PC GAMER (US)

Dragon Ball FighterZ

Arc System Works rethinks fighting-game basics in Dragon Ball FighterZ.

- By Nathan Brown

Fans of one of the biggest names in all of anime have been somewhat underserve­d by videogames, in quality if not in quantity. Licence-holder Bandai Namco churns out tie-in games at a right old lick, but they’ve always felt like cash-ins: Products that sell because of the name on the box. Well, no longer. Not only is Dragon Ball FighterZ comfortabl­y the best game this licence has ever produced; it’s a cracking fighting game, too.

It is also a gorgeous one, a far cry from the rough edges of Dragon Ball games past. Developers Arc System Works make the Guilty Gear Xrd games, and the game engine that underpins what was, until now, the most beautiful fighting game on the market is a perfect foundation for what is to all intents and purposes a fully playable cartoon. Arc’s genius lies in the fact that, despite the side-on view, these are 3D character models battling it out on 3D stages, meaning the camera can be unhooked from its moorings to better frame a powerful move or super combo. The result is a sumptuous-looking game before a fireball has even been thrown. Once the sparks do start to fly, it is simply something else, the screen exploding in anime-perfect carnage.

Such visual spectacle isn’t exactly uncommon in fighting games, and particular­ly in team-based brawlers. But rarely has such devastatio­n been so easy to pull off. Mindful of the fact that the Dragon Ball licence will bring in a more casual audience, Arc has lowered the barrier to entry with a host of systems aimed at beginners.

Special moves are performed with simple quarter circles and one button. The same applies to super moves, albeit with either a double button press or, on a controller, a trigger. They’re universal across the cast, too—the idea is that you can hop around the roster at will without needing to pore over move lists. Other system-wide concession­s include autocombos, performed with rapid presses of light or medium attack (the former including a flashy air combo, the latter ending in a super move); a Super Dash, which homes in on your opponent from anywhere on screen; and the Vanish, which teleports you behind your opponent and whacks them away.

Yet nowhere is Arc’s drive for accessibil­ity more apparent than in its implementa­tion of the humble fireball. Projectile­s are an essential tool in fighting games, vital for controllin­g the space in front of you. Here, they’re performed with a single button press. Mash that button, and you’ll fling out a long string of them; add a fireball motion, and you’ll fill half the screen with a Kamehameha. With an anti-air Shoryuken available to anyone who can press down and heavy attack, novice players have easy access to all the fundamenta­l tools.

Krillin’ it

If your impression of all this is one of a game aimed at, and solely at, people who wouldn’t know a super cancel if it smacked them in the face, think again. As you’ll discover once you clear the generous Story mode, and either take on the upper tiers of Arcade mode or head online, this is a game of tremendous complexity. The moves may be easy, but working them into a tag team of three, finding synergy in assists and supers, is anything but. The CPU AI suddenly turns into a monster, while the online competitio­n is stiff indeed. The game does a wonderful job of easing you in, but a pasting, whether you venture online or not, is as good as inevitable.

If only the online component had launched in a slightly better state. Network conditions are spotty, and you’ll frequently be kicked out of the lobbies you’re automatica­lly loaded into when you boot up the game. No doubt it will be fixed; these things always are, and perhaps Namco were caught on the hop by the game’s success (it’s already the most popular fighting game in Steam’s history). But it shouldn’t have happened in the first place.

There’s disappoint­ment, too, in the lack of any kind of bridge between the easy button-mashing of the Story modes and the lofty complexity of the high-level game. But this is a genre-wide problem, and one Arc and Bandai Namco never set out to solve. Their mission was to make a fighting game that was true to its licence, and appealed both to anime-loving beginners and genre veterans. On that measure, it has succeeded, and with style.

Novice players have easy access to all the fundamenta­l tools

 ??  ??

Newspapers in English

Newspapers from United States