Dragon Ball Z: Budokai Tenkaichi 2 review

Giant fireballs are more fun when you throw them yourself

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This is pretty daunting at first, and the learning curve is awfully steep for an hour or so - mostly because you'll have to keep a little cursor projected by the remote onscreen if you want to do more than punch. Dashing and flying, both done by shaking the Nunchuk, also take some getting used to, and then they only seem to work right half the time. Once you get the hang of that, though, the controls start to feel natural, and they actually become more fun than a traditional setup.

What makes using the remote especially cool is the way it handles super moves. Regular old punching and energy attacks are handled using the A button and B trigger, but to perform the really big, world-ending techniques the series is known for, you'll have to perform movements that are slightly different for each character (which helps make them feel less same-y).

More info

GenreFighting
DescriptionWith nearly 130 fighters, 24 full storylines and countless lightning-fast martial-arts battles, this is the definitive DBZ experience.
Platform"PS2","Wii"
US censor rating"Teen","Teen"
UK censor rating"",""
Alternative names"DBZ Budokai Tenkaichi 2","DBZ Budokai Tenkaichi II","DBZ Budokai Tenkaichi II","DBZ Budokai Tenkaichi II"
Release date1 January 1970 (US), 1 January 1970 (UK)
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Mikel Reparaz
After graduating from college in 2000 with a BA in journalism, I worked for five years as a copy editor, page designer and videogame-review columnist at a couple of mid-sized newspapers you've never heard of. My column eventually got me a freelancing gig with GMR magazine, which folded a few months later. I was hired on full-time by GamesRadar in late 2005, and have since been paid actual money to write silly articles about lovable blobs.