When it comes to power levels, Dragon Ball XenoVerse's scouter readings weren't too bad. It blended a reasonably fun combat system with a load of role-playing game elements and some cool online functionality, resulting in a unique Dragon Ball title. When it released in early 2015, XenoVerse was met with quite a bit of positivity from fans - we gave it an 8/10 in our review - but after much deliberation, it became clear that despite its interesting premise and original structure, it certainly wasn't perfect.
Flash forward 15 months later, and here we are watching the Dragon Ball XenoVerse 2 announcement trailer. From what we've seen around the web so far, hype levels are mostly off the charts, but how can this sequel - set to release later this year - build upon the first game's legacy? In an attempt to answer this question, we've bleached our hair and put together a list of seven ways that XenoVerse 2 can blast past its predecessor's power level, making the original title look like Yamcha by comparison.
Even more character customisation
Getting to create and play as your own custom character was one of XenoVerse's main selling points, and the first game actually pulled it off pretty well. You could choose between five different, recognisable races, and you could alter everything from facial features and skin tone to height and weight. Okay, so maybe it wasn't the most in-depth character creator gaming has ever seen, but it was an admirable first attempt.
Needless to say, with XenoVerse 2, there's plenty of opportunity to expand upon the character creation system. We'd love to see an android race, for example, and adding a slew of new customisation options would go a long way in allowing players to craft some great looking and unique warriors.
A refined combat system
Generally speaking, XenoVerse had a solid combat system, but it could definitely do with some fine tuning if it's to be utilised in the sequel. For starters, battles need to feel a bit more fluid. If you've ever sat and watched and episode of two of Dragon Ball Z, you'll know that fights are full of lightning fast exchanges that are joyous to behold - but the original XenoVerse didn't quite capture the series' trademark motions.
It was a shame, too, because the potential was clearly there. If developer Dimps can speed combat up a touch, and make it a little less static, we're onto a winner. Likewise, the team needs to improve the sometimes awkward camera, which had a horrible habit of getting itself wedged and stuck in its surroundings.
Better balancing
Part of what made XenoVerse so addictive was the fact that you could mix and match numerous special moves. Discovering how attacks could combo into one another and basing your fighting style around your favourite techniques was an incredibly compelling part of the brawler.
But if there was one thing that XenoVerse wasn't, it was a balanced fighting game. Some moves were far, far more effective than their alternatives, resulting in an endgame where top level players would all boast the exact same set of techniques - and who could blame them? If we want real variety when it comes to competitive play, then we desperately need a better balanced sequel. In an ideal world, every attack would have its own usefulness.
Scrap the cheap CPU opponents
For the most part, smashing your way through XenoVerse's story was good clean fun, but later fights were often soured by ridiculously cheap computer controlled enemies. Between foes that refused to flinch even when taking a Big Bang Attack to the face and opponents who would do nothing but spam ultimate moves, some higher difficulty duels were exercises in pure frustration. It goes without saying that we don't want to see these crappy tactics make a return in XenoVerse 2.
Throwing overpowered opponents at players doesn't just kill the fun, though - it also forces them to resort to their own cheap strategies. Getting blasted by the same super technique over and over again? What else can you do but out-spam the enemy? Give us a challenge in XenoVerse 2 by all means, but don't wheel out broken baddies just to up the difficulty.
Less grinding, better rewards
You had to have the patience of a saint to collect all items, equipment, and special moves in XenoVerse, and we seriously salute anyone who managed to do so. The first game made use of randomised loot drops: you'd fight a battle, win, and then you'd be rewarded with a new piece of armour or a flashy new technique. Maybe.
Certain missions would drop specific items, so you had no choice but to grind the same objectives numerous times just to get the equipment that you were after. It was a system that kept people playing, for sure, but we reckon that with a few positive tweaks, XenoVerse 2 could be a much more rewarding experience. Simply put, give us more armour sets and more moves to unlock, while also ensuring that loot drops more often. Can't be that hard, right?
More dynamic missions
Tying into our last point, grinding becomes an issue when you simply can't be arsed doing it. Again, playing the same mission over and over in the hopes of finding that one rare piece of gear isn't ideal, but players are going to do it anyway - at least, if the reward is good enough. With that in mind, why not make missions in XenoVerse 2 more enjoyable for those who are playing through them repeatedly?
Adding in random elements to the same old missions could work wonders. What if Cooler could appear to help Frieza when the going gets tough? What if Nappa could rebel against Vegeta before he's obliterated, and fight by your side instead? XenoVerse 2 seems like the prime opportunity for the developer to incorporate more crazy 'what if' scenarios - and stuff like this could go a long way in helping missions stay fresh.
A more involved story
For what it's worth, we thought that XenoVerse's story was surprisingly good. It captured the tone of your usual Dragon Ball plot well, and what's more, if did a great job of making you feel like your character was a big part of the narrative - but why not take things a step further?
We already know that XenoVerse 2 will once again task you with stopping villains from changing the course of history, altering the events of Dragon Ball so that the good guys don't win - but we'd love to see it take more risks, go crazy with unlikely scenarios and offer up dream battles that wouldn't be out of place in the ramblings of obsessed fans.
As for the role of your own custom hero, we wouldn't mind seeing it expanded further. What if you had a say in how past events could be altered? What if the story had branching paths depending on which characters you decide to fight alongside? We're likely just dreaming at this point, but you have to admit that it'd be interesting to see.
Will you be training in the hyperbolic time chamber until Dragon Ball XenoVerse 2 launches later this year? Show us your final form in the comments section below.
Comments 11
i agree with all of these suggestions
Yes to all, but for me the number one function that has to go is stat bonuses from clothing. For ex. pretty much all good melee builds would carry a full bardock outfit. This really restricts creativity. I'm hoping for a system closer to Tenkaichi 3(?) where various abilities/stat bonuses would have to be tetris style fitted into a box.
@Fight_Teza_Fight yeah that too, no stat changes on clothing
Basically I agree on all of them.
However isn't anyone somewhat tired from all those Dragon Ball fighting games? I know that most of them play differently but still I would want something somewhat fresh. For example I remember DBZ for DS a turned based rpg or the Adventure game on GBA, a 2d platform-beatemup.
If this won't support Remote Play as well, I won't get it.
I skipped the first game, but probably will get the sequel.
Well my son was very excited to see the trailer when he came home from school. Could be his gift this holiday. If it releases on time, I already told him to be prepared to hear in September that it's been delayed until Feb or March. I have no trust in release dates anymore. More like release guidelines.
I guess we'll hear more at E3? I'm concerned last years DLC will have sold so well that this years will be more expensive than the game. I'll need 1 set of grandparents to buy him the game, the other set to buy him the Season Pass.
Oh look, a fighting game that is not SFV being talked about
@sinalefa Once Tekken 7 gets PS4 release date, I'll be spamming every story I can get my hands on. Gotta be careful what you wish for!
@ShogunRok
Ok, now I wonder who will cover KOF14. Maybe @get2sammyb or @sub12 as a honorary contributor?
Well the ultimate thing that I'd like to see is them moving beyond the basic origins of XV. It was basically the same as previous games like the Sparking series aka Budokai Tenkaichi. They just took that game, made a basic 3D hub and put in more item drops (I believe the originals had some random drop stuff going on, maybe it was just the dragon balls themselves).
It kind of felt like a Budokai Tenkaichi game with some online modes duct-taped on, like something the A-Team would come up with. It'd be really cool if they made a more open world that you explored either solo or with a group of friends rather than just clicking on an area name on a list and being loaded into a relatively small arena. Not necessarily as expansive as an MMO, just something like a Dragon's Dogma sized world that you adventure through solo or with a few friends.
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