-ups for 1 Super Meter was kind of meh. You rarely saw them in high level matches because keeping the meter for your actual Supers would always be more worth it. Mixups seemed a bit limited and I never got the sense of a great footsie game. Usually you can do without one as long as the other is on point.
Idk, it felt like they were trying so hard to mesh solid gameplay while also staying faithful to the property but that ended up costing the game. It’s not a good, or fun enough imo, Fighting Game to get behind and obviously it’s not going to go all out making you feel like you’re actually stepping into the property. They had good intentions trying to mesh it, but in the end they failed at being either. If they wanted to make a DBZ fighter, they should’ve slanted harder towards making a fighter and stripped away all the excess the DB property tends to have.
Well, I will agree that they did a fantastic job of replicating the look and feel of the manga/anime, but I’m curious what you mean about the competitive aspect of the games. Obviously there are differences, such as the 3d over the shoulder view and split screen, but to consider it as a game that lacks the competitive edge seems a bit far fetched. I love fighting games. I have yet to play one that I didn’t at least enjoy. That being said, I’ve also experienced a lot of fighting games that differ in fighting concepts. Would you say that fighting games must follow a specific design in order to be considered real fighting games? Realistically, games have evolved since the first fighting games in many ways. To deny the evolution (and I use the term loosely for some games) of fighting games is to contradict many of the changes that have helped build the games we all have come to enjoy today.
The initial question was “How do the new games compare?”, but I have flexible interests. What do you believe a good fighting game should and should not include?
DBZ Budokai 3 was made by Dimps, the company was founded by the creator of Street Fighter. Why is Trunks considered a highly technical in B3? Why is Yamcha flat out broken in IW? If you can’t answer these questions then how can you even compare Super DBZ to the other games?
I know SRK is filled with Capcom fanboys but Budokai 3 is well known for its depth, even here.
Uh Saitstsu, yous aw Tranformations a ton in high level play, they functioned as a RC adn gave you extended options, increased size of projectiels which is important because space control is super important in the game, really drove chip damage through the roof, and the speed increase was nothing to sneeze at. The game has footsies, they just behave differently from other games like all games. Their exist no game without footisies being extremely important, and yeah mixup was limited outside of Freiza but once again space control was important because you could take some ver viscious chip damage and parry wouldn’t always save you depending on range. Then you had characters like 16 who if you let them get in would murder you in seconds That just frame 360 Rekka.
B3, IW, and AR 1 & 2 are all great games for different reasons.
I insist, SDBZ is WAAAAAAAAAAAAAAAAAAAAAAAAY overrated, the game is barely average, as a fighting game it doesn’t offer anything that other games do much better and as a DBZ game doesn’t offer anything of what makes DBZ, DBZ.
You all know it, if SDBZ were really a good game it would have a better run that it did.
Cause it actually did extremely well. Arcade tournaments till 2009. As for sells it took a Nintendo game to beat it.
They only planned to do one game more of proof of concept that dbz could be a good fighter cause they found all the other dbz fighters were horrible.
I thought the idea of flight integration was an exceptional idea; not only for a DBZ game, but for a fighting game in general. This of course takes a stray from the traditional fighting concept, but I think flight capability is one of the better aspects of the DBZ game. Would you say this is a positive or a negative when relating to fighting games? In other words, do you think a DBZ game should tie so closely to the SF style that even flight capability should be eliminated?