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Just as the first Budokai game brought it back to basics with Saiyan through Cell story arcs, Burst Limit (from the same developer, Dimps) for the PS3 and 360 did the same in 2007.
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What about the “next generation” of consoles, though? With each new series of hardware, the Dragon Ball franchise gets a sort of “reboot”. Whatever type of (fighting) game you wanted to play with Dragon Ball characters, it was there waiting for you. on the PS2 and Gamecube, as well as Jump Ultimate Stars on the DS. Party gamers in Japan even got their fair share with Battle Stadium D.O.N. For the seriously-old-school crowd that desperately wanted to pull off a quarter-circle and get a Kamehameha, there was Super Dragon Ball Z. For the “feels like the show” crowd that loved being able to select characters ranging from Goku to Appule, there was Sparking! METEOR. For the enthusiasts that loved mostly-2D game play and amazing character animations, there was Budokai 3. No matter which type of fighting game engine you preferred, a semi-perfected version of it was available.

“Options” is really the best way to describe the PS2 era of Dragon Ball gaming. Here was a game with an over-the-shoulder camera angle, fully 3D movements, destructible environments, a plethora of characters… and most importantly, a new series of options. Even the successor on the PS1 ( Final Bout) had been semi-traditional 2D fighting despite its fully-polygonal game design, and for three years the PS2 saw the release of the Budokai series, a new fighting franchise for the Dragon Ball universe also focused on mostly 2D fighting in a 3D environment. Leading up to and upon its release, many fans pointed to it as the second-coming of “Legends” for a new generation of hardware.

Dragon Ball Z: Sparking! was released in Japan on 06 October 2005 (and in North America as a worded-out-of-order Dragon Ball Z: Budokai Tenkaichi a month later on 15 November 2005).
