dragon ball fighterz

It’s Su­per, thanks for ask­ing

XBox: The Official Magazine (US) - - START - Dom Pepp iatt

Dragon Ball FighterZ is one of the most ag­gres­sive fight­ing games you’re go­ing to play. It’s bold, it’s loud, it’s com­pli­cated, and it’s nuts. And all of those things work in its fa­vor. It’s a world away from the slower, more strate­gic pace of Street Fighter, and a far cry from the bru­tal pres­sure of Killer In­stinct.

In­stead, Dragon Ball FighterZ in­sists you use all three of your char­ac­ters’ health bars as much as you can in one fight. The 3v3 brawler knows there are com­bos in the game that can slice one char­ac­ter’s health down to a quar­ter in a mat­ter of sec­onds and it

wants you to use them. Like its par­ent se­ries, FighterZ is all about bom­bast, noise, showi­ness: Be­tween two levels of Su­per move, in­fi­nite amounts of cross-screen Ki blasts, and a but­ton that lets you chase your en­emy when you knock them back, is geared to­ward mak­ing you whenever you can, push­ing you to your en­emy. And it’s a re­fresh­ing change of pace for a fight­ing game—one that fa­vors ag­gres­sion over foot­work.

Still scrap­ping

Ar­cSys has a long his­tory in the genre—it’s the developer be­hind

Guilty Gear and BlazBlue— and is no stranger to fight­ing games that want you to keep your foot on the pedal. The dif­fer­ence with FighterZ is that the 3v3 me­chanic turns it all up to 11: Hav­ing char­ac­ters come in to as­sist when you’re in the mid­dle of a Su­per, sim­ply by press­ing a but­ton, makes your dam­age-deal­ing po­ten­tial lu­di­crously high—and you don’t even have to try that hard to pull it off.

The game knows the genre is a tough one to pen­e­trate, but luck­ily it comes with a few tools to let you wail on your en­e­mies with­out pause: Mash­ing X will ac­ti­vate a sim­ple Combo chain, while start­ing with X and ham­mer­ing Y will per­form a Su­per combo. It’s not much, but it gives you an idea of where you can start each char­ac­ter’s moveset from, and shows off some bread-and-but­ter el­e­ments for ev­ery­one in the ros­ter.

In­ter­est­ingly, once you’re caught in a combo, there’s very little you can do to shake the en­emy off: Un­like genre ri­vals, there is no Ad­vanc­ing Guard or Combo Breaker, mean­ing the game is very much a war of at­tri­tion—who can get in and deal the most dam­age first? This is good and bad for novice play­ers, but makes higher-level play an ab­so­lute dream to watch and play.

If the pure com­bat isn’t for you, then at least you’ve got the rest of the Dragon Ball FighterZ pack­age to en­joy. The game ships with a re­ally in­ter­est­ing take on the Ar­cade lad­der, which has you bat­tling it out in rounds, re­ward­ing you with an up­wards pro­gres­sion for do­ing well (us­ing a Fin­ish­ing move, los­ing little health, be­ing quick) while push­ing you on to weaker op­po­nents if you per­form badly. It’s an in­cen­tive to re­ally think about what you’re do­ing, some­thing not a lot of other fight­ing game ar­cade modes do very well at all.

On your clone

Then there’s the story mode, a gen­uinely in­ter­est­ing mode that com­bines an orig­i­nal Dragon

Ball nar­ra­tive (that’s as zany and un­pre­dictable as you might ex­pect) with a sort of SRPG mode that has you move from tile to tile, fight­ing clones of other char­ac­ters in or­der to take good buffs and health boosts as you chisel your way to the fi­nal boss. It’s no In­jus­tice 2— but what is? It’s a unique, well-thought-out story mode that scratches that Dragon Ball itch and gives Ar­cSys am­ple op­por­tu­nity to show off the re­search they’ve put into this game (spoiler: it’s a lot).

The var­i­ous train­ing modes in the games are also pretty com­pre­hen­sive: From the Chal­lenge mis­sions that teach you each char­ac­ter’s breadand-but­ter tools to the stan­dard dummy Ver­sus mode, there’s a per­fect suite of moves to teach new­com­ers ex­actly how to hold their own in the

Dragon Ball uni­verse. No mat­ter how much time you’ve spent with Dragon Ball FighterZ, you’ll still find new com­bi­na­tions of char­ac­ters that work well to­gether, new com­bos that spill sat­is­fy­ingly into each other, new pleas­ing ways to end the round. Even on a su­per­fi­cial level, see­ing char­ac­ters pull off moves that have been lifted di­rect from the anime is con­sis­tently en­ter­tain­ing: For ex­am­ple, if you use Goku to kill Kid Buu with the right con­di­tions, you’ll see him use the fi­nal Spirit Bomb move he uses in the show. In­tro­duc­ing Go­han to Cell ends up with a sit­u­a­tion where the lat­ter uses An­droid 16’s head to force the kid into a Su­per Saiyan 2 state. There’s a lot of love for the par­ent ma­te­rial here, and how it draws on the best mo­ments from the se­ries is in­spi­ra­tional.

“Geared to­wards mak­ing you fight wher­ever you can, push­ing you to crush your en­emy”

left Mas­ter­ing the Ar­cade lad­der will take ded­i­ca­tion, but once you’ve made it, new char­ac­ters could be your re­ward. be­low Many of the moves in the game are di­rectly in­spired by some of the most mem­o­rable mo­ments in the anime se­ries. far...

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