I have been mildly interested in getting a few hands on impressions with Dragon Ball Z Burst Limit for a while now. DIMPs, the game's developer, has recently been in the news for some of their 'other' projects and Burst Limit represents the company's first 'HD' console experiment and a good judge of what they may be capable of on a more powerful platform.Because of this, I was excited when I saw that Atari posted a demo of the game on the Playstation Network as well as Xbox Live. Even though I didn't have much time when it was first put up to check it out, over the course of this weekend I did have the opportunity to download the demo and get in a few matches before other obligations took away my time. While I think it's safe to say that the primary audience for Burst Limit will be fans of the anime/manga (and previous DBZ releases by DIMPs), based on what little I've played so far, Burst Limit should be able to succeed with a cross-over appeal that some of the other titles in the Budokai and Tenkaichi series have been unable to capture.
Unfortunately, it's hard to escape the pigeon-hole of an anime/licensed fighter. There is a difficult balancing act that must be walked by the developer of the game in order to satisfy an enthusiastic (sometimes rabid) fanbase of the source material as well as the often times extremely critical fighting game community. Though some games are able to appeal to one or the other, it's a rare release that is able to find an overtly positive position from both sides. One of the best things that I noticed right off the bat with the Burst Limit demo is the apparent fore-thought that the developers have put into trying to satisfy both parties with their own special nods.
There was nothing really inherently wrong with the Budokai fighting system found in other DBZ releases that wasn't able to be fixed to create a stronger product. The core system has always been a bit simplistic in order to encourage gamers who aren't used to a traditional fighting game, but with the latest releases (in specific Shin Budokai which seems to serve as the base for Burst Limit in a lot of ways), DIMPs and Atari/Bandai Namco have been trying to tweak it slightly to satisfy a core fighting audience. With Burst Limit, due to the increased speed as well as the introduction of new offensive and defensive techniques, the tweaks should offer enough to warrant a second look for someone trying to find a good game to fill the void of a next-generation fighter before the flood hits later this year. It is clear that the primary focus of Burst Limit has been to refine the fighting engine, and it seems to have paid off exceedingly well for the game.
For fans of the anime/manga, Burst Limit serves as a 'restart' of the franchise on next generation consoles. Though some people may be a bit discouraged due to the lower number of characters compared to previous releases the last couple of years, the developers have instead opted for a more traditional story driven experience that should satisfy an ardent fan even if they aren't able to play with their favorite secondary character. The hidden in-fight 'cut scenes' should also reward fans with an unlockable play mechanic that allows them to revisit some of their favorite scenes from the anime in game based on meeting certain tasks (and defeats). The demo covers a couple of battles from Raditz's appearance on earth, so it only provides a taste of what can be expected in the full game (which goes through the Cell Saga), but there are several instantly recognizable in-fight scenes that should elicit a positive response from fans.
Of course there are a few issues I have with the game based on the demo so far, so it's not all smelling roses yet... The game is capped at 30fps, which seems to be both a positive and a negative in this case. While I would've loved to see it featured at 60fps, the cap does ensure that the action is always smooth, which in the case of a fighting game is the most important thing. Secondly, there is a bit of a disconnect in the voice overs and the character lip synch. It's a small complaint, but it is noticeable in game which tends to affect the illusion of an anime come to life as a game (as a side note Japanese voices will be included for those interested). Finally, the cut-scenes in game are not skippable. This isn't a big deal on your first play through, but as I unlocked a couple of the longer ones, I was wishing there was a way to skip past them after their first viewing. No offense to Raditz and Goku and the rest of the 'crew', but there's only so many times I can view the same scene...
Probably the strongest aspect of Dragon Ball Z Burst Limit demo is its general presentation. The game looks slick and in some regards actually seems to improve on the look of the anime. It's amazing to see how far cell-shading technology has progressed from its earliest uses on the original Playstation. The sound work and voice overs are also well suited to the slick look. The game really is impressive to watch and listen to, even if the actual script sometimes leaves quite a few question marks and blank stares...
Overall, I'm more excited about the game than I was prior to playing the demo. I am planning on reviewing the final product when it's made available, so look for that in-depth review in the next couple of weeks. Dragon Ball Z Burst Limit is set to be released in the US on June 10th.
(As a side note, for Dragon Ball Z fans out there, if you pre-order the game at Gamestop, they are currently running one of their pre-order promotions. For Xbox 360 owners, pre-ordering DBZ Burst Limit will also give you the first 7 episodes of Season 1 on DVD and a Burst Limit T-Shirt. For PS3 owners, pre-ordering the game will also include a special Blu-Ray feature of Dragon Ball Z Dead Zone and the Burst Limit T-Shirt. Not a bad deal for fans – especially the Blu-Ray feature...)
















