Review

Dragon Ball: Sparking Zero Review - Final Flash In The Pan

  • First Released Oct 8, 2024
    released
  • PS5
Jason Fanelli on Google+

The frenetic fighting Dragon Ball fans expect is here, but it's marred by an overall shallow experience with more repetition than revolution.

It's been 17 years since Dragon Ball Z: Budokai Tenkaichi 3 and its 3D-arena-based combat graced consoles, and ever since, fans have clamored for a return to that old style. Dragon Ball: Sparking Zero has answered the call, with the benefit of an entirely new story arc to explore thanks to Dragon Ball Super--which wasn't part of the Dragon Ball canon until 2013. For the most part, the Tenkaichi approach still works thanks to its fast and energized battle system; however, repetitive gameplay and limited mode options leave us wanting more from this battle.

Dragon Ball: Sparking Zero is a return to that old Tenkaichi format, where two fighters wage war in an open arena lined with buildings, rocks, cliffs, and more just waiting to be destroyed. Each fighter has a mix of physical and ki-based attacks, highlighted by flashy and bombastic special attacks like the Kamehameha, Final Flash, Spirit Bomb, and other iconic Dragon Ball techniques.

As is immediately noticeable, the visual style of Sparking Zero is top-notch, from the main menu to the heat of battle. Every character moves and fights fluidly, and the small scenes that play during a successful ultimate attack are a delight, which makes connecting with those moves even more exhilarating. In particular, attacks like the Point-Blank Kamehameha performed by Ultra Instinct Goku's Sign form--the animation complete with scenes ripped right from the anime--are amazing to close out a match with.

Moving around the arena and approaching a battle is exciting, but before long, each fight devolves into button-mashing exercises. Every character on the roster shares the same basic control scheme: Close-range physical attacks are assigned to one button, short ki blasts are set to another, and special moves are performed by holding a shoulder button while pressing either of those two buttons. They can also dodge, dash, ascend into the air or descend back to the ground, and counter while being attacked. Finally, if a character charges their ki beyond full power and activates Sparking, they have access to a devastating ultimate attack.

The adrenaline is there in every match, as mashing the attack button feels very close to the rapid-fire punches and kicks seen in the anime, but those looking for complex, skill-based fighting tech will not find it here. In fact, the majority of battles fall into a familiar loop: The match would begin, we'd unleash a few attacks and knock the opponent away, then we'd charge up our ki meter and repeat the process until the match was over.

Dragon Ball: Sparking Zero features destructible environments.
Dragon Ball: Sparking Zero features destructible environments.

There's an exciting energy to this type of battle--pulling off a Super Spirit Bomb and watching the sequence play out is intensely satisfying every single time--and learning about different characters throughout Dragon Ball's lore is genuinely fun and interesting. However, the lack of depth in the core battle scheme gives it a limited shelf life that's better for quick-play sessions rather than marathon gaming. Then again, this is also true of previous Budokai Tenkaichi games, and that hasn't stopped diehard fans from enjoying it, so series vets may feel right at home.

Nowhere is this more evident than in Episode Battle, the main single-player experience in Sparking Zero. Here, you'll select one of the franchise's main characters and run through the story from that character's perspective, fighting all of the key battles that character faces along the way. Cutscenes between each fight range from still images with voices talking over them to short, fully animated scenes featuring a conversation between different characters.

This creates a repetition that, despite the battles themselves being fun, wears thin fast, as the cutscenes don't consist of much more than a few quips before jumping into the next battle. This repetition is exacerbated by a few odd difficulty spikes sprinkled throughout the adventure. Granted, most of these come at the most climactic moments in the series and against the big bads of Goku's adventures, but some of these spikes are downright unfair; no matter how big Great Ape Vegeta is, that monkey should not be able to tank a 10-hit combo without flinching, grab you before you can land hit number 11, and instantly deplete one of Goku's five health bars. Furthermore, losing a battle causes a brief but unskippable cutscene to play before you can choose to retry, and multiple losses means multiple trips through said cutscene, with the same voice clips playing every time. That gets annoying fast.

There are massive imbalances between characters to reflect their respective power levels in the anime.
There are massive imbalances between characters to reflect their respective power levels in the anime.

There are some attempts at variety in Episode Battles, as some of the cutscenes offer choices or win conditions that lead to branching storylines. These choice-based moments are a novel way to spice up the oft-trodden story beats of the saga--Dragon Ball Z's arcs, especially. In one early choice, when Piccolo approaches Goku about fighting Raditz together, you can choose to eschew his invitation and go it alone, which results in Krillin joining Goku instead in a "what if" scenario.

These one-offs are neat, but they ultimately result in nothing more than one or two extra fights before returning to the established path--which make these "what ifs" little more than temporary distractions. Episode Battle as a whole does a good job of retelling the winding story of the Dragon Ball series, but with the exception of the Dragon Ball Super story arcs, this is ground that's been covered many times before, and the choice-based alternate routes don't do quite enough to mix things up.

In standard matches, the number of playable characters on the Sparking Zero roster sits in the triple digits: 181, to be exact. However, as is a running trend in Dragon Ball fighting games, that number is artificially inflated by the faces found in some of those slots. For starters, there are 19 different versions of series hero Goku, including four "base forms"--where Goku is in his normal, black-haired state. Every transformation from Super Saiyan to Ultra Instinct has received its own slot, as well as his kid versions from Dragon Ball GT and that version's transformations. That 19 figure also doesn't include Goku Black--the villainous alternate version from Dragon Ball Super--and his various forms, nor does it include Goku's various fusions with Vegeta and those transformations.

There are many, many, many versions of Goku and Vegeta in this game.
There are many, many, many versions of Goku and Vegeta in this game.

Goku's not alone in excessive roster representation, as Vegeta holds 14 slots (again not including fusions or his GT villain alt Baby Vegeta), Gohan fills 11, and Trunks fills nine. Villains are also not immune to these roster-padding techniques, with Frieza, Cell, and Buu also occupying at least five slots each. Some of these forms can even transform into other forms mid-match, which makes the overabundance of "unique" character slots seem even more arbitrary.

Granted, it is a good thing to have all of these different forms represented, and to the game's credit, each form is not an exact copy of the other. Combo animations vary between forms, while the special moves performed while holding R2 are also different--think of them like Echo Fighters in Smash Bros. rather than unique characters. However, since the game's control scheme is the same for every character, those unique moves feel less special when the same buttons are pressed to unleash them. There's a lot of bloat in this character roster, and it only takes one look at the select screen to see how.

This massive roster can battle in one-on-one matches and World Tournament brackets both offline and online, though the latter leaves a bit to be desired. In our time with the game pre-launch, we were only able to link into one online match despite trying multiple times in multiple different ways. The match ran well for the most part, with only an occasional stutter throughout, but without a full player base to work with, that small sample may betray the actual experience. Your mileage may vary on launch day.

The visuals are one of the best parts of the game.
The visuals are one of the best parts of the game.

Sparking Zero also offers Custom Battles, where you can frame a battle with custom cutscenes that play before and after the fight. The in-game editors allow you to choose scenes, backdrops, poses, and even dialogue for the characters, and then upload scenarios to an online server and let others test them out. This idea is very cool in theory, as it lets you create your own mini-episode of the anime and highlight it with a big battle. In practice, however, there is a major limitation that affects the personal touch the mode strives for.

That issue is with the dialogue, as what you can "write" is not free text; instead, you have to choose between a list of pre-written phrases and choose which characters are saying them. Certain words highlighted in green within the pre-written phrases can also be switched for something else, but again your choices are assigned rather than freely written. The risks in giving free reign to write dialogue for these scenes are understood, but that lack of freedom completely hampers the entire idea. The lines provided are generic and limited, and they don't generate a ton of excitement for the scene, leaving the mode feeling underwhelming.

Dragon Ball: Sparking Zero does a serviceable job instant-transmissioning the Budokai Tenkaichi format into the modern age. However, a lot of the pitfalls of that former era--lack of variety in the control scheme, shallow gameplay, limited mode selection--have also made the journey through the decade-plus hiatus. The core fighting experience is fun and exciting, and it looks terrific in motion, but repetition sets in quickly. The modes that are here allow you to relive your favorite Dragon Ball stories from different points of view, but the experience runs dry quickly.

There's fun to be had in Dragon Ball: Sparking Zero, but ultimately this return to form does not spark as much joy as we'd hoped.

Jason Fanelli on Google+
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The Good

  • Core combat is fun, fast, and frenzied
  • Choice-based variety in Episode Battle offers some cool what-if scenarios
  • The game is visually stunning, especially during flashy attack sequences

The Bad

  • Mode selection is limited, and what is available is shallow
  • Each character sharing the same basic control scheme makes them feel less unique
  • Difficulty spikes in Episode Battle are more frustrating than challenging
  • Custom Battles don't offer enough creative freedom

About the Author

Jason Fanelli powered up with Goku and pals in Dragon Ball Sparking Zero for 15+ hours on PlayStation 5. While he feels the roster is bloated with too many repeats, the inclusion of movie characters like Android 13 and Bojack is greatly appreciated.
43 Comments  RefreshSorted By 
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raph21

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this game is more frustrating than Elden Ring (and i've finished that game twice). None of the inputs register when they're supposed to and it's very hard to do combos, vanish attacks and anything else because it simply does not register.

And the control scheme is very very out of whack. Punching someone with Square then having to hold R2 and press something else for an attack feels like doing yoga on the controller. Very difficult to have fluid combat this way.

Kakarot's control scheme was ok, why didn't they stick with that? I thought we were gonna get something good with this DB game but alas it seems they're just milking this franchise without doing any improvements. I regret spending 69 EUR on this. It's a 20 euro game at best

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Sepewrath

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Its pretty simple, if you like arena fighters--you know what you're getting. No one who partakes in that genre and/or this series, are well aware that we're not talking about SF2 here. So would not go in with an expectation of getting that. Fans of this series are looking for a "sim" of the anime and it sounds like that's what this game is delivering.

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n0thing

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DB fans have let Bandai get away with anything for years.... They're the equivalent of Madden fans lol

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Sepewrath

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@n0thing: Significant difference between the two, Madden often claims to be something its not. No one claims this series is layered fighting game. That is not something the series or the genre is known for. So it would be rather silly to expect something different.

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diddyparty

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Edited By diddyparty

Don’t listen to this half baked rushed review.Sparking zero is a love letter to the dragon ball fans and is a great experience at the very worse this game is a 8

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Lord_Sesshy

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I was disappointed when I started playing and the game skipped a lot of fights till I found out it was like Budokai 3. Where you basically follow the story from the character you selects perspective and only fight their fights. Making you go back and play other characters to get the full experience. I loved Budokai 3 so now I'm ok with this.

The only other things I'm not a fan of is the picture cutscenes. It just seems so lazy to just put up a still image and have the characters talk over it. Older games did this better.

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cboye18

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I mean, it has Super content in it. It's going to be average regardless.

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Laurenriley3332

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Dimps should have made Budokai 4. Tenkaichi is the weakest of all the Dragon Ball games that have been a series. Budokai 4 or Fighterz 2 should have released.

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lilhurk1985187

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Xenoverse 2 is better than Sparking Zero.

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Acillatem1993

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@lilhurk1985187: if you enjoy that same 7 hit combo for 50 hours straight, then yeah, it is! Lol

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Jediuser

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Contrarian opinions are fun.

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xNSHD

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Why no 10?

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kutraz

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Edited By kutraz

This is intended for fans of BT3, it is different and similar enough to warrant the purchase. The game looks amazing and the roster is deep, that is not considering all the other characters coming in the future. This is not a competitive game, it is intended to serve as a casual DBZ experience with great animations. The only reason it was developed was because fans asked for it for years. They literally showcased 90% of the game prior to release, no shady business here.

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SonGaton

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This is the only professional review that comes close to saying it how it is. I've played the original BT a lot and still do occasionally and Sparking Zero just feels nothing like those. The camera is dreadful, movement feels clunky and combos get interrupted way too much thanks to the new Vengeance counter mechanic that is abused by the AI. The story is boring and repititive and feels like a grindy slog akin to Xenoverse. There's not much else content to speak of either. I'm personally quite disappointed by the game. The "Sparking" title is just there to get sales.

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HayatoJin

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Edited By HayatoJin

The game even lacks different direction combo's.....its just spam the one combo over and over, DBZ fans will defend anything with the DB name attached though...

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diddyparty

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@hayatojin: you clearly didn’t even spend time learning the game’s mechanics yet come to nag about how you only learned to spam square lmao skill issue tbh

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tsunami2311

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tsunami2311  Online

I love DBZ but much prefer it in RPG form, like legend of super saiyan from snes days. hell I will take another kakarot game , but fighter games just dont hold my interest at all these days even if it dbz based

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Ocelot-Six

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@tsunami2311: Imo the ultimate DBZ game will end up being more inline with an RPG format.

The power fantasy of training to get stronger is something that hasn't really been explored to it's full potential. Legend of the Super Saiyan had an unforgettable vibe, I don't know what it is.

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blaznwiipspman1

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Fantastic...people who enjoyed budokai will like this game. That's all that needs to be said really. A good old fashion db fighting game.

The only good dragon ball rpg in my experience was from the old gba days.

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Ecthelion31

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"Each character sharing the same basic control scheme makes them feel less unique"

Did this guy really expect them to make 100+ characters and make each one of them unique? Yeah, they pretty much all control the same, thats the point! Its always been like this in previous Tenkaichi games, this isnt FighterZ.

"Difficulty spikes in Episode Battle are more frustrating than challenging"

I beat the Episodic Battles relatively fast in the hardest difficulty, and i havent played Tenkaichi in years. I had to do the whole tutorial with Gohan before i started the story. Sounds more like a skill issue to me. Yeah some fights are meant to be harder, ever heard of boss fights?

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Vojou345

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Edited By Vojou345

@ecthelion31: Okay, let's not go overboard here . 100+ is a bit of exaggeration when the majority of those characters are transformations of a single character. The roster size excluding transformation is around 80 characters.

As a fan of Tenkaichi, yes I think they should have went th eextra mile of making each character distinct. It adds variety and strategy vs just spamming the same thing over and over again. Just because it's been like what came before, should never be an reason why something can't strive to be more.

Tenkaichi 3 is a 16 year old game, and with all the evolution we've seen in fighting games since then, Sparking Zero should've attempted to do something to stand out.

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TheTenthPlague

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@ecthelion31: I agree with your comment completely.

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doubtless1

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Nothing about this game says it's worth picking up over loading up or emulating Tenkaichi 3, unless you just have to have the awful DBS characters. Somehow it actually looks more shallow too.

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SonGaton

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@doubtless1: I like some of the DBS characters but yes, BT3 is still king.

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Gr4h4m833zy

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Well there you have it, namco! The message is please stop letting the wrong companies develop your dragon ball z games. Better yet, just sell the licensing to platinum games. The guys behind the Bayonetta series. Those ex Capcom developers know what they're doing.

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hosedandhappy

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@gr4h4m833zy: There you have it? This game is going to do very well for Namco, and it's pretty much exactly what fans were looking for. Every game doesn't have to be for everybody.

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JimAbadon

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@gr4h4m833zy: it's a Tenkaichi game, it's mostly for diehard fans of the series. Good enough for them but for people who care about more deep gameplay, they can't offer much.

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TheTenthPlague

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@gr4h4m833zy: As a huge DBZ fan, I put a few hours in last night and I am loving the game so far. Feels like a modern-day equivalent to Budokai to me. I'm happy.

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xgalacticax

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@TheTenthPlague: This is all that matters at the end of the day.

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Tiwill44

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Something tells me I wouldn't want the recent SAO game to be reviewed by critics. I thought it was strange that no one reviewed it, but that could be because the publisher didn't send out review codes on purpose, knowing the critics wouldn't get it.

It should be noted that this review is an outlier for this game, but I doubt the same would be true of the SAO game, as I believe Dragon Ball is the bigger franchise of the two, and would therefore have a higher chance to be reviewed by a fan of it. Although, a review copy was not provided here, meaning the reviewer went out of his way to buy a copy and give it a mediocre score. I wonder if any codes were sent to the other outlets that reviewed the game much more positively. I can't find any info on that.

Anyway, my point is that I have a feeling that Sparking Zero is just as great for DBZ fans as Fractured Daydream is for SAO fans. I can't say that with certitude because I'm not into DBZ, so this game isn't for me. But I know for a fact the SAO game would have received 6/10 scores even though it's probably my GOTY, and I think my DBZ brothers got similarly shafted here.

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JimAbadon

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The Tenkaichi games always suffered from being overall a bit shallow in gameplay. From what I've seen, this one is an improvement but it doesn't surpass FighterZ which is to be expected.

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hosedandhappy

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@jimabadon: Not even remotely the same type of game.

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JimAbadon

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@hosedandhappy: both are meant to be fighting games so a comparison can be drawn between them.

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hosedandhappy

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Edited By hosedandhappy

@jimabadon: A comparison can be made between Jedi Survivor and Lego Star Wars as well.

Those two games are about as similar as FighterZ is to Sparking Zero.

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ballstatus

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@jimabadon: the tk series and sparking zero are arena brawlers and fighterZ is traditional arcade style fighting game. The priorities going in to making such a game and the audience that its intended for vary quite a bit. A game like sparking zero is going to prioritize interactions and flashy animation over depth of unique mechanics per character while a game like fighterZ would do the opposite. There is a comparison but it is rather spurious.

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JimAbadon

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Edited By JimAbadon

@ballstatus: perhaps but FighterZ also delivers in flashiness, interactions and general spectacle. I get that Sparking! Zero has more of that but FighterZ is hardly inferior in that department. Even if it's not a priority, they put a lot of work in it and that shows quality. Part of why FighterZ became such a hit is because it didn't compromise one of the two in favour of the other, it's both flashy and mechanically deep.

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ballstatus

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@jimabadon: FighterZ did compromise in theatrics and is inferior to sparking zero in that department. FighterZ looks amazing and the artstyle is delightful but its not even in the same realm of scale in terms of the animations and interactions. In sparking zero its 3d you fly around the map with massive beam struggles it impacts the environment and fighterZ is a 2d arcade fighter. Sparking zero on the other does not have the mechanical depth and balance of fighterZ but it still plays pretty well as an arena fighter and is not near as shallow as the reviewer in this article suggests... still doesn't really compare to fighterZ in that dept in the same way fighterZ doesn't compare to sparking zero in terms of the scale of theatrics.

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JimAbadon

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Edited By JimAbadon

@ballstatus: If it still looks amazing as you said then it clearly didn't compromise, did it? If it had compromised then it would look serviceable at best, not necessarily bad but passable, your statement feels rather contradictory. On the other hand, Sparking! Zero's gameplay is very clearly second fiddle to the visuals, I wouldn't call it bad but it's very obviously lacking. There's a very clear disparity between the two. The main complaint I always had with the Tenkaichi games is that every character felt the same which made the large rosters feel like bloat rather than anything meaningful. Unless they changed things up here to make characters feel distinct from one another, then the gameplay will still be shallow by my standards.

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ballstatus

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@jimabadon: Its not contradictory at all, FighterZ compromised a sparking zero like theatrical experience for balanced in depth mechanics on a focused roster found in a traditional fighting game. If they had made it a 2.5 or 3d game with grand theatrics it would likely have compromised that, but that would make it a different game entirely which is kind of my whole point. Sparking zero compromised fighting mechanics and balance to make the game a super involved theatrical experience. Unless studios have unlimited resources there is something being prioritized and then other factors getting compromised to various degrees hence prioritizing something else.... just because a factor is relatively good despite being compromised on doesn't make it contradictory. My argument is that the factors being prioritized in the making of the two games are in opposite directions making them not a great comparison. As for the fighting in sparking zero i would say its a bit better than the tk series in terms of fighting personally but it would likely be shallow by your standards of fighterZ mechanics which isn't really what this game is going for.

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JimAbadon

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@ballstatus: "not contradictory", alright whatever you say then.

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