![]() Eventually, you must complete a quick-time event to win. These towering opponents repeat the same simple attacks over and over again, as you dodge their assaults and chip away at their health. But the worst aspect of Story mode is the boss battles with massive enemies. In addition to the standard one-on-one battles, Story mode has chase battles, which are boring sequences in which you just move your character around to either shake off a pursuer or catch up with someone you're pursuing. Sometimes the story is advanced by cutscenes, but far more often, all you get is a wall of text summarizing events. Story mode has you playing through a series of battles based on events from the anime. There are a number of ways to experience the shallow combat of Ultimate Tenkaichi. These boss fights prove that bigger isn't always better. These options balance risk and reward nicely, which makes being the target of a super attack one of the few mildly engaging situations you might find yourself in while playing. This leads to a button-mashing contest, and if you win, your attacker takes damage from his or her own super attack. You can evade, which requires that you pull off a sequence of timed button presses if you succeed, the attack does no damage, but if you fail, it does more than it would otherwise. You can guard, which automatically reduces the amount of damage you take. If you're on the receiving end of such an attack and you have enough ki stored up, you have a few options. The visuals that accompany these attacks are appropriately intense-waves of energy tear up the earth, and massive explosions are viewed from orbit-but the simplicity with which they're performed makes them unsatisfying and anticlimactic. At this point, firing off a galick gun, a spirit bomb, or any other super attack is done with a press of the right thumbstick. When one combatant's health is running low, the fighters gain access to their spirit gauges. Performing the dramatic signature moves of these characters is even less exciting than everything else about the combat. Landing a string of ki blasts triggers an attack clash, and once again, both you and the recipient of your blows choose from two options that determine how things play out. From here, you can fly in all directions and can fire ki blasts, but combat at this range plays out almost identically to melee combat. After the breakaway, you're at a greater distance from your foe. If you have sufficient ki (energy that you can charge up by pressing down on the D-pad), you can perform a breakaway attack, which again presents you with two options that result in either dealing damage or taking damage. It's a shallow and uninvolving melee combat system, and one in which the sight and sound of combatants being knocked hundreds of feet through the air is so commonplace, it quickly becomes tiresome. ![]() There's no sense of timing or skill involved in unleashing the chain of attacks that triggers the clash the stops the clashes bring about interrupt the flow of battle and the continued success or failure of your attacks comes down to a 50-50 chance rather than to any actual prowess or technique on your part. If the defender chooses the same option that you do, he or she breaks your combo and performs a counterattack. At this point, you and your opponent select one of two options if you each choose different options, you win the clash, dealing damage and potentially sending your foe soaring through the air, giving you the opportunity to keep a chain of attacks going. If you land a string of attacks, the action stops for what is called an attack clash. When close to your opponent, you can dish out a flurry of melee attacks by tapping a button repeatedly, or press another button for a slower, more powerful attack. Now Playing: Dragon Ball Z: Ultimate Tenkaichi Video Reviewīattles in this fighting game pit characters against each other in three-dimensional environments. By clicking 'enter', you agree to GameSpot's ![]()
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