Dragon Ball XenoVerse Review

Dragon Ball XenoVerse takes most of what I like about the anime and role-playing games and combines them into a single, great-looking package. It’s strange, then, that it mostly neglects the single most important thing that makes Dragon Ball Z great: the fighting. I had fun building a hero all my own, but her journey through the DBZ lore is deflated by one-sided fights and combat that boils down to what feels like glorified button-mashing. I was ultimately left wanting more than the shallow, frustrating, and repetitive combat.

As much as I wanted to love the combat, I couldn’t. Every different combination of face buttons and resulting varying animations led to the same outcome: punching your opponent and making them fly far away from you. The strategy behind these fights never gets very deep, and I settled into a repetitive but effective pattern of punching and kicking a villain across the map, then charging up to get enough Ki to use an ultimate attack. (Annoyingly, those miss half the time—even when an enemy stands directly in front of you as your worthless beams pass through their body). Defense is in the same boat: when an enemy starts to get a combo going, dodging isn’t worth the stamina cost and blocking requires almost psychic-like reflexes to pull off, meaning I never really used them. Instead, I helplessly took the assaults, then returned the favor until someone’s health invariably ran out.

Play-Good-Game-Big-Farm-Free Country: USA

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