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    Dragon Ball GT: Final Bout

    Game » consists of 5 releases. Released Aug 21, 1997

    Characters from various points in both Dragon Ball Z and Dragon Ball GT collide. Also known as the first Dragon Ball game to have an official North American release with the license intact.

    danryback's Dragon Ball GT: Final Bout (PlayStation) review

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    The good soundtrack doesn't prevent this game from being a total disaster.

    If there's a nadir for Dragon Ball video games, it would have to be either this game, or DBZ Taiketsu on the Gameboy Advance.

    I'm not going to get into the graphics too much. This is a PS1 era game we're talking about, the 3D was going to look very blocky anyways, but my goodness, the stages are ugly. I will get the positives out of the way now - the soundtrack of this game is genuinely good. Do yourself a favor and listen to the soundtrack sometime. The intro is the other positive to this game.

    Now, let's get down to brass tacks - the gameplay is absolutely awful. This game has some of the most stiff, and awkward controls in a Dragon Ball related fighting game. Walking towards the opponent (or away, for that matter) is a very tough task for the characters in this game because they all move at a snail's pace. You can speed up with the shoulder buttons, but there's a problem - you're too fast when you dash around, so that's really only useful when you want to get away from your opponent.

    You can also fly straight up in the air, but the air combat gets the gameplay to be even more clunky. For some reason, the game lets you fly so high that the game will warn you that you're at the flying limit. This means that if you try to come back down to the ground, you will not be able to land. Do not ask me why they designed the game like this.

    When you take a hit in the air, you will usually get knocked back, and the camera will pan over to you. While you're knocked back, you're open for attacks, so if the AI feels like throwing a bunch of ki blasts at you while you're in a constantly defenseless state, you're screwed. Granted, you can do the same to the AI, but this doesn't seem very fair. It's like if I took the controller away from you for a few seconds every time I land a hit on your character.

    Again, do not ask me why they designed the game like this.

    To avoid this, players will have to stay down on the ground. The combat there is not much better. You can throw a punch, a kick, or an energy blast, as far as normal moves go. Special moves feel very clunky because when they hit, the camera angle tends to change as the opponent reacts to being hit or knocked down. Now, there is another bit of positivity here - the super moves, like the kamehameha, special beam cannon, etc., actually look good. And when done from a distance, you can block them, deflect them, or respond with your own super move. This sets up a power struggle between two big blasts, which admittedly looks pretty cool...but usually, it leads to a weak pay off, which is just a sound effect of a blast, barely any graphical indication that you hit a big move.

    Even the Super Butoden games had been designed with enough sense to put some explosion effects after a super move hit. Kamehameha - boom! It's simple stuff, and this game's devs apparently barely figured this out.

    What really doesn't help matters is that the collision detection of some strikes are very generous to the player throwing those strikes. There are a few characters that can easily pull off infinite combos due to the broken nature of this game.

    Take Goku, for example. Well, Super Saiyan 4 Goku. There are way too many Gokus in this game. Anyways, SS4 Goku can hit an infinite combo by simply punching the opponent repeatedly. Other Gokus, like the one with the classic DBZ outfit, can pull off an infinite combo by messing with the D, F, Punch combo.

    See, entering D, F, punch makes Goku launch a combo of punches, topped off with an uppercut. If you press the punch button before the uppercut, you'll cancel the combo and throw a regular punch. After said regular punch, you can enter D, F, punch again to keep the combo going. Rinse and repeat until your defenseless opponent is defeated.

    That's all it takes to break the game. It's ridiculous. So, the roster is very unbalanced, and I could go on about the lackluster game modes. I could go on about how naming your final boss Super Baby is lame, or how battling him is an awkward mess because he's a giant ape, but really, none of that matters. I will go into the english voice acting - it's not great, and strangely, the actors were not credited for their work. You see credits when you beat Super Baby, and they're not mentioned. What's odd is that before and after the fights, the characters speak english, but during most of the fights (barring a few moments), the characters are all clearly voiced by their Japanese voice actors. A very strange decision.

    If you're really curious, just look up videos of this game on Youtube.

    Do not waste your time actually playing this. Laugh at it if you want, but do so without actually playing this.

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