Dragon Ball Z: Burst Limit - Burst Limit’s power is over 9,000

Dragon Ball Z: Burst Limit is, if anything, a spectacularly cinematic game. For one thing, the graphics are wonderfully stylized to mimic the look of the anime. Sickly-sweet day-glo sugarcoated cell shading stuns; visually, if I'm Peppermint Larry then DBZ:BL is my Candy Wife (a Flapjack reference for the uninitiated).
Not only are the visuals analogous to a sugar high, but the speed and ferocity of battles indicate a game fed a diet far too heavily on pixie stix. Full of whooshing and biffing, packed with ka-pows and caked in crashes. Unfortunately the fast action is marred by the less than ethereal dialog and voice acting meshed in between all the ki blasts and taunts. Not so much ear candy as eye candy (at least during matches). I do quite fancy the opening score.
So far as the the meat and potatoes, the fighting, is concerned: As previously stated, choreographically and visually DBZ: BL strays little from the source material. But, this is a game after all, and not a cartoon, so the interactive elements are paramount in deciding the title's fate as a success or a flop. A brief rundown of the controls:

- D-pad/left stick: Move character
- D-pad (double tap and hold)/left stick: Dash
- A: Guard, action
- B: Ki blast
- X: Rush attack
- Y: Smash attack
- A+X: Grab
- A+Y: Taunt
- Left bumper: Aura spark
- Right bumper: Transform
- Left trigger: Blow-away attack
- Right trigger: Pursuit/ultimate guard
- Start: Pause menu
To elaborate on some of the more nebulous commands: Not only is A your guard, but you may also tap the button with the right timing to pull off quite a few nifty maneuvers. Example: Tapping A just before the enemy attack makes contact to dodge, or tapping A plus left or right on the left stick to counter-attack. While this proves satisfying when actually accomplished, this feature is finicky and somewhat un-responsive, I have found, so it feels as if more luck than skill is required. In addition to blocking and counter-attacking, A + the left stick down serves to switch whatever way you're facing N-S-E & W. I honestly feel as if the right stick should've been utilized for camera control, as it has no other real function. Also, the directional pad, while actually functional, is seldom used. It'd be far better suited for command input, which would take some of the burden away from the main face & shoulder buttons. For instance: Instead of initializing aura spark with the left bumper, press left on the control pad, etc.,. likewise for other commands.
Multiplayer is just as fun as I expected, especially when you're battling friends who, unlike myself, are avid fans of the show. With loads of game customization options, I have no gripes in this department.

Z chronicles
At first the Z chronicles may seem un-organized and random, especially to a DBZ virgin like myself. as you plug along and win battles though, you'll soon begin to see the pieces start to come together to form coherent sagas and scenarios. Snapshots of matches are arranged in a sort of loose grid. Like the periodic table of elements, there are families and there are rows, vertically and horizontally aligned, respectively. Vertical columns represent themed battles pulled straight from the Anime which may have lasted one or many episodes. You play as whatever character won the battle in the anime, be they benign or malevolent, until you defeat your opponent and continue upwards through that specific column until the story arc is complete. In the Z chronicles menu you may at any time switch from one column to another, unlocking more scenarios with each consecutive victory. It's really like playing the show. While this somewhat eliminates one of the hallmarks of modern video games-- the ability to mould the game world as you interact with it-- it's quite fresh to me as I haven't had the story spoiled for me on account of the fact that I've hardly caught a minute of the actual anime. I suspect, though, that even religious DBZ denizens will not find the apparent lack of free will to be a deal breaker, as I believe that they'll quite enjoy reliving the series' most memorable fights.
Drama pieces & bonus characters:

You may unlock so-called "drama pieces" and associate multiple pieces with whatever character you fancy. A drama piece is a cut-scene that may be purely cinematic, but may also serve the purpose of aiding you in battle by initiating aura spark, calling upon a helper character, etc.,. Some are indeed helpful, but others are downright silly and the 'senzu bean' cut scene has got to be the strangest instance of item use I've yet seen in a fighting game. Sometimes I find drama pieces to be annoying, but they are usually beneficial and amusing and help to add to the game's cinematic feel. So far as other unlockables are concerned, you may rest easy knowing that just about every fighter seen in the anime may be attained in DBZ: BL.
DBZ: BL is a wonderfully fresh and fun fighting game that n00bs and fans alike are sure to enjoy. It's worth the price, though I'd shop around.










I’m fascinated to see that DBZ games are still coming out. I worked for FUNimation many moons ago as their internet programmer, and it seemed like DBZ was heading out of popularity back then. I guess not.
Yeah, I remember lots of other boys being into it when I was like 9… almost 9 years ago, dang.
Definitely not. And I bet that the new DragonBall movie will bring the DB games in even better position. When it’s finally finished, of course.
again, quite a slick aesthetic here. and familiar since i did grow up a bit with this series. :)
Dragon Ball Z sure has some action-packed activities that occur during the use of it for enjoyment. There is a wonderful trance song based on the Dragon Ball Z theme that is quite Christmas-sounding.