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Dragon Ball Z: Budokai Tenkaichi 2

Stage 2 : Analysis
by Rob Galbreath (2006-11-21)


Stage 1: Impressions

Stage 2: Analysis

Stage 3: Evaluation

You will not believe this: the game is flipping amazing.

After extensive practice with the characters, the game manages to pull off some of the coolest Wii possibilities. Let's forget about evasion and dashing Nunchuk shaking for a moment. Getting right into the meat of the game, holding Z + B activates an input mode. By three hand gestures, you're able to pull off every special move of the game, including the spirit bomb with an enormous Earth explosion video and the famous kamehameha.

Let's take the kamehameha, for example. By holding Z + B, you're able to move your remote and Nunchuk to light up little balls at the bottom-right corner of the screen. In this instance, there are two balls. When you thrust your arm back, the first ball lights up. When you thrust the controller forward, the second ball lights up and your character performs the attack.



These take some getting used to, but it's worth it to control the game like this after passing a day's short, steep learning curve.


Of course, you can't just keep using kamehameha attacks all day long. As soon as you use the attack, the balls on the bottom of the screen disappear entirely. The game has a charge-up ability to increase your power, and the bar on your screen indicates how much power you have. When you reach a certain level, unlit balls appear on the bottom of the screen. Input the move again, and you're blasting the bajeezus out of your foe.

The special moves are unique for each character. While some characters can transform into Super Saiyans/Nameks/whatevers, others have their powers distributed in different ways. Some characters are especially deadly in close range, and others are great for long-range firing. Krillin's destructo-disc maneuver is effective in long-range combat. On the other hand, Piccolo's firing misses often in long range but manages to work well when close up to the enemy.

Basic attacks are also useful with the remote. By finishing a combo with a press of the B button and flicking the controller upwards, you can pull off an airborn attack to send the opponent flying. Then, if you're really good, you can shake the controller forward to dash after them and slam them just before they regain consciousness.

With long-ranged attacks like these, it would be expected that the stages are huge. Huge is an understatement, as these areas are enormous. Most areas take several minutes to lap around the entire stage without using any special boost abilities. In fact, players not targeted on each other can hide under water or behind mountains before launching a full attack on the opponent. Even a computer-controlled character responds vocally when unable to find you.

While the Wii remote/Nunchuk take some time to get used to maneuvering (as I'm still barely ready to fight most enemies) the GameCube controller manages to work the controls extremely nicely for players starting the game out. By mashing several buttons on the same pad, it's easier to find out what does what. The only major downfall is that, despite the game recognizing the GameCube controller, the practice modes and move lists remain to be Wii controls. Although Z, B and A buttons are shared on both controllers, they are not the same.

Atari did an excellent job allowing both controllers to work for the game. Gamers, including myself, will have a hard time working on the transition from buttons on one panel to buttons all over the place with motion-sensitive gameplay. There are a lot of moves to perform and two very different ways of playing, each of them working to advantages and disadvantages. Though, there is potential to master both styles.

Two player gaming is also incredible. A vertical split screen manages to maintain the feel of first player mode without stretching or ruining the image. The game remains very fast with both players, and it's very difficult to cheat on the other's screen to find out where said person is hiding. In a terrain of several mountains, a player could be anywhere. Of course, you could cheat and access the radar.



Radar replaces the empty balls in the bottom-right corner.  Cheater!

Other features in the game include an encyclopedia listing the history of the characters in the Dragon Ball Z series, along with tournament modes and the RPG-esque adventure mode. Add in a practice mode with the ability to turn off the opponent's AI and you've got a decent battle ground.

After some real dedication, the game has to be one of the best Dragon Ball Z games ever created. While the initial dedication may turn off a lot of casual gamers, hardcore fans might find the game to be the perfect solution of level building and item shopping until the next great game comes along.

Overall, it's a really fun experience after a really bad start with the Wii remote. My suggestion is starting off with a GameCube or Virtual Console controller, get used to the attacks, then try out the Wii remote to see if you can pull off what the game wants you to do. There's a tough learning curve for some, but anyone who masters it will have some really great battles. Don't expect too many casual gamers to get interested in this one.

How does it fare in the grading system? Stay tuned for Stage 3 and I'll be able to tell you the full story. Any game with potential for good replay value needs some time to fairly assess everything. Until then, if you're looking for a fighter, you may want to give this game a spin. Sure it's Dragon Ball Z, but it's a heck of a lot better than the other DBZ games out there.

< Stage 1: ImpressionsStage 3: Evaluation >


Stage 1: Impressions

Stage 2: Analysis

Stage 3: Evaluation