The developers also wanted to put emphasis on character sizes.The game was developed by Dimps and published in North America and Australia by Atari, and in Japan and Europe by Namco Bandai under the Bandai label.It was released in Japan on June 5, 2008, in Europe on June 6, 2008, North America on June 10, 2008, and in Australia on July 3, 2008.
The games Z Chronicles story mode allows players the chance to relive key points of the three sagas within the Dragon Ball story with the aid of items called Drama Pieces that give what has been called an immense Dragon Ball experience. The game became a top rated title for the PlayStation 3 and was nominated for a Spike Video Game Award for best fighting game. The three icons underneath it are the available Drama Pieces. The bars at the bottom of the screen display both players ki needed for special attacks and transformations. Players take control and battle one of the characters from the Dragon Ball Z series. Players are also given the ability to partner with another character within the game, in a vein similar to that of the Shin Budokai fighting series. ![]() Unlike previous games in the series, players are not given the ability to build their ki. These appear in the form of in-game cut scenes that can affect the gameplay and overall outcome of the battle, such as the character receiving a Senzu Bean from their partner for health, the characters defense or attack raised, or their partner jumping in to defend. Drama Pieces can only be activated when certain achievements are met. ![]() Another game mode is the Trial mode, where players are given the option of three types of challenges: the Survival Mode, where players must fight a wave of opponents for as long as their health last, the Time Attack Mode, where the player must defeat opponents before a certain amount of time runs out, and the Battle Points Mode, where players must earn battle points in battle. Descargar libro pdf una vida con propositoIt was envisioned that scenes likes these would help give the player a more immersive Dragon Ball experience. Kamen rider batch indoThe game was first announced in the December 2007 issue of V Jump magazine. It was stated that the game would utilize 2-D fighting mechanics, the cut scenes would affect the overall gameplay and that it would be released for both the PlayStation 3 and Xbox 360 games consoles the following year in Japan. The January issue of V Jump featured information regarding some of the games battle mechanics and battle rules. On January 16, Atari issued a press release announcing that they would be distributing the game throughout North America and that they would retain the Burst Limit title. The February issue of V Jump revealed that the games story mode would extend into at least the Cell saga. Later that month, an early demo of the game was presented at the 2008 Game Developers Conference. It was revealed that the game would feature both the English and Japanese voice cast and that it would be expected to be released sometime in the third quarter. A spread in the March issue of V Jump revealed that the game would feature at least thirty-five playable characters and thirteen battle stages. With some of the featured stages being the Cell arena, the unstable Namek, and Earths orbit. It would also reveal the cover art and Japanese release date for June 6. In May, a playable demo of the game was released on Xbox Live Marketplace and PlayStation Network. On June 10, Atari issued another announcement stating that they had shipped copies of the game to retailers throughout North America. Later that month, the game was unveiled at New York Comic Con for a hands-on demonstration. The idea was not to make a game that would be another licensed cash in, but a game that could be held with as much prestige as the manga and anime. As Nishimura went on record stating We want this to be a new expression of Dragon Ball Z, not just an extension. Dragon Ball Z Fighting 2 PS3 And XboxNaoki Eguchi of Namco Bandai Europe stated that both the PS3 and Xbox 360 versions were produced simultaneously and that the gameplay was similar to Budokai 3 with new improvement integrated. He continued that they were very pleased with the shaders as they allowed High-end quality Anime-expressions and let us create dramatic animations. He would point out, We do not aim to be realistic, but to maintain a high quality anime style. Co-producer Yasu Nishimura stated that Shueisha had some involvement with ideas for the game development.
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