Dragon ball z: supersonic warriors

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By Craig Harris
Last Christmas Atari brought to life Dragon Ball Z: Taiketsu, an absolutely abysmal GBA fighting game from the makers of the two successful (và much better in quality) portable Legacy of Goku adventure titles. Almost as an apology for that game, the company has released the second DBZ fighter for the handheld: Dragon Ball Z: Supersonic Warrior, an infinitely more competent and faithful thiết kế that really wows in the presentation department. The fighting mechanics aren't quite as ironed out as expected & don't quite match up with the energetic front kết thúc, but overall Atari has brought out a decent game that better captures the Dragon Ball Z flavor than previous titles in the series have sầu on the GBA handheld.

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Features Fifteen unlockable, playable characters Story, tag team, và survival modes Cartridge save sầu khổng lồ record unlocked characters Link cable tư vấn for two players At the very least, the developers poured a whole lot of effort into Supersonic Warrior's graphic engine. Using a combination of traditional sprite scaling and Mode 7 effects, Banpresto's fighter features a fantastic dynamic camera that zooms in, out and around the action as the two Dragon Ball Z characters duke it out in the air. This type of engine isn't exactly a new thing lớn the fighting genre, but it's rare that a GBA game gets this sort of treatment...even though the portable hardware was obviously made with these types of games in mind.

The game mechanics don't quite keep to the traditional one-on-one fighting desqplay.vn, but that's the nature of Dragon Ball Z; in the cartoon, these guys fly and zoom & careen off one another in each 22 minute episode, and to accurately portray this over the top action you have to lớn take liberties in realism. In the awful Dragon Ball Z: Taiketsu, the desqplay.vners kept almost all of the action on the ground, with only a tiny focus on airborne fights. It's completely the other direction in Supersonic Warriors, and it makes much more sense this way, especially if you've seen only a single show. It would have been better had the desqplay.vners limit the airborne battles somewhat instead of focusing entirely on them, but overall it's a better choice lớn have sầu the fights in the stratosphere than on terrafirma.

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So, because the fights can have sầu a lot of distance between the two characters thanks to lớn the dynamic camera, the desqplay.vners put a lot of emphasis on "double-tapping" control mechanics khổng lồ have sầu the characters boost quickly towards each other. Double-tapping in a direction will zip the player in the direction that's tapped, whether that's for an offensive sầu or defensive evasion. Attacks can come from above sầu, below, or directly in front of the characters, and as the action moves on-screen the characters remain face-to-face nearly the whole time. In some modes, tag-team characters allow for players khổng lồ swap out fighters mid-fight for a quiông chồng escape or a more violent mix of attacks.

Though the game features a ton of characters from the Dragon Ball Z series, the balance between them is simply speed and power; characters don't have much in the way of attacks in Supersonic Warriors. Players can either weak or svào attack with the B or A buttons respectively, or they can use their special attacks with a combination of the R trigger & the two attack buttons together. Blocking is oddly mapped on the svào attaông chồng button; it's a little odd lớn have sầu the block control giới thiệu its function with an attack button, but it does work to a relative degree in action since players can easily counter a blocked attaông chồng with an immediate svào kichồng or punch.

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But as much control as the game may seem khổng lồ have, the battles seem to over up being the "button mashing" kind since that's really the best way to lớn string together the combos. Oh, sure, there's a lot more technique involved for the more skilled individual, including special attacks that come from nailing a downed opponent at just the right time, but overall success with the computer opponents, at least on the default difficulty setting, does boil down to a good amount of blind, repetitive mashing on the control pad and buttons. No promises that this will work against a human opponent via the links cable, though, since fights seem to get a little less predictable in multiplayer.


Verdict

And it"s really this button-mashing element that brings down Supersonic Warriors"s fun, because the rest of the package is a really rock-solid development. The game really does feel lượt thích a part of the Dragon Ball Z franchise, fitting in extremely well with an energetic, peppy presentation. Though newbies won"t really get the whole story between all of the characters in the game, the fact that the tale of Dragon Ball Z is abridged for each of the fighters in Story Mode will definitely please the true diehards of the franchise.


Chuyên mục: Công nghệ