If you've read any of my reviews for Atari's Dragon Ball Z Budokai series, you know that I haven't exactly enjoyed the current generation of DBZ fighting games. From the original Budokai, all the way through last year's release of Budokai Tenkaichi, the entire series has been the best DBZ fans have ever had for videogames, but they've also paled in comparison to any of the real fighting games out there (Tekken, Virtua Fighter, etc.). Atari seems to know that the Budokai series lacks gameplay depth, because it has two new DBZ games releasing this year for the PlayStation 2, and one of them is aimed specifically at DBZ fans wanting more depth.
In addition to Dragon Ball Z: Budokai Tenkaichi 2, Atari and Namco Bandai are working together on Super DBZ. There are quite a few differences between the two titles, but this is a hands-on preview of Super DBZ, so we'll save the comparison for another time. For now, just know that Tenkaichi 2 is geared toward the DBZ fans that have enjoyed the Budokai series so far, while Super DBZ is for the older gamers who may be looking for more depth and diversity in the character roster.
Daisuke Uchiyama, the Chief Producer at Bandai working on Super DBZ, has been working on Budokai titles for the last four or five years. He understands that fans of the original Budokai may have grown out of the series since the first game released back in 2002. Because of this theory, he has decided to create a game that will appeal to these older gamers; a game that has grown right alongside fans of the Budokai series.
To make this theory become a reality, Uchiyama went to former Street Fighter II producer, Noritaka Funamizu, and his new development studio, Crafts & Meister. From my brief time playing the game, the difference Crafts & Meister has made to the DBZ fighting game universe is significant. The game plays like a cross between the Street Fighter series and the Budokai series.
You'll have to wait until E3 before I can break down exactly how deep the gameplay in Super DBZ goes, but for the time being I can give you a basic rundown. From the Budokai side of things you'll have fully destructible environments, full 3D movement (including flying around at will), and the ability to customize your character's abilities once you unlock special attacks through the single player game (so you can give Piccolo a Kamehameha if you so desire).
From the Street Fighter side, you've got custom combos that can start or finish in the air or on the ground, an advanced movement system that allows players to evade incoming attacks and counter attack while their opponent is vulnerable, the ability to parry incoming projectiles (think Street Fighter III: 3rd Strike), and a three level super meter for pulling off super attacks mid-combo or as a standalone attack. All of this gives Super DBZ a very Street Fighter feel to it, while still maintaining the essence of Dragon Ball.
With any fighter that has a bit of depth to it, balance between the characters comes into question. Super DBZ started off as an arcade title in Japan, so the developers have had time to look at how players compete in arcades and balance the game accordingly for the home consoles. It's unknown what, if any, changes will be made to the PS2 version, but things are already looking up in terms of balance. A meter at the bottom of the screen decreases as you use the dash and sidestep abilities, or when you're executing a custom combo. The meter refills rather quickly when your character is not dashing around, but this limitation will decrease the chances of seeing infinite air combos and other game breaking abilities.





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