Wednesday, May 23, 2018

Dragon Ball FighterZ (PS4): It's FighterZ, Not Fighter-Zee. Also, Holy SHIT.

If I can get all anime hipster for a second? Dragon Ball Z fans can go SCREW. I had to wake up at 5am on a sunday mornings so I could watch the original Dragon Ball series and Dragon Ball Z. I WAS COMMITTED YOU LAZY PRICKS. Unfortunately for me I started to lose steam on the series not long after it got its big push on Toonami in the late 90's when the series really started to build a head of steam. Sorry, when the Namek saga ran like 400 episodes, I decided that was enough time I could devote to it. I pretty much lived devoid of Dragon Ball since.

But you know what I love? Fighting games created by Arc Systems. Specifically the Guilty Gear, BlazBlue, and the Persona Arena series. I know people live and die by Street Fighter but the speed and intensity of Arc Systems just always feel so much better to me. So when one E3 showed off an over the top Arc Systems variant to Marvel vs Capcom I literally started salivating at the pairing with this anime series. It was a natural fit, and so started months upon months of chomping at the bit for.....

DRAGON BALL FIGTHERZ (PS4)

So I am super out of date on my Dragon Ball timeline so I'll explain the story as best I can. Sometime after/during the events of Dragon Ball Super the world has basically become overrun with with clones of the Z warriors and some of their notable villains. The problem is most of the Z warriors have gone missing, so Bulma goes to find Goku to try to take the fight to the clones and stop this invasion.

The problem is, Goku isn't actually Goku. Oh sure, he's still him but he has been severely depowered. There are a series of waves being pulsed out that are weakening everyone, and the only way to counteract it is link with a separate soul. A separate soul that happens to be currently controlling Goku. The soul is actually you as the player, so the characters are talking directly to you. While its not ideal, it does allow Goku to fight back against the clones. So first things first: Go find the other Z warriors, then once assembled go find the source of the waves and put a stop to this attack.



This story glosses over a lot, because they actually do something pretty interesting with the story. There are essentially 3 story mode arcs for you to play through: A heroes arc, a villains arc, and an Androids arc. The story basically functions the same way among all three modes: you get placed on a map with set enemies to fight. As you play through, you unlock story events depending on the team you are using. You also have set story events based on the boss of that set map, or characters you rescue. On top of this the more you use characters, the more they will interact with you to give them more of their inner monologue about the situation.

Although they use the term Arc, that isn't actually accurate because each Arc doesn't continue off of the last one. The levels you've earned remain, but instead of the story continuing you actually are playing an alternate timeline situation. Basically how things would have happened if you controlled the different set of characters and how that might have changed things.

It's only after you complete all three Arcs you receive the final true ending of the game and unlock FighterZ only original character: Android 21. She is basically a combination of one of the android characters and a Buu style character. And SHE, IS, DELIGHTFUL. Something about her voice and the almost innocent evil she exudes when threatening characters. She's tricky to use but an absolute joy and god do I hope she becomes canon to the series.


I. LOVE. HER.
God I haven't even talked about the gameplay yet. So as I mentioned before, FighterZ comes from the minds over at Arc Systems. When I saw the initial trailer of the game, it really looked like Arc was trying to doing their own take on the Marvel Vs. Capcom 3-vs-3 series using Dragon Ball as the setting, and I will be damned if that's pretty much exactly what I got. But what they really wanted to emphasize was a much less complicated barrier to entry, which has been a long standing complaint to those new to the Guilty Gear or BlazBlue franchise.

It operates on a pretty standard fighting game control scheme with light, medium, heavy attack, and a ki blast mapped to the 4 buttons. Your right shoulder buttons allow for two forms of rush called your Hyper dash (which allows you to fly across the screen to start or pursue a combo) and your Meteor rush (which is essentially a guard breaking combo launcher). Lastly your left shoulder buttons are mapped to your tag partners for quick assists to extend combos, or tagging them to take your current fighters place.

Whole lotta Goku Black in high level FighterZ play.


There are lots of little mechanics that blend these various games together as well. Like Marvel vs Capcom, characters that are tagged out will slowly recover some of their lost health. They appeared to fuse the Guilty Gear Burst effect with MVC's X-factor called the Sparking Blast, which will knock back your enemies and give you a temporary increase to power and health recovery for one last ditch effort to keep fighting,which increases the fewer teammates you have left. You are able to use your meteor rush to break a guard and force opponents to tag out and so forth.

There are also a lot of little mechanics in this game to make it easier to play. For example, in using just the light attack button you can automatically string together a short combo that will launch, follow, and complete with a slam back down. Persona 4 Arena (another Arc fighter) did something similar to this. If using the medium attack button you will string a stronger combo that ends with a flashy special move. Every character has a universal anti-air by hitting down and heavy. And generally, all of the special moves are pretty simplified as well as the majority of every character's move set can be done with the standard Hadoken motion (quarter circle, 2-3-6/2-1-4, d-dr-r or whatever scheme you subscribe to).

Then you have a bunch of little mechanics unique to the game. On top of the Sparking Blast, you can tap two buttons to instantly teleport behind an enemy for a heavy kick to close the gap quickly, or use to keep a combo airborne. When completing auto-combos or combos over 10 hits, you basically earn dragon balls. If you collect all 7, the player that hits an autocombo with a fully charged gauge can be granted a wish such as revive teammate, recover health, more power, etc.



In the story mode, there is also an additional stat boosting mechanic where you can give your characters various attribute changes to accommodate for the increasing difficulty of the enemies, but it won't be until your second playthrough or so where the enemy levels will force you to be very strategic about what attributes you need to give yourself. I basically would ride with increased experience and post match recovery to hang with teams I wanted to level longer.

Now, despite what the fighting game community and game developers would have me to believe, having just an online VS mode does not push me to buy a game. Street Fighter V tried to get away with this garbage, and that's why that game eats shit. So I will be holding it up on its single player experience because other people suck and I am not good enough to have an enjoyable match with the frothing, quick twitch, rage quitting jerks who pollute online fighters.

In crazier moments, it really does just become an episode of DBZ

So as I stated before the game has a Story mode, which is fine but after you complete it there is little reason to keep playing it other than increasing difficulty and stat customization. It has an arcade mode which has an interesting scaling mechanic for the difficulty, so if you are blowing the the first matches too easily you will be scaled upwards to increasingly more difficult matches. If you lose or have a hard time, you keep level or move back down. It makes getting an S-rank run in arcade a bit more tougher than it appears. There is also an 2nd tier of difficulty which increases all of the matches.  This is the mode I most frequently play.

There is a pretty comprehensive tutorial on how to play the game, and the first run of the story mode is going to basically be vomiting tutorial at you for a significant portion of the story. It got to the point where I realized like some 4 hours into the game I was still getting tutorial, but the story was actually really good so it wasn't bothering me like it normally would have. The training mode also has a combo trainer, which was not actually as difficult to go through as some of these combo trainers usually are in these games. Usually with like Street Fighter or Tekken I would get about halfway through and be like "fuck it, I can't get this frame perfect timing."


FighterZ also as a recording replay feature that I have never used, mainly because I am not impressive with this game. This is mainly used to supplement the multitude of online modes the game features. Once you are placed in a lobby for multiplayer, you can open a ring to fight other people present in the lobby (up to 8 people), or wait in line for your turn to go at someone. You have have two matches going at a time but for some strange reason, people waiting don't get to spectate the match. I have no idea why they would do this since being able to watch would keep people in the ring.

There is also an Arena battle mode, which also features the lobby you play in but I don't think there is a player restriction on this one. I actually haven't played an arena battle. There is also the World Stage mode, which is where you can queue up to Ranked and Unranked matches worldwide. Whats nice about this is your queue can hold if you are playing the arcade, training, or story modes. There is an offline vs mode as well for local play.

This is seriously some GO1 (go-ichi) level defense.

Everything about this game is pretty fuckin' great because its basically aping off of the incredibly solid Guilty Gear Xrd iterations in the unreal engine: using 3d models shaped in a way to give it a 2d look which allows for interesting camera tricks and dramatic angles. Animations are high intensity, fast, and fluid as every good fighting game should be. It translates well to the story mode cut-scenes as well and is simply gorgeous.

Surprisingly to me, Guilty Gear luminary Daisuke Ishiwatari outside of a little casual advice thrown in, had practically nothing to do with the production of the game despite it using a similar engine. And like many of the other Arc System fighting games, I would have thought he did the soundtrack because it has that same high energy rock his games are known for. Hell the FighterZ is basically a copy of what they did in Guilty Gear Xrd.

It even shows a lot of appreciation to the source material, as every characters moves and specials are faithfully recreated in the game so they look like they fight the same way they did in your favorite episodes. Even more so, if you use the right characters in the right stage settings, you can trigger cinematics that re-create some of the more famous moments of the show (such as beating Frieza with Goku on Destroyed Namek).

Yamcha is one of the few who got an original Dramatic Finish. Finishing
his fight with Nappa LIKE IT SHOULD HAVE HAPPENED.


But if I did have to criticize some things, I would say the online play is a chore to set up and there is not a lot of punishment for rage quitters. I feel the game has some serious balancing issues because the casual players basically spam the hyperdash relentlessly because there is little way to punish it after it connects. Usually everyone universal anti-air will counter it but you still have to time it right and that's not exactly easy to do. So unless you get that trick down, expect to have that dash in your face a lot.

And since this is in that MvC kinda vein, combos can get long and stretched out. This game rewards offense more than defense (despite the best in the world right now being a primarily defensive player). So once you are tagged with a combo you are basically relegated to stay in it until the opponent drops it or finishes it. I don't know why the Sparking Blast in this game couldn't count as one free combo break like Guilty Gear's Burst does. That'd be a small concession to give a player one free fighting chance. So any time you think are you are ready to tackle some online play, please be warned that you are probably not.

One of the easiest jokes in the series.

Lastly my ongoing crusade against the DLC. I've clearly lost this battle. There is a 35 dollar "Fighter Pass" that was released with the game with a schedule of no less than 8 DLC characters to come out by the end of the summer. And at this point I just said "Fuck it, fine. Here." and paid for the thing when the first 2 additional characters came out. I've lost. Retail games aren't 60 dollars anymore. They are 90 going on infinity because we as gamers needed to say as a whole "We aren't going to let you nickle and dime every aspect of the game." and we didn't. We let the EA, Biowares, and Capcoms of the world win and get away with this, and now its just something that is accepted. This blows. Fuck DLC.

But complaints not withstanding, Dragon Ball: FighterZ after a somewhat rocky beta basically fucking nailed it on this one.  I don't know if this has supplanted Guilty Gear as my favorite fighting game series but I really feel it is making a hell of a case for it. I play this game constantly and have been practicing to play it in my first EVO championship trip. It's hands down one of the best fighting games in the market right now and its easy to see why its already so immensely popular. It's fast paced and frenetic, easy to pick up but skillful. And if that's what you look for in a fighter you can't go wrong with Dragon Ball: FighterZ.


The first nerfs came out, too
Arc dared to disappoint Vegeta.