Dragon Ball Z: Burst Limit - hands-on

The latest Dragon Ball Z fighting game, Burst Limit, uses next-gen power not to create ultra gritty, realistic graphics, but instead to capture the colorful and frenetic battles that epitomize the source material it’s based upon. It simply looks freshly-licked lollipop gorgeous. The characters are actually cleaner, brighter, and more smoothly animated than the show itself. Particularly during close-ups, rarely has a game looked so much like interactive anime instead of a videogame.

The game derives its complexity from timing and tactics instead of learning six buttons and perfecting gestures. It does make use of nearly every button on the controller, but aside from the regular attacks, the rest involve activating defenses and buffing your character’s abilities. Advanced play starts with utilizing your Ki meter, which is your standard super meter, but with many uses. Filling your Ki meter allows you to unleash super moves of course, but also can be used to transform into a version of yourself that has increased attack but decreased defense, or power up your aura so you can teleport at will and fire super fireballs.

My new approach to play all games on Hard mode straight off the bat has proven satisfying. Sure there is some frustration, but I've decided it's the lesser of two evils when weighed against the boredom of easiness that Normal difficulty has become in the era of casual gaming.