Jump to content

Recommended Posts

Posted

DB_ragingblast_360boxart_160w.jpg

 

UK, August 25, 2009 - Dragon Ball: the series that serious anime-heads love to hate, but all secretly watch anyway. Whatever you think of it, it's resulted in some hugely enjoyable fighting games over the years; you'd expect so, with the character variety, explosive special moves and abundance of three-dimensional space.

 

Raging Blast takes full advantage of all of these things, offering over 70 characters (including transformations) – not as many as Tenkaichi 3's 150, but among them are never-before-seen additions designed by developer Spike in collaboration with artists involved with the manga and anime. We spotted a Super Saiyan Level 3 version of Broley, who's never appeared in the animation or the movies. You can collect costumes for all of them during the Story mode – a small QTE prompt will occasionally appear on the screen, and meeting it grants you access to a new outfit.

 

dragon-ball-raging-blast-20090825030342506-000.jpg

 

The main addition to the Budokai Tenkaichi formula this time around is environmental damage. The game's 10 stages are huge in scale, vertically as well as horizontally, and throwing your opponent into mountains, towers, buildings and anything else that might fall over causes it to collapse. You can properly tear a stage up with a Super Saiyan special attack, and they're big enough to support all the destruction you can throw at them. We saw a volcano stage full of magma waterfalls and teetering cliffs of igneous rock to fall onto/into/through.

 

The basics of the fighting system itself seem largely unchanged – it's still all about making full use of three-dimensional space and intercepting attacks – with the small addition of the Super Rising special attack system, which sends characters soaring upward through the entirety of the stage. It looks absolutely gorgeous, particularly the special attack cutaways. Playing one of the Battle Frames from the story mode, the camera direction made it look just like a smoother, HD version of the anime scene itself. The game runs at a consistent 60fps in comparison to previous titles' 30, and it's really noticeable in the smoothness of the action and facial animation. Characters' faces consistently change, even in the midst of battle – the general attention to detail adds an impressive level of polish to the game.

 

dragon-ball-raging-blast-20090825030337521-000.jpg

 

For fans, guilty and otherwise, the most exciting thing about Raging Blast is the new Dragon Ball Collection story mode. It's framed as a sequence of more than a hundred of the most famous fights from the series, all with the original script and voice acting worked in. But the outcomes aren't necessarily pre-determined – a huge selection of 'what-if' scenarios is also included, so you can see How Things Might Have Been had pivotal battles gone the other way or play through scenes that have never been imagined before.

 

Another pleasing detail is the inclusion of full Japanese and English voice acting in all versions of the game, which is great if Goku's voice makes you want to punch things. Raging Blast is out at the beginning of November – November 10 in the US, with a European release unlikely to be far off that.

 

Also!

 

SS3 Broly confirmed to join Dragon Ball: Raging Blast cast as game-exclusive transformation

 

Super Saiyan 3 Broly was revealed in the latest issue of Japanese magazine V-Jump. According to the article he will appear as a first-ever, exclusive transformation in the Dragon Ball: Raging Blast videogame!

 

Never seen in the Dragon Ball Z movies, Broly’s SS3 will appear as part of a “what-if” scenario in the story mode. This is one of the two “exclusive characters” said to be coming to Dragon Ball: Raging Blast when it’s released on Xbox 360 and PlayStation 3 in November 2009.

 

The Super Saiyan 3 transformation was also shown off in the new trailer released by Namco Bandai on the GamesCom 2009 tradeshow in Germany. The Legendary Super Saiyan Broly was pretty much unbeatable in his Legendary SS transformation, so you can be sure his SS3 form is going to be crazy awesome!

 

Here are some pics of him!

 

1_Raging-Blast-32.jpg

 

 

 

Posted

I though after releasing Ps3 and Xbox360 their games would have better graphics..this looks like a PS1 game D:

 

Actually the graphics are very good. Just watch some gameplay videos on youtube.

 

 

 

Posted

The animation of the characters is too cartoon - like <.< the gamestyle is like tenkaichi or budokai? (you fly everywhere on the map ? etc)

Posted

It is budokai tenkaichi 4 with some new features like super rising etc..

And i don't understand howelse could the characters have been made? They are perfect now. :S

  • 2 weeks later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • cRazy??? If i just say good job its not even fair....
    • τι εκανες εκει παλι ρε τρελάρα; 🤣   welcome back mate, happy seeing you online again, well thats beyond l2 needs for sure and It’s rare to see anyone pushing Interlude this far technically anymore without trying to monetize it. definitely interested in seeing the source whenever you're ready to share it! keep it up!
    • your only choice brother cmon https://www.l2jsunrise.com/
    • Hello everyone  How are you all doing? I'd like to share with the community an open-source project I've been working on intensely: the **L2 Phantom AI Manager**. Tired of those static bots that just stand still in the city or sink into the map because of Geodata? Me too! That's why I developed a modular Phantom system with real Artificial Intelligence, initially designed for **L2J Mobius Essence (RoseVain)**, but which can be adapted to other chronicles. Main Features Modular architecture: the system is split into focused files such as PhantomAI, PhantomEngine, PhantomFactory, PhantomEquipment, PhantomHuntingSpots, PhantomGeo, PhantomMenu, and more. Automatic creation: create 10 or 50 phantoms from the menu or commands. XML persistence: automatically created phantoms are saved into PhantomPlayers.xml, so they keep loading after server restarts. Batch startup: .pstart and Start 10 load only 10 phantoms at a time. Batch disconnect: disconnect 10 active phantoms without shutting down the whole system. Origin towns: new phantoms spawn using PlayerTemplate.getCreationPoint(), respecting race and class. Geodata-safe spawning: spawn points use NPC-like coordinate validation to avoid under-map or floating characters. Real datapack spots: reads data/stats/npcs and data/spawns to build level-based hunting locations. Bad target filtering: ignores Training Dummy, tutorial objects, chests, and fake farm targets. Smart relocation: if a phantom cannot find useful mobs, it relocates to another spot for its level. Level goals: phantoms receive leveling goals, return to town, recover resources, and go back to farming. Mage MP rest mode: mages rest until MP is recovered; in PvP they try to escape when out of mana. Skills and buffs: phantoms try to use offensive skills and self buffs such as Might, Shield, Focus, Haste, Empower, Acumen, Wind Walk, Chant, Song, and Dance. Varied gear packs: gear packs by grade for mages and fighters, with multiple variants to avoid visual clones. Automatic shots: randomized Soulshot and Spiritshot restocking by class and grade. Inventory cleanup: unnecessary items are removed automatically while preserving Adena, shots, and equipped gear. PvP and PK behavior: some phantoms are aggressive, may become PK, and attacked phantoms try to defend themselves. Optional AI chat: optional Google Gemini integration for short social replies. TXT logs: the menu displays log state and can enable/disable logging. GM Menu Use .pmenu to open the control panel. Current options: Start 10 Disconnect 10 Create 10 Create 50 Reload XML Stop All Enable Log / Disable Log The menu also shows: active phantom count; XML ID count; current TXT log state. Commands .pmenu - opens the control panel. .pstart - starts 10 phantoms from XML. .pstop - removes all active phantoms. .pstop10 - disconnects 10 active phantoms. .pload - reloads PhantomPlayers.xml. .pcreate 10 - creates, starts, and saves 10 phantoms to XML. .pcreate 50 - creates, starts, and saves 50 phantoms to XML. .pm Name Message - sends a private message to a phantom. .pdebug - toggles TXT logging. Logs Logs are created in the GameServer log/ folder: log/PhantomManager.txt - global historical log. log/PhantomManager-yyyyMMdd-HHmmss.txt - separate log for each session. Useful logged events include: new level goals; travel to hunting spots; town rest; mob attacks; PvP defense; shot restocking; inventory cleanup; AI exceptions with stacktrace. Main Files PhantomManager.java - commands, logs, and bootstrap. PhantomEngine.java - start, stop, spawn, respawn, batches, and AI loop. PhantomAI.java - farm, PvP, PK, rest, targeting, and movement decisions. PhantomConfig.java - routes, gear, shots, and XML persistence. PhantomFactory.java - automatic character creation. PhantomEquipment.java - buffs, progression, shots, and inventory cleanup. PhantomHuntingSpots.java - real datapack NPC/spawn loader. PhantomGeo.java - geodata-safe coordinate handling. PhantomState.java - temporary phantom memory. PhantomMenu.java - GM HTML panel. PhantomBypass.java - menu button handling. PhantomChat.java - messages and optional Gemini integration. Copy custom/PhantomManager into: dist/game/data/scripts/custom/PhantomManager/ Place PhantomPlayers.xml in: game/config/Custom/PhantomPlayers.xml Compile scripts or restart the GameServer. Use .pmenu to create, start, and manage phantoms. https://github.com/miacodeweb/L2-Phantom-AI
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..