Wednesday, April 4, 2012

Last year's Dragon Ball Z: Shin Budokai for the PlayStation Portable was a decent fighting game that succeeded on its ability to deliver manic action with a good amount of over-the-top, Dragon Ball Z flair. A year later, Atari returns with Dragon Ball Z: Shin Budokai - Another Road. It was a wise decision not to call it Shin Budokai 2, as Another Road brazenly recycles nearly everything of consequence from the first Shin Budokai. What's there is still good, but the package feels kind of pointless.



The action is identical, offering straightforward, one-on-one fighting. The cast offers little in the way of surprises, featuring most of the major heroes and villains from the Frieza Saga on through to Dragon Ball GT, many of whom come in multiple forms. There are a good number of fighters to choose from, but there's not much of an attempt to balance them, with some fighters simply being rated as more powerful than others. There are plenty of signature DBZ touches to the gameplay, with a heavy focus on ridiculously potent energy attacks, most of which are unique to each fighter. Aside from their different power levels and special attacks, though, every fighter in Another Road handles identically, so once you've mastered one fighter, there's not a lot left to learn.



The gameplay modes are also stock for the genre, with a local, wireless two-player versus mode, an arcade mode, as well as survival, time trial, and challenge modes. As was the original Shin Budokai, Another Road is a pretty good-looking game. The environments are pretty bland and there are lots of blurry textures, but the characters look sharp and are well animated, and most of the time the game is soaked with crazy, explosive effects. Sometimes all of the glowing characters and massive energy attacks get to be too much, though, and there's occasionally some pronounced slowdown. Most of the voice work and sound effects have been pulled directly from the show, giving it a sense of authenticity, though during battle the fighters have a tendency to repeat the same few exclamations in rapid succession.



So what sets Another Road apart from the original Shin Budokai? Mostly it's the new single-player story mode, aptly named "Another Road." Rather than plodding through the same tired sagas that have been done to death in just about every prior Dragon Ball Z game, Another Road conjures up a sort of "What If?" story about Babidi appearing in the alternate future where Future Trunks lives...in the future. It quickly snowballs into a much greater conflict that involves loads of time travel and trips to the afterlife, as well as just about every Dragon Ball Z character you'd care to mention. While storytelling has never been a real strength of Dragon Ball Z, the arc in Another Road is so singularly focused on cramming in as much fan service as possible that the nonsensical story borders on insulting.



To its credit, the story mode does add one somewhat interesting layer to the gameplay. Each chapter consists of several missions, each based on a different continent populated with a handful of villages. Often, you can take on these missions in any order you please, but once you do, you'll find yourself with an overworld view of the continent, able to fly around above it in real time. The villains you have to defeat will also be cruising around this overworld, and more often than not they'll immediately start attacking the villages. You can stop them by rushing up to them and attacking, which will initiate a regular, one-on-one fight. Keeping the villages in good health is key, since your character's health bar carries over from fight to fight, and aside from using the extremely limited Senszu beans to replenish your health after losing a fight, the only way to replenish your health is by hovering over a village.



Most of the time, you'll be accompanied by two other hero characters of your choosing. Though you can't control them directly, which characters you choose will inform their behavior, such as whether they'll prioritize defending you or villages from attacks. Between keeping an eye on your health, your companions, the villages, and your enemies, there's a lot to juggle in the overworld. While it's frustrating when you need to be in two places at once, it's satisfying when you're able to keep yourself, your companions, and the villages all in good health. It's too bad, then, that the mode is undermined by fights that pit you against the same opponents over and over again, and an incessant amount of pace-killing load times.



Which characters you choose to back you up can make a big difference in how a mission plays out, though the new power-up system plays a pretty big role as well. In nearly every other Budokai game, powering up your hero was done through capsules that you'd earn either by winning fights, or by purchasing them from a shop with money earned by winning fights. Here, the capsules have been replaced with cards that can be placed on a three-by-three grid for each character. What makes this system functionally different from the capsules is that in addition to cards that boost specific attributes like health, ki, melee attacks, energy attacks, and so on, there are other cards, which, depending on where they're placed on the card grid, will boost the effectiveness of other, adjacent cards. It's not overly involved, but being thoughtful about fighters' card grids can make an appreciable difference in how they perform in a fight.



If you're a DBZ fan who missed the original Shin Budokai, Another Road is a simple, enjoyable fighting game featuring a number of fan-favorite characters, all wrapped up in a tidy portable package. But if you've already played any amount of the original Shin Budokai, the new story mode and card-based power-up system, though interesting, are just not enough.

Unfortunately, the PC doesn't see many original fighting games. Though it's received a handful of ports over the years, most of the attempts to bring original Street Fighter-style action to the home computer have been total failures. One of the lone standouts is the 1993 release of One Must Fall 2097, a robot fighting game that followed the Street Fighter concept by presenting the action from a side view and giving each robot a handful of special attacks. It moved well, contained a good variety of characters and options, and was generally fun to play. Now, a decade later and after years of prerelease chatter, Diversions Entertainment has finally released a follow-up with One Must Fall: Battlegrounds. This new One Must Fall attempts to stay in the fighting genre while also presenting a free-roaming, fully 3D game for up to 16 players. It's a fun take on the fighting genre--once you manage to familiarize yourself with the controls--but some of its radical ideas work better than others.



Battlegrounds puts you in command of a pilot character that controls a giant fighting robot via a neural link. Apparently, this brand of robot fighting has become a popular sport in the future, so your pilot will have no shortage of opponents to face in a handful of different tournament settings. While the single-player game attempts to convey a bit of story here and there, it's mostly limited to some prematch chatter from the other pilots. Each pilot is rated in four different categories. However, the real difference is in the robots themselves.



One Must Fall gives you eight different robots to choose from. Each has its own set of strikes and special attacks. Additionally, each robot has at least one projectile attack, and, fortunately, the game has a pretty good aiming system to help you fire your blasts accurately. The game also has its fair share of rising and dashing attacks, and each robot features a few different superattacks, for good measure. The use of these superattacks are governed by an energy meter that fills as you play. Most of the superattacks are just pumped-up versions of your robot's special moves, though. Battlegrounds uses six buttons in all, one for each of your robot's limbs, one for jumping, and one for evading. Since the game takes place in a fully 3D arena that lets you roam around at will, the evade button is incredibly handy. The robots don't turn very quickly, and you don't have the ability to execute side or rear attacks, so using the evade button to roll out of the way or to perform backflips is key to dodging attacks and preventing enemies from sneaking up behind you while you're attacking another opponent.



The centerpieces to a fighting game's longevity are its balance and the depth of its combo system. The various robots seem pretty balanced, though some of the robots can get a little more combo-crazy than others, especially in some of the game's walled arenas. The game's combo system is very focused on pop-up attacks and juggles. A handful of the game's regular moves will pop a target up into the air. From that point, you can swipe at them while they're coming down and get in a few extra hits. Some robots, like the Katana, have a rising attack that will launch an opponent into the air. The Katana travels up with the enemy robot, and once you come out of the striking animation, you can land a few extra hits. You can even combo some of these moves into and out of supermoves. All in all, One Must Fall's combo system isn't the deepest in the world, but rather than stick to a somewhat rigid system of canned combos, it goes for a slightly more free-form feel that lets you try out new things.



Though the game has a good deal of single-player tournament options and various difficulty levels to choose from, fighting game AI only goes so far. Competitive multiplayer is where the genre gets most of its replay value. As mentioned, One Must Fall: Battlegrounds contains online multiplayer for up to 16 players. When the players all have good, fast connections to the server, this works fine. However, trying to fight a laggy player isn't any fun at all. Your hits don't land, the other fighter skips around the arena, and so on. The game has two multiplayer modes. Last man standing gives the last remaining player in a round one point, and play continues until a point limit is reached. In demolition, you earn points for causing damage, and the game ends when a point total has been reached. Both games can also be played in team variants.



One Must Fall's robots look pretty nice, though the game doesn't do a very good job of conveying the supposedly gigantic size of the fighters. The arenas come in various shapes and sizes, and some of these look good, as well. However, the animation leaves a bit to be desired. For example, you'll execute the same attacks regardless of your posture. So, if you're running and hit an attack button, you don't get any sort of running attack. Instead, your robot just plants its feet and goes through the same attack animation that it would if you were standing still. A lot of the basic walking and movement animations aren't very good, either.



Basically, the game really lacks polish from start to finish, from the menus to the generic-looking particle effects. The game is also pretty processor-intensive. Though the listed requirements aren't terribly steep, the frame rate is pretty jumpy on systems that are well beyond the 1 GHz recommended processor. When we moved it up to a Radeon 9800 Pro and a 3 GHz processor, the game ran very smoothly at the default 800x600 resolution, but moving the resolution up much higher than that had a noticeable impact on the frame rate. The game actually looks decent at 800x600, though, so this isn't that much of a problem.



Battlegrounds' sound also could have helped convey the size of the robots by using loud, bass-heavy footsteps, but the game unfortunately doesn't have anything like that. Most of the sound effects consist of pretty uneventful metal-on-metal clanks and crashes, as well as your standard laser and projectile effects. The music consists of a bunch of upbeat melodic tracks that sound like they were ripped out of the Amiga demo scene. As a whole, the game's sound gives the game a sort of throwback feel that's indicative of its decade-old roots.



One Must Fall: Battlegrounds is a pretty unique take on the fighting genre. There's definitely something to it, but not all of its concepts hit the mark just right. For instance, the game would have been better if the robots had back attacks or other, better options to prevent enemies from getting behind them. Regardless, there certainly isn't anything else out there that's quite like it, so fans of other fighting games should give it a look.