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The game has bigger flaws than its soundtrack, though. The soundtrack is bland…but then again, so is the show’s. The characters’ attacks look fantastic and are accompanied by quality voice work from the folks at FUNimation (You dub-haters can always import). Just as remarkably, the characters remain sharp and detailed at all times. High levels of parallax scrolling provide a real sense of motion as the camera zooms in and out to accommodate the speeding fighters. Supersonic Warriors brilliantly captures the presentation of the series.
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Blast a powerful energy attack when the enemy is off guard and you may severely damage or stun your opponent trigger from too far away, when the enemy can evade, and you may become the vulnerable one. This transforms energy-based combat into a very strategic endeavor, with timing and evasion being key talents. Some attacks will adjust to a change in the enemy’s position, either through homing capabilities or pre-launch tracing, but the aggressor has no say in the matter. In an interesting design decision, the game provides no control over an attack’s aim. Each fighter also has three power levels that expand or replace moves in his or her arsenal, helping to compensate for the slightly lacking thirteen playable characters.
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Gero absorbs energy attacks instead of powering up, and Buu slowly regains health. Some characters have other off-beat features: Gotenks fights on a time limit before Young Trunks and Goten’s Fusion technique wears off (and they lose the match), Dr. For instance, Captain Ginyu swaps health and statistics with his enemy using Body Change from below, and Gotenks does his crazy Kamikaze Ghost thing from above. Most characters have generic “giant ball” or “giant beam” attacks for at least one direction, but the developers also included many of the characters’ signature moves, some of which are quite unique. Super energy attacks (B+A while holding R) will vary depending on the two characters’ relative positions. Many characters share similar energy attacks-especially the Saiyans-but a helpful glance on GameFAQs will reveal much more than the in-game tutorial and meager instruction booklet let on.
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You can also regain ki by hovering and powering up by holding down R, though don’t expect the enemy to stand around and watch like their TV counterparts might.Īt first the characters may seem almost identical. Long-range energy attacks of varying strength (B/A while holding R) can counter each other, while fist fights (B/A) give fighters a chance to regain ki (needed for energy attacks) and perform combos when their opponent is stunned. B performs weak, quick attacks, and A executes stronger but slower attacks. Characters are constantly in flight, executing, dodging, and blocking attacks in midair. The setup works remarkably well for the license. If you just want to know if the game is any good, it is.Īlthough Supersonic Warriors is most certainly a fighting game, developer ARC System Works (of Guilty Gear X fame) ditches the traditional “my-side-your-side” ground battles in favor of a less restricted aerial format more akin to those seen in the anime. As such, hard-core fighter fans (like PGC’s own S-U-P-E-R or WindyMan) looking for an expert opinion best read elsewhere.
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I’m hardly a fan of fighting games-in fact, this is the first non-Smash Bros. One might find it odd that I should review Dragon Ball Z: Supersonic Warriors.
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