Was that much of a problem in games before that?
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Raging Blast 2 is the only one I remember having that problem - it's the only one I remember featuring the Lookout as a stage at all, though.
It's because the setting for the level is centered on the stage with open air on all sides, x, y, and z axis, and almost entirely indestructible. That, coupled with the awkward shape of the lookout meant that once one of you falls off the Lookout, you're not getting back up above it without both of you just stopping the action to move back up to it.
I've even tried going up there myself and waiting, but the awkward shape of the Lookout leaves the AI struggling to figure out how to even reach me. Add to this the solution for high-altitude battles of having an invisible bottom floor that forces auto-recovery if someone tries to fall past it, and the end of most fights on the Lookout is basically just two guys grappling each other from one bottom corner to another, trying to avoid any attack that would make the other fall downwards.
If they had the ability to move stages like some Dragon Ball games had - say, if you smash your enemy too far down from the Lookout, you get a cutscene attack or something that carries the fight to a different stage at the base of Karin's Tower - that would solve the problem completely.
edited 18th Sep '14 9:07:17 PM by TobiasDrake
My Tumblr. Currently side-by-side liveblogging Digimon Adventure, sub vs dub.In Tenkaichi 2 an' 3, the Lookout was a stage.
Though, while the A.I. never struggled "too" bad to get back to the actual platform, it was way too easy to knock someone off and it was awkward trying to remain on the Look-Out itself...it was just easier to fight below the thing.
Unless one of the characters in the fight had an attack that automatically brought you back to the center of the stage anyway.
Rules of the Internet 45. Rule 45 is a lie. Check out my art if you notice.New trailer for DBXV:
A lot of characters and time is most surely being messed with...
Also, Xenoverse online!
edited 19th Sep '14 1:32:47 AM by Rinsankajugin
What the hell?
Raditz dodged Gohan! He ain't supposed to do that!
I knew there was time screwing going on, but it's looks like something is giving the villains extra power (or knowledge of the future) to give them an edge and change past moments.
One Strip! One Strip!It's sounding more and more like someone took the best parts of Online, Heroes, and the Tenkaichi/Budokai games, and merged them into one.
I'm still trying really hard not to get my hopes up so I won't be disappointed; it's something I do when I see hype for games, when they say, "These are our awesome criteria," I try to expect the weakest possible final product that would still technically meet those criteria. Then I put it on my Game Fly list when it comes out and promptly forget it exists until whenever it shows up in my mail.
Based on what I've seen, I choose to expect something between Mortal Kombat: Deception's Konquest Mode and Budokai Tenkaichi 2's globetrotting Story Mode, with Tenkaichi-esque combat and a handful of bonus characters.
Anything more than that is a pleasant surprise.
edited 19th Sep '14 10:59:38 AM by TobiasDrake
My Tumblr. Currently side-by-side liveblogging Digimon Adventure, sub vs dub.What I want to see in a Dragon Ball fighting game: the ability to throw competitive balance out the window when arranging Player v. AI custom matches.
Like, I don't just want the option to have Frieza fight Krillin, Gohan, and Piccolo; I want to be able to give Frieza twice as much health and have him deal 3x as much damage as any of them do. I want it to feel like three outclassed fighters desperately trying to slay a dragon; as opposed to it feeling like Frieza is in the fight of his life.
A lot of the games have a customization system that lets you do things kind of like this, but it's always based on a point system to keep the game fair. I want to be able to throw that out the window like the Story Mode does and go, "No. Frieza has twice as much health and hits 3x as hard because f*ck you, that's why." I want the ability to be as much of a Cheating Bastard as the Computer is.
edited 19th Sep '14 2:17:37 PM by TobiasDrake
My Tumblr. Currently side-by-side liveblogging Digimon Adventure, sub vs dub.
So you basically want it to be like the actual Namek Saga, only you play as Frieza?
.....I...can see the appeal.
One Strip! One Strip!![]()
Or against. I want to be able to make my own boss fights. The kind of customization that the Story Modes already have, but reserve for developer-created scenarios.
If they would make the Survival Mode thing that some of the games do where you have to fight a hopeless battle against an unbeatable opponent and just live through a certain time duration available, that would also be awesome.
edited 19th Sep '14 3:13:05 PM by TobiasDrake
My Tumblr. Currently side-by-side liveblogging Digimon Adventure, sub vs dub.Amen. I've wanted that option since I was a boy playing Budokai 1. I used to call it "Z Mode", opposite "Versus Mode". In Z Mode, everyone would be as strong as they were at that point in the storyline.
Alternatively, I'd have an option where you play as the villains during the story mode. Thus, when you're really kicking ass, it shows just how screwed the heroes are. Then you'd switch over when Goku becomes a Super Saiyan, or when Gohan ascends, etc. When Goku arrives on Namek, you switch from Recoome to Goku.
I'd always hated how you could beat up Perfect Cell as Kid Gohan.
edited 19th Sep '14 6:16:43 PM by FOFD
The Tenkaichi games do feature segments where you play the villains during Story Mode.
My Tumblr. Currently side-by-side liveblogging Digimon Adventure, sub vs dub.![]()
Gohan should've been able to do that at that point, though, if he had actually tried. He was way stronger than Goku and knocked Cell on his ass the one time he tried attacking him.
So basically the game took away his reluctance to fight since that doesn't work so great in a fighting game.
@Tobias
The Tenkaichi games also had the stage and it was with the same problems.
The solution you mentioned is very similar to stage transitions in Burst Limit - that's exactly how they handled their high altitude battles and I absolutely loved it. If you haven't seen it before, this video
shows the technique that takes you into the sky (at 2:40, where the video starts) and knocking someone back down (about 3:20). I don't know how well with would work in a more open game like the Tenkaichi, Raging Blast, and Xenoverse games.
To add more to your idea, I think being able to get back to the lookout is vital. Something like the technique Cell uses to bring Gohan up into the air in that video would be perfect, the cutscene would end with them squarely in the middle of where they began. Another idea is that the lookout could have various breakable barriers, so you have to hit someone fairly hard to even knock them off the lookout rather than being as easy as it is in the Spike games.
I also think the lookout should be completely destroyable by Ultimates. Then the stage transitions would just be ground and sky, like many stages.
On your second wish, you can do that in all of the games to some extent with item customisation. Give the weaker characters no items and load the best onto the stronger one, easy. Raging Blast 2 lets you unlock special versions of the characters that have exclusive, overpowered items on them as well. In Budokai Tenkaichi 3 you can also input passwords to get characters equipped with Red Potara that make them insanely powerful.
New video
. Players can pose like the Ginyu Force, and one of the items in the customisation screen (loosely) translates to "GT Son Goku top dress". So there will be clothing options for GT even if the rest of the game doesn't represent it, that's cool.
Also the second part of the video shows that staying on the lookout in Xenoverse seems a lot easier than in the Spike games. Characters don't fly as far from being knocked away, pursuit attacks keep them in, and the stage is just bigger.
Also, damn that character customisation is good. Choose the pieces individually and the selection pool is wicked.
edited 19th Sep '14 8:00:04 PM by Saiga
All the news coming out for this game is good news, seriously, DIMPS are king. Now I have to decide if I'm going PS4 or PC for this.
Also, another difference between this and DBO - most basic techniques aren't race locked. Namekians can learn the Kamehameha, non-humans can learn the Kienzan, non-Namekians can learn the Makankosappo... awesome.
Also, the customisation options are looking even better with Gyumao's helmet of all things being included.
By the way, were the 3 vs 3 battles
mentioned already? Because those are a thing.
edited 19th Sep '14 8:34:32 PM by Saiga
One day someone's going to make a counter to the shut up and take my money Meme.
Like, No. You're money's not good enough! You shut up!
One Strip! One Strip!

From the first gameplay trailer, it looks like they're still going to have the problem that Raging Blast 2 had with God's Lookout, wherein once you fall off the lookout, it is practically impossible to get the fight back on it, and you can expect to just spend the rest of the match fighting in a random patch of sky between the bottom corners of the stage cube.
There's not really an effective way to resolve that problem.
edited 18th Sep '14 3:47:34 PM by TobiasDrake
My Tumblr. Currently side-by-side liveblogging Digimon Adventure, sub vs dub.