Good game

User Rating: 9.4 | Dragon Ball Z: Budokai Tenkaichi PS2
honestly I believe this game was an immense leap in the right direction for the future of DBZ games, yet it is still amazingly undeveloped. As a DBZ game, it is superior; it successfully captures the spirit and "feel" of the Anime, and overall the implemented, working system of free flight is easily the greatest improvement; it should be standard in all future DBZ games, as it add more to the overall feel of the game than any other factor. In the future however, this flight system really needs to be expanded on in a few ways; it needs to be possible to quickly cancel out of flight, and you need to be capable of performing evasive maneuvers during flight by pressing the guard button (If you are charging at your opponent, you should still be able to dodge a kamahama assuming you press the button, via rolling away from it.)Another huge improvement was fully 3D, destructible environments, though in the future I would like to see more detailed environments, and a wider variety of stages to choose from.

Where the game really falls short is in the actual combat system; however, this could easily be fixed with a little work, and the first thing that T2 needs to do is cut back on the roster. There is NO need for 57 characters... cut it down to about 25, and focus on making those 25 characters unique. Cut all the GT and Movie characters because no one gives a **** about them. Characters need to have individual movelists for close combat, which have different properties, akin to Tekken or a similar game. We need at least two attack buttons for close interface... P, K, Guard, and Ki, and a system of combos utilizing these buttons. Keep step, and make the command 88 or 22 when in close interface, and the command for guarding X; the command for high speed evasions should also be X, right before the attack connects, and you should be able to control the place in which you re-appear, and high speed movements should be executed by direction, guard. This enables the existence of two attack buttons without loss of free movement. Now, using the two attack buttons, we need and in depth system of combos unique to each character, as well as special physical attacks for each character. We need true difference between characters in speed, range, and strength; and most importantly we need stuns which are caused by certain moves, stun escape, combo cancels, launchers, juggles, ect. Hell, this is DBZ... lets create weak launchers, which knock the foe upwards enough for a juggle, then a method of escape to keep the juggles from becoming broken. If possible, lets through in hi-low blocking and give DBZ a Mix-up game... Fusing the free combat aspect of this game with a more tekken-esque method of close combat may very well result in the greatest DBZ fighting game of all time.