This may not be a groundbreaking RPG, but it's a highly polished one that is fun throughout. There are some sections where players will have to recruit a handful of new members to continue forward, but the core combat is so fun that I never grew tired of it. It's pretty rare that I get through a role-playing game without complaining about grinding, but 'Dragon Ball Fusions' skirts around that for the most part. The game has a pretty breezy pace for the first two-thirds as the energy requirements (which are gained by fighting in battles) don't really become too hard to achieve until later on. Players are always given a goal to achieve (such as breaking down a barrier by collecting energy), and get some fun interactions between characters for their trouble. The overall story is pretty straightforward, but it's presented in a fun, fresh way. Those who want to obtain the most powerful team, and don't mind the characters being weird mutated versions of the beloved cast, will want to have a group entirely comprised of fused characters. These earring-wearing fighters can take an extra special move into battles, and more importantly open up an additional character slot for the player's five-person team. This more permanent fusion is a key part of the game as it takes two standard characters (such as Goku and Vegeta) and then creates a more powerful version of them. Other fusions include a temporary power boost that lasts an entire battle and a more permanent one that uses the Potara earrings from the anime. For example, the powerful five-person fusion acts as a special attack during battles, although it only lasts a turn. There are several different types of fusions in the 'Dragon Ball' universe and they are all used in different ways. These small touches can be ignored by those that want a more straight forward experience, but there's enough meat here for RPG veterans to really enjoy.Īs the name would suggest, performing fusions is a huge part of the game as well. It's a phenomenally fun combat system, and one that is enhanced over time as Ganbarion introduces additional mechanics such as a rock-paper-scissors system where certain character types can deal more damage. Thus, if played correctly, I could actually take out enemies one-by-one and get in additional attacks in a row before they ever did any damage.
If a character is tossed outside the circular playfield, they get a "ring out" penalty and have their attack gauge completely reset. I was able to practically play dominos at certain points, and it always felt awesome to have one attack end up hitting all five of the enemy characters.Īnother strategy I had fun playing with was delaying the attacks of the enemy team. Extra damage can be obtained by knocking foes either into other enemies or launching them into your allies who will also get a few punches in. While it doesn't really strike any new ground mechanically, it's truly impressive how much depth there is to the combat system here. There's also some typical RPG mechanics such as special attacks that use up orbs of enemy that amass overtime and a team-wide ultimate attack that can be used occasionally. Melee strikes tend to be more powerful, but the defender has a chance to block the attack by guessing which direction the strike is coming from. These turn-based battles take place in an oval field and fighters can either attack with ki blasts (ranged attacks) or melee strikes. This turns battles into giant 10-fighter duels. This ends up creating an alternate universe where characters from various points of history all gather.įor a strange, arbitrary reason the characters have to join teams of five in order to compete. The plot of 'Dragon Ball Fusions' revolves around two original characters (one of which can be customized by the player) that gather all of the Dragon Balls and then wish to hold a contest to decide who the strongest fighter is.