By Jorge Ba-oh 27.06.2004
A classic franchise again rebuilds itself on Nintendo’s portable handheld to bring the intense combat from the Japanese animé to small screen. Supersonic Warriors is inevitably describes Atari’s latest effort exceedingly accurately with an almost simulative representation of the shows lightening fast aerial, ground and special moves with familiar styles and story ploys from the acclaimed series. The title isn’t a direct sequel to previous games, providentially, but makes an attempt at perhaps what every developer working with the series tries; capture the show’s plotlines in an enjoyable. Fortunately it seems Supersonic Warriors (or better known as Dragon Ball Z: Bukuu Tougeki to Japan) does the game justice, but to what extent? Read on to find out…
Dragonball is a classic Japanese franchise that has taken the Western area of the world by storm and continues to settle in the East today. Revolving around the traditional good against evil approach with characters having the abilities to project energy and use it to their advantage in epic battles, the series has had its appeal with children and adults alike for several decades. Originally beginning in the late 80s, the show has expanded into commercial gain with games, films, books and the usual array of cash in items being created to celebrate the once dark and somewhat adult franchise. The series relied on large scale battles that allowed the fighters to project their energy into the air and essentially fly, attack, defy physics by teleporting to different areas as well as beating their opponent into a gruesome pulp (unfortunately censored in western attempts). Developers over the years have tried to recapture the action within a game that combines fast but accurate control with an enjoyable playing experience, however many have failed in finding a successive formula to mimic the show's success.
Supersonic Warriors is perhaps the closest attempt that doesn't sacrifice an element of the games design purely for commercial gain or developer, shall we say, laziness. Initially the title seems to produce exceedingly high presentation value with the usual stylish opening sequence and the use of a simple menu interface to provide the seven options available to players. To begin with is the traditional story mode that, for the most, comes packaged as something to delve into after much practice in a fighting title.
The traditional battle concept has been scrapped for a more frenzied approach to fighting that perhaps only comes close to describing Naturo on the GameCube. Physics and gravity has been defied to allow for combat that comes incredibly close to that seen on the series with a majority of the battle occurring off the ground and frantically in the air. However, this being done before in countless games, the control system does the technique justice - flying is controlled in real time as opposed to having to press buttons to do so, opening the field for a combination of ground and aerial based attacks, the maneuverability to instantly dodge, evade and perform various counters in free movement. Because flying is swift and unrestricted, unlike past titles, the option to attack from 8 different points when against the enemy allows for different combinations of the generic kicks and punches to be made and allowing players to generate their own combinations and tactic this way. As opposed to round by round battles like other games in the genres, Supersonic Warriors follows its predecessors by having a single but very high health bar and a power level that allows for special attacks to be made after charging it to the necessary amount. The playing field is larger that traditional forms with an unusual but interestingly placed zooming system allowing for characters to evade away, regain power and close in once more for an attack, again, a clever system that follows close to the classic series.
Supersonic Warriors carries the story as possibly its strongest section for beginners, notably those who are new to the franchise. The story suggests a suitable learning curve for those new to the show as well as the title itself for, granted, it’s somewhat different from the traditional fighter and procession is key for this mode. Admittedly, perhaps the option could do with several more introductory battles for the curve is initially steep to begin with. However, in some respects could allow for players to return, if they have some patience, to try and complete the mode successfully. Hopefully completion unlocking additional characters and modes should play some incentive for those entering Dragonball’s plot line. The mode consists of several key fights during the first few series, better known as sagas, during the show’s lifeline. Spanning from the Saiyan saga until the Majin Buu area, essentially Dragonball Z in its entirety the show covers the main plot details giving references to the characters’ incredibly generalized script; as if we haven’t heard “I am going to kill you” before. Regardless the flow keeping enemies and the growth of the main heroes throughout the series seems evident however those who haven’t seen a single episode would unfortunately be left wondering why characters hair colors can change on the fly. During the show itself, occasionally two or more characters would team up against and enemy, and unique to Super Sonic warriors, the story mode exploits this reference by allowing players to combine forces with partner characters against an enemy – opening up different tactical advantages from both sides. Overall, a mode with significant difference from other titles in the franchise and the fighting genre itself, it has options and replay ability to call its own.
Along with the expansive story comes the traditional fighting mode whereby players can opt for a one on one fighting in the usual way – whereby the player selects an opponents for single battles which perhaps are better more so for real-time practice or for a quick bit of open-ended action however its counterpart option, which allows for up to three characters for a tag-team battle offers more variety and tactics based action that is superb fun against the computer or fellow human opponent. In a similar fashion to another title published by Atari, Budokai, a shop option is available for additional character levels. In the show itself, main characters: both evil and good, go through some power changes that majority wise includes a metamorphosis in their appearances. Players can unlock characters and additional options this way and perhaps extends the lifespan of what could be quite a short title. To earn their rewards, hard earned cash has to be awarded through an additional mode of play known as “Zbattle” which takes three enemies and places them against you, as a dual force – essentially 2vs3 battles, with the latter number being the computer. Difficultly increases as players ascend the ladder of enemies however the reward money does also – a challenging mode but satisfying with each stage completed.
Aesthetically the game has its strong points – characters appear detailed to some extent – the correct lighting, proportions and use of color to provide an accurate and eye pleasing representation of the original series references. However, figures tend to appear somewhat blocky as if to attempt at 3d rendering on the more so 2D platform but it is interesting to see careful attention to detail to some extent. However, animation wise, perhaps the most fluid representation of the series’ fast paced action to date, even more so developed than Atari’s 3D counterparts. Speed is essential, especially within the fighting genre and Bukuu Tougeki doesn’t disappoint – flight is carefully mimicked and movement that requires a little speed is executed with a technique that provides that sense without slowing down the action on screen – motion blur or more so a blending of colour to simulate that well executed kick or aerial slam; perhaps one of the games’ more well designed feats. During battles, players can perform special moves that display a short animation clip with superbly accurate styles from the show itself, a very nice presentation style indeed – follow through (i.e. energy blasts and unique throws) are performed fluidly whist retaining the speed of the action on screen.
In terms of sounds, there are variations between the Japanese and American versions, and quite notably so. Whilst the original would appeal more so to the Japanese and hardcore followers of the series with its somewhat more deep and meaningful beats however with the American counterpart it seems all the appropriate dubs and whatnot are in place to detract from the original once more; strange, but still appealing to some extent. Quite odd why the developers decided to dub the characters grunts and strange sounds; perhaps, to be blunt, a big waste of time on their part, but still – for region value, a good asset to the game’s audio array.
Supersonic Warriors is a game that, granted, after a while wears thin with things to extend its life – additional characters are worth unlocking for their aesthetical value and perhaps for the sense of completion but regardless of that there isn’t much to hold the title in the long term but for a quick battle, it’s worth carrying in a gamer’s Gameboy collection.
A game that has its presentation values and follows very closely to the series, again like other titles in the franchise’s illustrious history, perhaps would appeal more so to the specialized niche that has inevitably been carved out in the fighting market. For fans and those in the know regarding the franchise, a dream to play, it has its drawbacks in terms of battle depth in some areas, regardless an enjoyable experience that should be recommended for a quick play if possible – but for fans that have followed the series from platform to platform, an essential purchase.
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