Despite the countless Dragon Ball games that have appeared since the manga debuted in the mid-'80s, the series has never needed them to sustain its popularity. Most are forgettable, some are good, and even fewer are truly great. Thanks to developer Arc System Works' particular talents, Dragon Ball FighterZ is one of the great ones, if not the best yet. Even if you think Dragon Ball is old hat, and even if you're intimidated by fighting games, there's a good chance you'll be drawn into the explosive action and personalities that expertly evoke the anime's infectious spirit.
Arc's prowess for making 3D assets look like 2D cel animation is as strong as ever, and its artists display a clear understanding of Dragon Ball's characteristic details. The screen is constantly filled with saturated colors and special effects, and super attacks are framed in a way that pull you out of the fight and into a momentary state of awe. Whether still or in motion, FighterZ's art looks like Dragon Ball at its very best, adhering closely to the standards set by the series creator, Akira Toriyama. And no matter how you may have watched the show, the option to choose between Japanese and English voice acting makes it easy to feel connected to the events on-screen.
Within the convincing Dragon Ball shell lives a fast-paced 3v3 tag-team fighting game that will feel familiar to Marvel vs. Capcom 3 veterans. But despite a few familiar parallels, FighterZ is distinctly Dragon Ball. Characters can jet through the air in a flash at any time, toss energy blasts like it's nothing, and unleash a flurry of smaller punches and kicks to stagger a hesitant opponent. Every fighter emphatically shouts at the top of their lungs (in a good way) every few seconds while attacking, and you understand why: these super beings are incredibly powerful, and FighterZ translates that energy to the screen perfectly. It also makes it easy for anyone to tap into that power, with relatively short special attack lists and one-button or two-button activations for universal mechanics. Not that it's recommended, but you can theoretically play with one hand and capably close the distance to your opponent to kick their ass in style regardless of the character you choose--all without any directional inputs.
Like any great fighting game, FighterZ doesn't lose depth just because it's accessible. Super attacks and teleports are easy to pull off, but they come with timing and combo conditions that allow for expert-level analysis and strategic play. It's also important to properly manage the lone meter that fuels most of your special abilities, a setup that makes a fighter's next move more unpredictable than usual, compared to some games with multiple, ability-specific meters. With seven levels of charge that feed into both offensive and defensive moves, it's never exactly clear what someone will do next, but you know a full meter means trouble, and a potentially chaotic back and forth between two crack fighters.
It also means fun is just seconds away. Being that it's so simple to cover ground, participate in mechanical mind games, and look impressive while doing it, there's practically no barrier to enjoyment provided you are fighting with opponents of a similar skill level. When the balance of skill in your opponent's favor, with no means of escaping a combo once you're trapped, there are times when you have to accept fate and wait for them to finish their onslaught--or until your current character dies--again, not unlike MvC3. Thankfully, online matchmaking is set up to auto-match you with players of similar experience, and lopsided fights are (so far, based on the open beta) few and far between.
You also don't need to be an aspiring online competitor to enjoy FighterZ, as it includes a significant story mode that can last a dozen hours or more if you seek out every possible cutscene. While a bit drawn out in places and relatively easy until the conclusion, it's still a treat for Dragon Ball fans with plenty of new vignettes staring classic characters. Though the plot is split into three arcs, you are technically seeing one arc from different perspectives, with a few alternate events to keep things interesting.
The gist is that a bunch of clones of the planet's strongest fighters are running amok, Dragon Ball heroes and villains (some who have been resurrected from death) must work together to stop them, and a new character, Android 21, is somehow at the center of it all. Because there's practically zero time spent introducing you to characters or their world, it's difficult to imagine how a newcomer to Dragon Ball would understand things like the Ginyu Force's proclivity to pose dramatically or the reason why Krillin doesn't have a nose, let alone the broad concepts of Super Saiyans and Dragon Balls. Then again, the mix of oddball antics and hyper-serious face-offs is inherently appealing for the confident cartoon expression on display.
As in combat, Arc's capable design skills make the 3D models and environments in cutscenes look stunningly close to actual 2D animation. There are moments when it feels like you're watching a new episode of Dragon Ball Z. But there's a catch: you're forced to press a button to advance dialogue, rather than allowed to kick back and watch the show. When FighterZ gets achingly close to recreating the look of the anime, the forced interaction feels like a step in the wrong direction, albeit a minor one in the grand scheme of things. Generally speaking, story sequences often elicit a smile or a laugh, only occasionally feeling like filler made to advance the story. One of the most strange yet likable qualities is the way the game contextualizes you, the player: a spirit that has randomly inhabited Goku (or another character depending on the arc in question) and can be passed to other fighters. It's unexpected and weird, but you have to give Arc System Works credit for pulling you into the room as opposed to simply breaking the fourth wall.
FighterZ is complex and distinct enough to be enjoyed by fighting game competitors, but there's no question that it's been designed to tap into the hearts of Dragon Ball's most dedicated fans...
Story mode's only real downfall is how repetitive it becomes--you fight clones of only a portion of the game's overall roster ad nauseam. Each chapter is presented like a map with locations connected by a branching path. In order to get to the chapter boss, you have to navigate the board and pick and choose your fights along the way. Given that there are optional pathways in each chapter and that you can concoct your own team, it's not surprising to learn that there are optional cutscenes to unlock depending on these conditions. Despite the rewards being largely enjoyable, after a handful of hours fighting lackluster opponents, the idea of replaying story chapters to see a quirky character interaction is unfortunately one that's easy to sideline.
Similarly, the game's basic, small overworld feels unnecessary even though it attempts to add value. Modes are divided among spokes around a circular hub, and you can run around as small versions of the game's characters, sometimes in alternate outfits. While cute at first, you soon learn to just hit the quick menu button and avoid running around at all as there's no benefit other than visualizing visiting a different venue for each mode.
The game tries to incentivize you through unlockable avatars for the overworld, but even if this sounds good, you can only earn them through randomized loot boxes. You earn money as you fight and complete story mode milestones and these can be cashed in for a capsule which turns into a random cosmetic item, be it graphics for your fighter profile, the aforementioned avatars, or alternate color palettes for in-combat outfits. The premium currency in the game can be earned when you open a capsule to find a duplicate item. Spending premium currency will simply net you an item that you don't already own--not one of your choosing. Rather than harm the game, the system feels a bit unnecessary as none of the rewards are critical to enjoying what matters most: participating in explosive battles and enjoying interactions between Dragon Ball's lovably bizarre characters.
Though merely a small piece of the overall puzzle, the rare Dramatic Finishes are perhaps the most respectable and impressive nod to fans in FighterZ. Anyone who's spent years watching Dragon Ball Z unfold over nearly 300 episodes will gasp the first time they trigger one, which will only happen with certain matchups under particular conditions. They have nothing to do with FighterZ's story, but they have everything to do with the revered history of the series at large.
FighterZ is complex and distinct enough to be enjoyed by fighting game competitors, but there's no question that it's been designed to tap into the hearts of Dragon Ball's most dedicated fans, and no doubt those same qualities will win people over who've never given the series a chance. Where past games attempted to get there through huge character rosters and deliberately predictable trips down memory lane, FighterZ has bottled the essence of what makes the series' characters, animation, and sense of humor so beloved and reconfigured it into something new: a Dragon Ball fighting game that can go toe-to-toe with the best of the genre.
Editor's note: This will remain a review in progress until we've had ample opportunity to test multiplayer on retail servers after launch.
There's a line in Episode 4 of Telltale's Batman: The Enemy Within that serves as an evocative metaphor for the dynamic between Batman and Joker--or more aptly for the Telltale series, Bruce Wayne and John Doe: "We're two threads in the same stitch, bound together...even under strain." Across the previous three episodes, events have transpired to pull at the fabric of their relationship, and in Episode 4, the two threads begin to fray.
What Ails You is a standout episode with strong writing, compelling performances, and decision-making moments that feel like they have significant consequences. The star is John, the would be Joker, who finally unravels, going from the well-meaning if a bit unhinged friend to something much closer to the Clown Prince of Crime we're used to seeing terrorize Gotham City and Batman. However, since developer Telltale has been building towards this from the very start, the shift is the culmination of a slow descent into madness instead of a leap, and it's fascinating to watch.
It's not as simple as something within him snapping. Instead, this Joker has been forged by a maelstrom of emotions wearing him down. John has suffered internal conflicts between what he's destined to become and his desire to find true friendship; a destructive love for Harley Quinn and his reverence of Batman. And all of that comes through in the way he's written and performed in the episode. We get to see a vulnerable, misguided, lonely figure desperately trying to find something to anchor himself to--and whether Bruce and Batman are positive influences in that process is called into question.
As Harley, Bane, and Freeze make a play for a deadly virus that could have devastating implications, Bruce realizes that the key to stopping them is John. In fact, many of the series' most high-stakes events have involved Bruce relying on John for help, and the realities of this give-and-take relationship are laid bare. While many Batman stories have tried, very few have succeeded in making the audience feel sympathy for Joker, but Telltale actually pulls it off, and it's a testament to how well it has humanized this larger-than-life supervillain that he feels relateable. There are moments that make you think about the way you've used John in the past, and whether you've been genuinely treating him as a friend or as just a tool to achieve objectives.
In the midst of the self-reflection the episode inspires, the game asks you to choose whether to put your faith in John once more. However, it does this after presenting the most damning evidence that he may have finally flipped, with just John's word luring you into thinking that things may not be as clear cut as they seem. It's a powerful moment that offers fans of Batman something few other mediums can: the opportunity to give Joker a chance. Given that the series' decision-making moments ultimately always reconnect to a predetermined narrative, the overall outcome is set. However, the type of person John emerges as is one that your actions--past and present--have helped define.
Episode 4 also muddies the relationship between Batman and Amanda Waller, whose unclear motives start to come into focus. As is typical of Waller, her actions become more dubious, and the consequences of them have fallout on those around her. While her cards aren't completely laid out on the table, her tells and bluffs start to become more transparent. By presenting her as someone who is both somewhat sketchy and under pressure to handle a situation spiraling out of control Telltale maintains an enigmatic air about her.
What Ails You also lays the groundwork for future drama, revealing how recent happenings have impacted Alfred, and the responsibility Bruce now has to face for his decision to take Tiffany Fox, the daughter of his close ally Lucius Fox, under his wing. And it breaks up all these with sequences where Bruce investigates clues to push the narrative forward, or the odd set-piece in which Batman trades blows with villains. Like previous episodes, there's a dearth of moments that challenge the mind or offer engaging gameplay, but in a narrative and characterisation-heavy episode, these sequences provide some respite from the high-pressure interactions with other characters.
Episode 4 of Telltale's Batman: The Enemy Within has top-notch writing, thoughtful depictions, and impactful decision-making moments. It leaves Bruce, Batman, and you to grapple with questions and uncertainty. Between the future of Joker, the nature of Amanda Waller, and the potential fallout of Bruce's mission on his allies, Telltale has set the stage for what could (better) be an explosive finale.
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