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Raging Blast Review

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Post by Son Goku Tue Nov 10, 2009 11:43 pm

I've never given IGN a thumbs-up for their review on DBZ games because they have always seemed to ignore the fact that most of the fighting games were rehashes.

I totally agree with this review, though. Not only is it a rehash, but it takes a step backwards.

http://ps3.ign.com/articles/104/1044191p1.html
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Post by Chulance Wed Nov 11, 2009 5:12 am

Meh maybe Raging bLast 2 will be good o

or DBO!
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Post by Nikku Wed Nov 11, 2009 5:45 am

They'll probably try to use the old "Oh, but it IS our first next gen game!" excuse.

Nope, that excuse is terribly poor guys. If you're going to next gen consoles, then you have s**tloads more disc space so you can improve stuff and put more content on it. Take a look at Mortal Kombat vs DC; nothing to do. Then take a look at Mortal Kombat Deadly Alliance which came out over 5 years earlier for the previous system; a TON of stuff to do.

Lousy next gen games...
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Post by justinlynch3 Wed Nov 11, 2009 9:26 am

And why would they screw up the fighting engine. PS3 in a sense is a super powered, up to date PS2. They could have kept everything from Budokai Tenkaichi 3 and just added more more more. It's what they should have done.
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Post by Chulance Wed Nov 11, 2009 2:36 pm

Instead there going backwards!???

WHY!?
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Post by secor Thu Nov 12, 2009 3:35 pm

they're the same problems from all of the other games.

something i cant really say is good or bad (because it effects the length of a fight) is the melee being... whatever they called it. if you do less damage in general that means fights will be longer, pretty cool, but maybe not always cool. what they don't seem to get though is that its not all about ki blasts, and ki blasts shouldnt be the end all be all of a battle. they need to have a stamina system, where you get slower so ur more susceptible to ki blasts, its harder to power up, you attacks are weaker. thats would be the point where u transform (to ssj or whatever the next level for whatever character u r may be) then ur stamina would go back up along with ur attack strength, speed, and ability to power up. 't'would make battles very interesting.
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Post by justinlynch3 Thu Nov 12, 2009 5:32 pm

I always thought that DBZ games should have 1 solid ki bar as well that slowly drains as you fight and use ki blast. Powering up would be for increasing your states when your stamina starts to lower, or to access a transformation.

In DBZ games, in a sense, we have infinite ki. When our ki go's down, we mere power up and bam, full power.

We should start say with a new fighter, lets say Goku. Goku ki gauge at the start of a fight would be, oh 1000 points as example. This would be the amount of power Goku has and different attacks would slowly drain this ki gauge.

Stuff say like basic ki blast would use up 10 points of power, stronger attacks like a Kamehameha would use 1-200 points of power depending on charge time. Supers would use more around 4-500 points of power and such.

As your characters ki lowers, so would stamina and then you's start to tie out at say around 200 remaining points. Access a transformation would then refresh, and even increase the point volume of your ki power from 1000 to say, oh 1500 or 2000.

I always would have liked to try a game like that.

A plus side of this to, it will eliminate ki smammers where you'd have to conserve your ki.
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Post by Nikku Fri Nov 13, 2009 8:21 am

Every sequel that I have on the PS3 has been a disappointment because the developers change everything around or make the gameplay not as good as previous outings and other things. Take a look;

Burst Limit - I was surprised to see that Shin Budokai 1 and 2 actually have MUCH more fluid animation than BL!! Its true, see it for yourself! The gameplay in Burst Limit feels too... messed up, unresponsive, etc. And those Drama Pieces are just plain stupid. The AI was also broken as hell. After you do ONE five Square button combo, the CPU will block every single one of them for the rest of the fight or match.

Spider-Man 3 (PS3, not PS2) - I think it was the R2 trigger that ruined web swinging for me, the trigger is stupid and should have never replaced the R2 button, same for L2. The difficulty was through the roof, the cineractives were god awful, it was impossible to swing quickly, Spidey was so slow.

Mortal Kombat vs DC Universe - The previous PS2 MK's could have as many as 600+ unlockables. MK vs Dc has two unlockable characters. Thats it. Two unlockable characters. Broken difficulty hampers the game too.

Spider-Man Web of Shadows - Whilst I love this game for being MUCH easier than SM3, it still couldn't escape the dreaded "Next Gen Laziness Curse". They actually took out all the free roaming subways and sewers and don't even have the subway entrances visible anymore. Not only that, but they took out the ability to go to Roosevelt island, but still have it visible. The story mode take less than 4 hours to complete and then thats it, you have to begin a new game if you want to free roam again. And there's this really annoying lag when you web swing that freezes you in mid air and then just drops you to the ground.
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Post by secor Fri Nov 13, 2009 5:43 pm

justinlynch3 wrote:
A plus side of this to, it will eliminate ki smammers where you'd have to conserve your ki.
thats the biggest thing, it sucks that someone who sucks at the game can just hit u with like 3 ki blasts n win a fight if he does.

but yea i think our ideas combined is the perfect recipe for epic battles
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