Video games, like any
artistic medium, are highly subjective in quality. Reviews try to objectify their critique as
much as possible, neatly placing positive and negative features on both sides
of a scale and extracting the numeric solution. But games are more than the sum
of their parts, because every person weights these pros and cons separately. If
you really hate something a game does, you may dislike it even if it’s widely
adored. If a game feature scratches an itch like no other, you may engage
subconscious blinders that keep you from seeing the roiling sea of feces
surrounding your island of enjoyment. This phenomenon inspired me to start what
may become a reoccurring feature on this site. Or not! Consummate professional
that I am, I haven’t planned that far ahead. Regardless, it’s called Why Do I
Enjoy This, or Why DIET if ur dwn w abbrevs.
Simply put, I’m going to
examine mediocre games and determine specific things they do really well and/or
really poorly. This gauntlet of guilty gaming pleasures begins with Dragonball
Xenoverse. Dragonball Xenoverse, released back in February this year, is an
aggressively average game. Yet it sold a huge number of copies (over 2.5
million) and was met with a generally positive response. I heard of the game. I
knew how mediocre it was, and yet I bought it on a Steam sale. I proceeded to
play it for over a couple dozen hours. A completely valid question to ask at
this point is: Why? Am I just an easy-to-please simpleton?
Well I found this
image hilarious, so that gives away the answer.
Yes, but we’ll have to go
into a little more detail.
+ The Subtleties of Face-Punching
Have you ever punched
someone in the face so hard they flew into a mountain? Well I didn’t know they
allowed internet access in maximum security prisons, but good for you. For the
rest of us, we’ll have to stick to virtual fisticuffs. I’ve played some
Dragonball Z fighting games before, and the one thing they always get fairly
well is that punching people is FUN. As fun as you might expect from the world’s
most popular source of face punches. The animations are punchy, the sound
effects satisfying, and people go flying across the arena in spectacular
displays of aerodynamics. There could stand to be more destructible scenery,
but there’s still enough to plow some people through small houses, and the
impacts against walls and floors are fun to watch.
When you can actually
see what you’re watching, of course.
Lasers and energy attacks
are similarly satisfying. Obviously Dragonball has a ragnarok rainbow raring to
go and they leverage it appropriately. Multi-colored murder rays of every shape
and size gouge gaping gashes in the earth and blast foes to smithereens. The
audio design is also on point with an incredible breadth of ways to make a
laser go “ptchoo”. In short, shooting lasers is also fun. This is good, because I spent a hell of a lot of time
doing it. Perhaps even too much, but that’s a point for later. For now, know
that the game feels fun to play. Moving, dodging, punching, throwing, and blasting
are enjoyable enough that this feedback alone does a lot to sustain the game.
The game certainly isn’t
sustained through variety. The only type of mission that isn’t “high-velocity
murder” is “high-velocity murder in between collecting balls”.
+ Creating Your Own Face-Puncher
As important as face-punching
is to Dragonball games, it alone hasn’t guaranteed the series’ many other games
success. So what’s different about Dragonball Xenoverse? Well for one, it has
an in-depth character creator. That’s right; the game is all about creating
your own Dragonball Original Character (tm), and then having them travel
through time photobombing series highlights. The character creation is pretty
robust too. The preset features like hairstyles are somewhat limited, but the
ability to change around the colors of anything nets it some serious mileage.
You choose from five races of the Dragonball universe before getting to the
nitty gritty sculpting, and those races have notable effects on your characters
stats.
Did I mention there were
stats? That’s a rhetorical question, of course I haven’t. I would know, I’m the
one writing this. I was only bringing them up to transition into talking about
them, obviously. Dummy.
+ The Many Ways to Punch a Face
Dragonball Xenoverse has
notable RPG elements injected into it, which along with the character creator grants
it more long-term appeal. Completing fights, whether they’re story missions or
the optional side quests, will grant your character experience and cash.
Leveling up allows you to upgrade your characters stats and cash allows you to
buy new clothing and special skills to equip. The stats are significant too,
making high-level characters are several times stronger than beginners. You can
go back to earlier fights and wipe the floor with hordes of disposable mooks
without a second glace. Or if you’re a filthy min-maxer like myself, you can do
that all the time from the get-go.
Above: The correct way
to play.
Body size affects your
stats as well. So to be the best at blasting I had to come up...short,
elsewhere.
Unlocking abilities was
of particular interest to me. There are hundreds of different ways to shoot
lasers and punch faces in the game. Plenty of them behave similarly, but effort
was made to have a fair amount of distinct attacks that are fun to collect and
experiment with. Finding the perfect combination of skills for my created
character was a large part of what kept me playing. Though some of them can be
bought, most skills and equipment comes from completing side missions. The side
missions can be completed with friends or AI partners, and you as you fight
characters in story mode you unlock them to both play and partner with.
Fight alongside the
strongest fighters in the universe! Also these guys are here!
The game also features a
dozen or so mentors. By signing up with these mentors (important characters
like Vegeta, Hercule and Frieza) you can gain their favor over time by winning
missions, especially if you bring them along. They periodically teach you new
skills of theirs in exchange, along with items to make their abilities
stronger. You can also collect the titular dragon balls through random drops on
side missions. Using them lets you make a wish from a specific list, unlocking
things like skills, stat resets and secret characters.
I was GOING to show a
picture of summoning the dragon here, because I was only one ball away. But
that didn’t pan out, so here’s a picture of one of the many assholes who
refused to drop the thing.
Point being, there’s a
lot of things to unlock in this game. A lot of things that are actually interesting
to see because they affect the character you’re building. So the game has a
nice feedback loop of simultaneously pursuing story missions, side missions,
things you can buy, equipment and move drops, and raising your status with a
mentor. All of this does a good job giving you goals and keeping things
interesting against the monotony of the base gameplay. Speaking of, let’s talk
about some of the reasons I don’t
enjoy the game.
- RNG Is Not For Me
RNG stands for Random Number
Generator, used in games to describe when things are determined by random
chance. I expect a certain amount of randomness in RPG systems with lots of
things to collect. However, Xenoverse has too much for my taste. Whether side
quests drop certain items or skills is entirely random. I’d prefer if we didn’t
draw out gameplay like this, and instead just unlocked one new thing from the
list each time. However, it doesn’t bother me much. The drops are very rare,
which does bother me. But the most
annoying piece of RNG for me is the Ultimate Finishes.
Finding dragon balls
by going on crazy adventures? Nah! You just do one of the easiest side missions
over and over until another player randomly shows up as an NPC. Then after
fighting him you have another random chance of actually getting a ball.
Each side mission has a
hidden condition in it, like completing it within a certain time limit. If you
complete this condition, then some extra challenge occurs at the end of the
fight, typically having to fight another enemy or two. Clear the bonus
challenge and you get an Ultimate Finish for that mission. Apart from giving
something for perfectionists to aim for, some drops are impossible without getting
an Ultimate Finish. Here’s where things get really...fun: Whether or not you get an Ultimate Finish is random.
Say the condition is to
complete the mission in under 5 minutes. You can move your fingers past the
sound barrier, blink before everyone is dead and ride a chariot of flaming
corpses across the laser-blasted hellscape that remains, and it doesn’t matter.
The mission may just end and decide not to give you the bonus challenge. I find
this infuriating. There’s already
chance in play to decide if you get rewards from a mission, sometimes insultingly
low chances. There’s no need to give us a chance, to prove ourselves, to get an
even lower chance to trigger! Without
looking up a walkthrough it’s impossible to tell if you’re even doing the right
thing to trigger a bonus condition. I’m okay with grinding to unlock something,
which I know some other people dislike. But I draw the line at all this random
bullshit keeping me from making consistent progress.
- The Simplicity of Face-Punching
Despite being fun, the
combat is simply too basic to have staying power. Your available basic attacks
are very...well, basic. You can’t get by with random button mashing, but once
you find out the right buttons to mash in the right order the majority of your
problems are solved. If you’re using a ranged build instead of a melee one, it’s
quite different. In that case you find the attacks with the biggest numbers
then alternate between spamming them and running away to charge energy.
Let me give a visual
summary of my recent gameplay. Here I am firing Perfect Kamehameha on Namek!
...and here I am
firing a Perfect Kamehameha into a mountainside!
...and here I am
firing a Perfect Kamehameha in a cave!
...and here I am
firing a Perfect Kamehameha in the city!
...and here I am
CHARGING a Perfect Kamehameha in the city!
...and here I am
firing a Perfect Kamehameha on Namek! Again!
A little extra complexity
would go a long way. Add more basic attack combos and more ways to mix things
up. Add more ways to break out of combos and keep yourself from being
infinitely stunlocked. Bump up the AI so they aren’t always standing around
while you pose for the laser-camera. (Granted, that one is pretty accurate to
the show). There are probably other things I’m missing or easier ways to handle
this. I’m no expert on building 3D fighters. All I know is that the combat is
shallow and gets old very fast. Were it not for the satisfying feel of blowing
people away and the constant flow of unlockable goodies, I would’ve stopped
playing much sooner. Even with those, I tired of the game before too long.
- Nitpicks
Finishing a fight doesn’t
lead to victory poses. It doesn’t even lead to cool camera angles. Instead,
everyone on the battlefield just stops whatever they were doing until the
mission complete screen shows up. This doesn’t bother me much, but it can look
a little...awkward.
“Uh...so. Vegeta. Now
that...now that Ginyu’s dead...yeah. That’s a thing. Probably happy about that,
yeah? Yeah. Cool. So I uh...gotta go and...y’know. Yeah. Bye!”
When you buy something,
you can’t preview what the item looks like. I can’t really see a reason for
this. If I’m going to be spending ludicrous amounts of cash on an item with
high stats, I’d like to at least make sure it doesn’t feature me wearing a
speedo and bright pink vest.
Though there are a ton of
different pieces of equipment to buy, most of them don’t allow you to edit the
colors. There’s a small portion of clothing whose color you can edit, but since
stats are also a factor there should be far more color-friendly vestments. I
didn’t particularly want to wear Piccolo’s clothes, but there were only like
three outfits with capes so options were limited.
Notice that only one
of all of these has editable colors.
This one is tiny, but
drives me a tiny bit insane. The game
features combat that’s often pretty freeform, moving from fight to fight in
large arenas. Due to this, fight music stops playing when you get far away
enough from opponents. Thing is, given how often people get blasted back,
retreat to charge, or snipe from long range (especially me); this means the
soundtrack is constantly fading in and out. This game doesn’t have amazing
music, but it’s alright and songs like this are trying to set a very different tone than the mediocre passive music that starts playing nigh instantly EVERY TIME you leave combat.
Why DIET
You’ll enjoy Dragonball
Xenoverse if you like...
Character Creation: There’s a fair amount of options here, and it’s
genuinely fun to mess with.
Leveling and Collecting: Like seeing numbers go up and amassing a
bunch of pretty fireworks to throw at people? Well you’re in luck.
BEATING PEOPLE UP: If you’re looking for some dumb yet fun
spectacle, this will certainly do. Xenoverse provides a wide array of ways to
cave in computer-generated faces.
You’ll hate Dragonball
Xenoverse if you dislike...
Repetitive Combat: Looking for a subtle, nuanced combat system that
offers a complex, interesting one-on-one fighting experience? Xenoverse doesn’t
have that. You’re going to do the same thing an awful lot, and changing your
flavor of energy beam only helps so much.
Grinding and Chance: Despise random loot drops? Hate filler content
with a burning passion? There’s a chance
this game will bug you.
Dragonball Z Original Characters: Are you deeply offended when some
kid on deviantart tries to push Ultimate Warrior Vegorta as his unique
creation? You might wanna stay away from the online lobby in this game.
Dragonball Xenoverse is a
game that is ultimately disposable. Unless you’re a serious DBZ fan or
obscenely wealthy, I don’t recommend this game at full price. But for the rest
of us, it’s worth a look on sale for some dumb fun. If nothing else, Xenoverse is a decent way to
kick back and kill some time with spectacle. And judging by the sales and
potential sequel hook in-game, there’s gonna be another one. Here’s hoping they
learn from their mistakes and make a well-rounded, well-designed experience.
Realistically though, it’ll
be another shallow slug fest that I buy on sale months after release. Hey,
better than nothing!
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