Hands-On Preview: If you haven't reached for DBZ game limit during the last generation.
Another year, another Dragon Ball Z fighting game, when are they going to make a nice RPG that doesn't require trading cards or take two hours to finish? Whatever, I am sure by now DBZ fans have yet to become tired of fighting the same battles over and over again. To be honest, the last good Dragon Ball Z game I can remember really getting into was Tenkaichi 2 for the Wii and that was only because of the nice adaptation of motion controls. I will digress here as I know you came to read about Burst Limit and not my boredom of an ever growing stale series of fighting games.
Dragon Ball Z: Burst Limit is basically just the Budokai series stepping into the next-generation by glossing over the games with a new look. That is the one thing I can give the series is that at least the visuals of the game improved if nothing else did and Burst Limit is no exception. High-definition cell-shading definitely makes Burst Limit easy on the eyes, but every so often, I did notice the voices will out pace the characters mouth movements.
The demo out for PSN and Live Arcade is 500MB of two battles, a few guitar tracks, and very few play mechanics. There were no transformations or use of the support character system, and the few moves offered were nothing great. It actually was a bit of a let down that we couldn't test a little of everything.
I did however get to play as Goku and Yamcha in matches against Raditz and the Sabimen. Playing as Goku allowed the use of the Super Kamahamaha and nothing higher. To perform this super move you have to get your Ki gauge full and then press up and O at the same timeЕ just like the Budokai games. Boring controls made only worse by sometimes responsive controls is not something people making decisions based on a demo are going to want.