While the visuals are semi-alpha everything else is dronish through the 'limit'

User Rating: 5 | Dragon Ball Z: Burst Limit X360
With the first next-gen release from Atari practically anyone would be expecting something at least remotely epic in nature, but that adage ends up being applicable only to the hardcore fans of the series and not to those who simply want to enjoy a 21st century fighter in their lives. Justifying what I have said isn't very difficult as the only positive to Burst Limit is its innovated engine that allows blur effects within the fighting sequences, which is nothing less than characteristic of the anime series that provides a nice feel. But what if we take that factor and throw it together with characters who all practically share one or two x combos outside of their unique energy blasts?

That doesn't exactly compliment that new factor very well when this redundant characteristic of the game's interface comes alive another round now does it? It should have stayed with the original Budokai which only proves that Atari cared much more for aspects of your character's specials instead of their basic attacks and what depth could have been created from expanding those basic attacks. Come on Atari we all know nice visuals alone don't make a game great by nature, and that is something they should have already learned.

Aside from this you are stuck with a sequentially-choppy story mode that cuts between events and leaves newcomers wondering what is actually happening as they progress, which leaves pretty blunt footprints on Atari's inferences: only people who know DBZ will play this game and the story writing is garbage to begin with so just canceling out any reference to it will give us a budget bonus we could all use.

That would be rational in a normal context but not so much when you cut your way through a story when its practically the only source of replay value at all to begin with for the players. An unrewarding 5G ratio challenge mode that forces you to bout against ten fighters in two rounds each without losing is first on the list of secondary modes while you can also play online versus for a whopping 10G total: what incredible replay value right? Atari sure hit the spot for this game didn't they?

Based upon what I have briefly mentioned, Atari cared much more for the mere visuals of this title without expounding on what would make traditional players--not just the DBZ obsessive--happy for purchasing it instead of having them sit inside of their rooms in frustration over how little of ingenuity is given to them overall from something that always has so much hype. So if you are not obsessed about DBZ this is a definite rent, because not only are the achievements very hard to get in this title you will be left to spamming once you experience the fighting interface but at least remain somewhat elated by how cool your character will look doing it -- but really not that 'cool' to be objective.