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S.H.Figuarts Dragon Ball GT Super Saiyan 4 Vegeta

I can just hear him yelling “Damn you!”

We’re back with another action figure review from everyone’s favorite version of Dragon Ball: Dragon Ball GT! And really, the only thing people remember from Dragon Ball GT is the Super Saiyan 4 transformation. Designed to bring the Saiyans back to their more primal roots, the Super Saiyan 4 transformation is pretty much on an island all its own when compared with other versions. It’s essentially been erased too with the creation of Dragon Ball Super and is but a footnote in the world of Dragon Ball at this point. Maybe it will come back at some point, certainly never say never, but for now it’s the black sheep of Super Saiyan transformations.

They think they’re so cool.

The Super Saiyan 4 power was achieved in Dragon Ball GT by Goku. Not wanting to feel left out, he was soon followed by Vegeta, as he often is. Vegeta took some shortcut to get there, pretty much a betrayal of his character and something to add to the long list of reasons why many fans don’t particularly care for GT, but once he did the look was pretty similar. It was a little different though which is actually yet another unique aspect to this transformation. It’s certainly terrific fodder for fan art as individuals try to imagine how Trunks or Gohan would have looked if they had done something similar, but as for the actual series only Goku, Vegeta, and their fusion Gogeta managed to pull this off. Bandai released the Super Saiyan 4 version of Goku last year and I think most expected that Vegeta would follow just as likely many expect a Gogeta next year. And at the time, I assumed it would be an easy way to make a quick buck off of some unique tooling that had to take place for Goku, but it looks like I was wrong with that assumption. Vegeta has a lot of new parts and is almost a completely different figure from Goku despite looking very similar. Maybe since both were manufactured at Bandai’s factory in Vietnam there was more room in the budget for new tooling? However it was accounted for, it’s nice to see that really no shortcuts were taken with this release.

“Behold! The true evolution of the Super Saiyan form! Jealous?” “Uhh, sure…”

Vegeta in his Super Saiyan 4 form stands at approximately 5″ to where the flesh of his head ends and a tick over 6″ to the tip of his hair. He looks good beside Goku as he’s noticeably shorter, but also not as bulky. And it’s really that slimmer profile that necessitated the need for new parts for Vegeta as he can’t really share anything with Goku as a result. In fact, I don’t think a single part is shared as I thought maybe the tails were, but Goku’s is a little more full than Vegeta’s. Even the little pieces for the butterfly joints appear to be different. Design wise, there’s a lot that’s different as even though both follow the same design principals with big hair and a furry torso, Vegeta’s ended up red compared with Goku’s more hot pink. Vegeta’s hair also became more of a chocolate brown. It retained it’s main Vegeta shape, except with hair going down his back as well and the same two parts coming over the shoulders. Because of that desire to keep Vegeta’s classic hair shape, he almost looks like he has a super mullet of some kind. It’s a bit of a goofy look, but that’s Super Saiyan 4 for ya.

Well that isn’t pretty.

With Goku, there was a sense that the figure was a bit rough around the edges coming out of the Vietnam factory and some of that seems true of Vegeta. This look required more paint than Bandai seem to like as we get the red fur on the torso which meets up with a bare chest and some of the abdomen. The paint is pretty crisp along the right side of the flesh-tone parts, but less so on the left for some reason. The painted belt looks nice though and most of the colors appear to match when it’s painted vs plastic. The neck, which is bare plastic, is just a touch off and glossy in comparison. The faces all look great when it comes to the eyes, mouth, and linework. The paint on Vegeta’s trademarked widow’s peak is not as well done though with the stoic expression looking downright terrible. The other portraits are at least acceptable. It looks like his gloves are all bare plastic and so are the arms. They appear to have cut off his forearms past the elbow so they could key the gloves on and avoid having to match paint here, which is fine. The pants are really nicely painted though and have a lot of shading applied. I have no idea if they’re supposed to be leather or some other material, but it looks nice. The boots are mostly bare plastic with the yellow portions painted on. They look all right, but juxtaposed with the shaded pants right there makes them take on a very plastic look. There’s also no shading on the rear of the pants so apparently that’s where they cut a few corners. Aside from the one portrait though, this figure does a good job of nailing this unique look for Vegeta so if you wanted a Super Saiyan 4 Vegeta for your collection I think you’ll be pleased with how he looks on your shelf.

I bet his mom thinks he’s cool.

Vegeta has a pretty similar loadout of accessories as Goku. It basically comes down to a bunch of hands, four faces, and an effect part. For hands, you get a set of fists, Big Bang Attack flat palms, open hands, clenching hands, clenching hands with a peg in the palm, and a set of stye-posed three finger gesture hands. The clenching hands with the peg in the palm works with the effect part, which is this little, translucent, green/blue ball of energy with some sculpted lightning cracking around it and a hit of blue air-brushing. It’s not as visually impressive as Goku’s charging Kamehameha effect, but it’s fine. Vegeta can either palm it like he’s getting ready to shoot an energy blast or it can be positioned in-between his clenching hands like he’s powering up a Final Flash technique. For portraits, we get four: stoic, smirk, clenching teeth, and yelling. All four have his eyes forward, so no side eye, and the actual face is painted very well on each. It’s just the previously mentioned widow’s peak that is an issue with the stoic head being so bad I consider it unworthy of display. The other three are fine, with the yelling head being the best under close scrutiny. If I felt confident I could match this shade of brown with a Gundam marker or something similar I’d probably attempt a touch-up. At least it’s the stoic head, which is a bit boring for Vegeta, and not an expression I was likely to use anyway. It should still be better though and it’s also missing some paint behind the ear. All in all though, a solid spread of accessories. I suppose I’m a little surprised at the lack of a crossed-arms piece, but those are always a paint to fiddle with anyway so I don’t miss it. One quality control issue I’ve had with this figure is the ball hinge on the right wrist keeps coming apart. It snaps together, but it’s pretty annoying.

Vegeta is probably angry that his effect part is smaller than Goku’s.

Vegeta may be comprised of all new parts, but he’s still pretty familiar as far as articulation goes when compared with Goku. The head is on a double-ball peg, but since the head is basically all of the hair, he’s a bit limited. He can rotate, but he can’t look up, and he mostly looks down as a result of the joint at the base of the neck. The hair on the back of his head limits how far he can rotate as well and he basically has no room for any nuance type movement. Tamashii Nations tried to lessen the impact of the hair by making the tufts that come over the shoulders and hang off of his head separate pieces connected via ball pegs. They only do so much though. The shoulders are on ball pegs, but they’re quite tight and really don’t get much play in the joint. They are hinged though and Vegeta can lift his arms out to the side past a horizontal position and rotate all around. The butterfly joint in there lets the arms come forward a bit, but almost nothing back. It’s a little messy looking due to the nature of the design, but at least he can do his Final Flash pose so I guess it’s worth having. There is a biceps swivel, double-jointed elbows that bend past 90 degrees, and ball-hinged wrists that work fine. All of the joints so far are on the tighter side. Nothing scary or that required heat, but nothing is remotely loose so far.

Final Flash!

In the torso, we have what I assume is a double-ball peg in the abdomen. I don’t feel a hinge, so this guy just can go forward, back, rotate, and tilt to the side. The range back isn’t very good, but he crunches forward a solid amount which is probably more important. The tilt going to the side is sufficient and he rotates plenty far, possibly all the way if you really wanted to push it. I’m also not seeing any paint rub or gapping issues which is probably more important. At the waist, it’s another ball joint so you get more rotation there and some pivot. The hips feel like ball joints, but it’s hard to see in there since there’s some pieces in the way. Vegeta can do splits just fine, but he can only kick forward to a horizontal pose and really can’t kick back much at all. There is a thigh swivel which works fine, but isn’t the prettiest thing. It’s so poorly implemented that it creates the illusion that these legs don’t belong on this figure. It’s easily the ugliest aspect of the figure and it’s something I’d like to see Bandai move away from. The double-jointed knees really don’t go much past 90 degrees. They also create some gaps at the base of the knee joint when pushed as far as they’ll go. At the ankles, it looks like we just get a hinged ball peg. The foot can go back a little, and basically doesn’t go forward at all. The ankle rocker is a touch restricted by the design of the boot. The ankle can rock in a fair amount though that I don’t think it’s going to be too problematic for posing. There’s a toe hinge, but it’s pretty damn ugly and implemented so poorly that I don’t think it’s usable. The tail is also connected via a ball-hinge, but it’s essentially pre-posed in an S shape and the articulation just serves as a way of making sure it doesn’t get in the way.

I have no idea what Vegeta’s aura looks like in this form, but this looks pretty cool.

Vegeta was doing pretty well until we moved below the waist (hopefully, that’s not what she said). I think he absolutely should have more range kicking forward and back and the knees are pretty limited for a SHF release. Some aspects of this release though are definitely an improvement over Goku. The shoulders look more natural and the neck doesn’t sink in like it tends to with the Goku figure. Sometimes the joint at the base of the neck slides past the chest and leaves a gap, but it can be pushed back into place easy enough. It’s more finicky than anything. The thigh cut looks worse on Vegeta when compared with Goku since his baggy pants mitigated it some. Removing the subjective component of which Super Saiyan 4 looks better, I think Vegeta turned out better than Goku as a result and it just feels like he’s less rough around the edges. The joints being tight and smooth helps, and the only thing Goku has over Vegeta articulation wise is better range at the hips. And even there, Goku came up a bit short too so it’s marginal.

Whenever Vegeta wants to feel tall he calls Krillin.

This whole review is honestly kind of pointless because what’s going to drive someone’s purchasing decision is how much they like the Super Saiyan 4 look. If you think it’s the coolest transformation of all, then this is a no-brainer. If you hate it and consider it an abomination then save your money. This isn’t going to convert you or anything. I feel like the rare person who occupies the middle on Super Saiyan 4. I think there’s an absurd component to the look, but that’s also what makes it charming and unique. I don’t have any love for Dragon Ball GT, but getting this goofy look into my display feels like the right choice. And as a figure release, Vegeta is solid. The sculpt is great and some of the paint is good, but it’s still not up to standard for the price point. The accessories make up for that a bit, but at an MSRP of around $65 this one is definitely pushing it. The fact that this one features all new tooling helps justify the price, but a bargain it is not. Still, if you like the look of Super Saiyan 4 Vegeta then I think you’ll be content with the purchase. And for me, this is probably all I need from GT so if that Gogeta does follow as expected don’t count on seeing a review for it here.

Missed our review of SS4 Goku? You can check it out below along with other S.H.Figuarts releases from the world of Dragon Ball:

S.H.Figuarts Dragon Ball GT Super Saiyan 4 Goku

In the world of Dragon Ball, there are varying opinions on which version of the anime is superior. Dragon Ball Z is unquestionably the most popular, but there are people (like me) out there who swear by the original Dragon Ball that came before it. More recently, Dragon Ball Super has entered the fray and…

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SH Figuarts Super Saiyan Vegeta

He’s the Prince of all Saiyans. The last survivor to have laid eyes on Planet Vegeta, home world of the mighty warriors and birthplace of the legendary Goku. And he’s also a pretty fine toy. Vegeta, arguably the most popular character to emerge from Dragon Ball Z, has seen his likeness cast in numerous forms…

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S.H.Figuarts Dragon Ball GT Super Saiyan 4 Goku

Step into the (not so) grand tour!

In the world of Dragon Ball, there are varying opinions on which version of the anime is superior. Dragon Ball Z is unquestionably the most popular, but there are people (like me) out there who swear by the original Dragon Ball that came before it. More recently, Dragon Ball Super has entered the fray and it’s a worthy successor to DBZ that may or may not be finished. Really, what few debate is what occupies the lowest rung of the Dragon Ball ladder: Dragon Ball GT.

Dragon Ball GT first premiered in 1996 after the conclusion of DBZ. Series creator, artist, writer Akira Toriyama was finished with Goku and the gang, but he was more than willing to let Toei continue the story because presumably it was easy money for him. Over the years, a level of trust had been established between the two as Toei produced numerous Dragon Ball movies which were created in-house with Toriyama still on-hand to design new characters. The films were all non-canon, but GT would represent a chance for Toei to truly broaden the scope of Dragon Ball.

If the goal was to create something demonstrably different from the other Super Saiyan forms, well, then mission accomplished.

The results were mixed at best. Toei, seemingly recognizing that Goku had long surpassed his peers by the end of DBZ, redesigned everyone and gave Goku some new traveling buddies in his granddaughter Pan and the now adult Trunks. And perhaps to capture the adventuring spirit of the original Dragon Ball, Goku was turned back into a child and set out on a quest to collect the Black Star Dragon Balls. During his journey, he would unlock a new ability: Super Saiyan 4.

I like the painted details on the face, but I don’t know that we need the “butt” in the center of the forehead on a stoic expression like this one.

Back in Dragon Ball Z (or just Dragon Ball for the manga purists), Toriyama conceived a new level of power for Goku that caused a minor transformation in that his hair would turn blond and his eyes teal. This was the Super Saiyan transformation, and really, the series could have ended with Goku’s unlocking of this ability and toppling Frieza, but it didn’t. Goku needed to keep getting stronger, so what’s stronger than a Super Saiyan? Super Saiyan 2! By the time the story was concluded, Goku had advanced to Super Saiyan 3. All three levels were fundamentally the same, except the shape of Goku’s hair changed with the third level being the most dramatic in that his hair was several feet long. Also, he lost his eyebrows for some reason. It’s not surprising there wasn’t a ton of imagination in these transformations. With the original, Toriyama has joked that he mostly designed it the way that he did so that he no longer had to color in Goku’s hair since the manga was in black and white and yellow hair would just be white.

For Super Saiyan 4, Toriyama decided to get creative. I’m not sure if Toei requested something different, or if this was Toriyama’s will, but Super Saiyan 4 definitely breaks the mold of other transformations. And being that most people aren’t really into Dragon Ball GT, it’s become the show’s only lasting legacy as the look does seem to have its fans. There’s certainly enough fans that Bandai and Tamashii Nations decided to bring the look to the S.H.Figuarts line in time for the show’s 25th anniversary.

A McFarlane approved side eye portrait.

If you’ve never seen Super Saiyan 4 before, well, it’s certainly a trip. In an effort to bring the Saiyan race back to its primal roots, Super Saiyan 4 mixes the look of the classic Great Ape transformation with that of a humanoid Saiyan. For Goku, this means his body becomes coated in a hot pink fur (why that color, I have no idea) and his tail returns. His hair still gets demonstrably more wild, but remains black. The hallmark of the look from a hair perspective is the tufts of hair that rest on the character’s chest. His eyes are also rimmed with red and the iris becomes gold with black pupils. His disposition seems to shift as well with Goku becoming cocky, and even a touch sadistic. Goku loves fighting in the same manner as a kid loves playing any competitive sport, but Super Saiyan 4 Goku might actually enjoy dishing out pain. As a design, it’s certainly garish, but it’s so outlandish that it kind of works. I know when I first saw images of this form back in the 90s I found it shocking and absurd, but over time I have come to appreciate it for its uniqueness.

They were able to ditch the sloppy look of the butterfly joints on past Goku releases, but this could still use some fine-tuning.

Despite that, I’ve never considered myself a true fan of Super Saiyan 4. I wouldn’t say I’m indifferent, but it doesn’t bother me that the look has basically been rendered non-canon by Dragon Ball Super. It is interesting though and that’s why I’m hear to talk about the action figure. The Tamashii Nations take on the look is largely as expected. It does some things well, and some things not so well. It’s also the first figure in the line that I’ve purchased that was made at Bandai’s new factory in Vietnam. What does that mean for the figure? Well, anytime you have someone completely new to something get added to a process there’s going to be some growing pains, and this figure certainly seems to suffer a bit from such.

I guess the one on the right s now the true Super Saiyan 4? Or is it actually 5?

This primal take on Goku stands at about 5.25″ to the top of his visage and a tick over 6″ to the top of the hair putting him right in line with other Goku figures in the line. He comes in the same, familiar, window box with an assortment of parts and effects to make the figure feel complete. The default expression for Goku is a stoic one. There’s a little bit of paint on the face to highlight the creases in his brow and under his eye which is all applied cleanly and does add a lot to the figure’s expression. I’m not sure we need the center line in the forehead, as it’s not something that appears frequently in the artwork. It kind of gives him a “butthead,” but it’s something I’m getting used. It certainly isn’t needed on a stoic expression. The hair looks appropriately wild to the point where it can be hard to manipulate the head on this guy without pricking your finger.

Flight stand not included, but definitely useful.

Below the head we have a mix of colored plastic and painted parts. The neck is flesh-colored plastic, while the chest is painted. There is a slight different in the color of the flesh which is always a bummer. His chest also sticks way out, consistent with the character’s look in the show, but it makes his neck appear to sit pretty far inside the figure. It also doesn’t help that there’s a noticeable gap between neck and chest. The pink portions are colored plastic save for the little bit on the hands. There’s sculpted texture, and it looks fine. The paint around the flesh-colored portions of the chest is not the cleanest, but it’s not so bad that I’m convinced Bandai’s standard factory in China would have done any better. The belt is a floating piece of plastic and the mustard pants feature a hint of a wash on the front of the figure, nothing on the rear. The colored components seem to match just fine, and on the rear of the figure is the tail which features the same sculpted fur as the arms and torso.

Screaming head or smirking head? Tough call, but it’s one largely dependent on what you want to do with the neat effect piece.

Bandai did a good enough job here with the look of the figure that I think any Super Saiyan 4 fan out there will be pleased. The colors and proportions look right to me, and the mix of portraits are also quite suitable for this version of Goku. In addition to the default expression, we have three more: smirk, side-eyed teeth gritting, and yelling. All feature the same clean paint apps and the selection is so good that it’s hard to settle on one. The bangs on Goku pop off to access the face plate, and one of my nitpicks with this guy is the hair doesn’t sit flush on the top of the head cleanly. I find myself constantly fiddling with it to get it to look as best it can. It’s not something that will be noticeable on a shelf, but in-hand it does become apparent. The fit is also loose, and I had the face or hair fall off when swapping hands. Goku also has an assortment of hands to utilize including fists, martial arts pose hands, wide open palms, two finger hands, Kamehameha hands, and Kamehameha hands with pegs. The pegged hands are for use with the energy effect, something we rarely get. It’s a translucent pink ball with 6 rods that can be inserted into it. It then pegs into one of Goku’s hands and looks pretty rad. I can’t imagine many collectors declining to utilize it in their display. Uncharacteristic of this line, I found the hands actually difficult to swap. Pulling them off of the figure is easy enough, but getting them on is a pain. Is this just a result of the new factory not being used to this sort of thing? It feels like it because I’ve never had to heat a figure from this line before, but for some of these hands I opted to.

A nice touch here is that the figure features a sculpted rip in his pants for the newly sprouted tail.

The other area where things feel a little off is with the articulation. This edition of Goku has basically all of the points of articulation one expects, but the engineering could have used a little more quality control in a few places. Most notably, it starts at the head. The figure really can’t look up, but that’s because of the hair. To make up for this, the two large strands on the back of his head are actually articulated, as are the two that hang over the chest. He can look down and that’s easy because his head is pretty floppy. It’s not so bad that he can’t hold a pose, but just a little pressure on the back of the head will send his chin diving into his throat. The base of the neck is articulated, but I can’t really get it to do anything which is unfortunate since it has that gap in it. At the shoulders, we have a modified butterfly joint with a newer ball peg and hinge setup. This gets rid of some of those floating pieces, but also leads to more gapping issues. I think this joint would look great on a standard Goku, but a shirtless one isn’t optimal. There’s also that flesh-colored paint to be mindful of as you don’t want the paint to rub off. He also has a biceps swivel, a double-jointed elbow that bends past 90 degrees, and ball-pegs at the hands. In the torso, we have ball joints in the abdomen and waist so he can rotate and pivot with a decent crunch forward and back. Again, watch the paint on the abs as you don’t want that to scratch. At the hips, he has legs that can do full splits and kick forward, but the sculpted butt cheeks prevent him from kicking backwards. There’s a thigh twist, double-jointed knees, and the standard ankle ball-joint. The range at the ankle is poor, and the toe hinge is too loose to really add anything. The ankle itself is also loose and standing him can be more tricky than typical of this line. The knee joints are fine, but in a first for me with this line, I had the knee cap pop off when bending it. It just tabs on, but it’s going to be annoying if it keeps doing that. He also has a ball joint where his tail meets his body. There are no other joints in the tail so it’s posing is limited, but I’d rather that than a bunch of ugly ball joints throughout.

“Don’t you dare talk shit about me and my series!”

The articulation, overall, is fine it’s not the usual “feel” I’m used to with this line. Some parts feel a little rougher than usual (the shoulders) and others are too loose for my liking. It’s understandable given the circumstances, and the move to the factory probably helped keep the price down as he’s $60, but a part of me wishes they handed them some lesser characters first before going right into such a unique look. Aside from that, the weight and overall feel is still excellent and this is certainly worthy of the S.H.Figuarts branding. Just the added paint on the face makes him look a lot nicer than the Super Saiyan Blue Goku I have and I do like the removal of some of the floating pieces in the shoulders and hips. If they didn’t stamp it right on the box where this thing was made few would likely question it. And I think this factory will get better, in time. Supposedly, the final form Cooler came out of the Vietnam factory and turned out great, so maybe they already have things mostly figured out.

As for Super Saiyan 4 Goku, this is a rather bizarre and unique look for character made even more so by the dismissal of Dragon Ball GT in favor of Dragon Ball Super. The series was never really canon to begin with, but since Toriyama designed the Super Saiyan 4 look most treated that part as canon. And maybe it will be again some day, or some variation on it, but for now we have the various Super Saiyan God forms. I don’t expect Bandai to go to the GT well too frequently in the future, though I suspect we’ll be seeing Vegeta in his Super Saiyan 4 form eventually and maybe even Gogeta. It helps that some of these parts can be reused for both figures, namely the arms, and it’s a subline that can trickle out and won’t command a ton of resources. As a weird little footnote in my Dragon Ball collection, I like this guy. I was going to pass on it eventually, but decided to give-in to curiosity. And it turned out to be $60 well spent.


Dragon Ball Z – Budokai HD Collection

budokai hdOh, you thought we were done with DBZ?! Oh no, I have some more Dragon Ball related material to share with you and even though we’re done with the movies, I thought now was as good a time as any to talk about some video games. If you’re a usual reader, you may recall I did a post earlier this year on Super Dragon Ball Z, the Street Fighter inspired fighter for the PS2. It was the upcoming release of Arc System Works’ Dragon Ball FighterZ that inspired me to revisit that old game, and the same can be said of the Budokai series.

In case you need a refresher, Dragon Ball Z – Budokai was the Infogrames fighting game franchise of the early 2000’s and it was also the first real entry point for DBZ into global gaming. Prior to Budokai, the only Dragon Ball video games to make it out of Japan were the NES platformer, renamed Dragon Power in the US, based on Dragon Ball and the PSX fighting game Dragon Ball GT – Final Bout. Yes, somehow a game based on Dragon Ball GT made it to American soil before a Dragon Ball Z game. That early Dragon Ball game for the NES was simply a case of anything being available in Japan was brought over to other markets. It was altered so that it barely resembled Dragon Ball and there’s a chance that gamers who owned the abysmal title and went on to become fans of the franchise likely needed to read about it later in life to make the connection. Final Bout was likely released outside of Japan because it coincided with the 3D fighting game craze and the first real attempt at bringing the anime to America as well. It was a truly abysmal game that sold poorly. The anime was a flop initially so it kind of went away, but once the show became popular via Cartoon Network the after market price on Final Bout went crazy as it was the only video game released in the territory and fans wanted something, even if it was terrible.

dragon power

Technically, this was the first Dragon Ball game released outside of Japan, though you wouldn’t know it by the cover.

Of course, if you were living in Japan you had plenty of options when it came to DBZ fighters. The Super Famicom especially had a bunch of them and the PSX had an additional 2 and all were based on Dragon Ball Z as opposed to the far less popular Dragon Ball GT. Fans desperate for some DBZ content for their video game machines, like myself, turned to imports and emulation to get their fix, but in truth few of these games were worth playing. The only ones I can recommend half-heartedly were Dragon Ball Z – Hyper Dimension, a 16-bit fighter that didn’t control particularly well, but the visuals were impressive. On the PSX, Dragon Ball Z – Legends was a pretty ugly looking early PSX game, but it’s 3 on 3 simultaneous combat was really interesting and the simple, timing based, combat was actually pretty satisfying. It was just a shallow experience and once you saw everything the game offered there was little reason to return.

Once the show finally became popular around the turn of the millennium, there was a substantial rush to get content to the newly created global audience. Irwin Toys started cranking out new action figures and accessories while clothing and posters started popping up everywhere. The games took some time, and Bandai was awarded distribution for Japan while Infogrames, and later Atari, received the North American license. Dimps was selected as the developer and they got set to creating Budokai. Simultaneously, a Game Boy Advance game was also developed and released as The Legacy of Goku, an action-RPG that was at least interesting though not particularly fun. Because there was such an appetite for DBZ anything, Budokai really didn’t need to be a good game to sell well. It also didn’t need to be particularly good to immediately become the best DBZ fighting game ever released. Review-wise, it received a somewhat ho-hum reaction from critics, but fans seemed relatively pleased. It sold well enough to spawn two sequels, and 10 years after its initial 2002 release it received a high-definition makeover alongside Dragon Ball Z – Budokai 3.

hyper dimension

If you absolutely need to import a DBZ game, I’d suggest Hyper Dimension.

If you have never played a Budokai game, then let me tell you how it works. At its cores, it’s a simple 3D fighter. Characters can move in the foreground and background and are capable of attacking, blocking, firing ki blasts, and charging up their power meter. Each character typically has multiple health bars so stronger fighters will have additional health over weaker ones that’s clearly illustrated. Characters can also fly, but not at will. Instead, if a combo attack sends a fighter into the air they’ll kind of just hover in place once they recover from the attack. Simply pushing the directional pad towards an airborne fighter will cause the player-character to take to the air in pursuit.

final bout

Before Budokai, this was the best American fans had.

The main criticism of the original Budokai was the lack of beam attacks. Rather than simply ordering Goku to unleash a Kamehameha wave, the move was affixed to the end of a combo. A series of punches would end in Goku performing his signature attack, but at very close range so it was hardly spectacular looking. Instead, the eye-catching attacks were left to the super moves which are the moves that are designed to be difficult to pull off, but when successfully deployed, unleash devastating amounts of damage via a cinematic. These moves include Vegeta’s Final Flash and the like.

goku vs vegeta

The original Budokai does a decent job of laying the groundwork, though the visuals were never considered great even for the time.

Dimps seemed to target two important factors when creating the game:  make it look authentic and make it easy to play. As a result, all of the fighters essentially feel the same and have the same move-set, just with different results. In order to make the game feel authentic though, Dimps made sure to include various transformations in its games. Once advancing passed the Freiza arc, Goku could unlock his Super Saiyan transformation and use that in battle. Prior to getting it, he also had his Kaio-ken technique. Dimps even gave Piccolo his fusions from the series with Nail and Kame as transformations. The game featured a story mode that went up through the Cell Games and featured a roster of 23 characters. Later games would focus on expanding upon the roster to include practically anyone who ever partook in a fight during the series.

budokai story

The first game does at least boast better presentation in terms of its story mode, though these visuals are kind of “yuck.”

Budokai was a success, and it soon became an annual franchise. Budokai 2, released the following year and not included in this collection, corrected a lot of what people disliked about the original. Ki blasts and flying were now more manual than before and the story mode received more cinematics and was overall more rewarding (though it featured a weird board game interface). The roster was also greatly expanded upon due in large part to the game featuring the Buu Saga. More transformations were available and the game was largely just more fun. Budokai 3 arrived the following year with even more characters and moves and yet another revamped story mode. Instead of playing through the events of the show, players could select specific characters and experience the story from their perspective. And doing so also allowed the player to simply fly around the world looking for the next event as well as hidden ones. It felt less restrictive, and was thus pretty exciting.

budokai 3 story

Budokai 3’s story mode was more engaging, if lacking in the presentation department. It makes up for it though with much improved graphics and styling.

So how do these games hold up in 2018? Well, not surprisingly the original Budokai is showing its age. The visuals have been upgraded to HD, but the textures were so bland and basic to start-off that there’s virtually no improvement. It makes everyone look like vinyl dolls and the empty battle maps are even more boring than before. The simple combat is easy to grasp, but also not particularly engaging. This game is basically here as a nostalgia trip and to illustrate how the series began. Fire it up if you either never played it or just want to relive it, but after that you probably won’t play it again.

Budokai 3 is the main attraction of this set. There’s still a section of the fandom that considers it the best DBZ fighter ever released. It was the last main Budokai title as the many sequels saw the series move in a different direction, sometimes for the better and sometimes not. There was a PSP edition of the franchise called Shin Budokai and some place the 2006 title Infinite World in the Budokai series, but this was the last numbered entry. It’s quite easy to see how refined the game is in comparison with its predecessor. The visuals took on a more cell-shaded approach with additional detail and the move to HD doesn’t highlight the imperfections like it does with the first game. DBZ has a pretty simple, yet distinct, look and it doesn’t require incredible processing power to do it justice.

dragon rush 2

Dragon Rush adds some chaos to battles, but at the cost of skill.

From a gameplay perspective, the game is not quite as fast as I remembered. You will still spend most fights dashing at your opponent to unleash combos attacks and build towards bigger moves. I had forgotten how odd the gameplay structure was. Much of the fights hinge on your ability to pull off super moves and Dragon Rush attacks. The Dragon Rush is a bit convoluted, but it’s essentially a follow-up attack from a teleporting move. There’s a lengthy tutorial section in the game that’s not particularly helpful. It’s one of those things you just have to perform for yourself to get a feel for how it works. When connecting with one of these maneuvers, a quick-time event is enabled that’s basically a version of Rock-Paper-Scissors. The attacker selects a face button and the defender does as well. If the defender guesses right, the attack is thwarted. If not, it continues with both players now having only 3 face buttons to choose from. If the attacker is able to string together three successful attacks via this encounter, then a big move is unleashed and the opponent’s stamina (as well as some health) is knocked away leaving them more susceptible to damage. Actual super moves are done fairly easily by holding a shoulder button, but it starts a slow animation that can be tricky to connect with. And if you miss, you lose all of the energy stored for the attack. Connect and you get treated to another cinematic while also doling out some big damage. There’s always another QTE spot, this time with a meter rapidly filling and decreasing that you have to time properly, that determines how much damage the attack does.

gogeta fusion

There are lots of power-ups that take the form of transformations including fusion.

Fights have a tendency to be very reliant on those two moves. Whoever is better at pulling them off usually wins. The QTE spot injects some chaos as it’s entirely random, unless you’re playing against a human opponent and look at their controller. It’s not the most rewarding system, or perhaps it’s more appropriate to call it frustrating if you’re on the losing side. If you’re on the winning end then at least the cinematics are typically fun to see. The interesting change for the third game though was mostly in the stored energy each character has. Energy will gradually accumulate up to a certain point so you really need only charge your ki if you want to go for the biggest moves possible. This was a smart addition as the constant need to charge in other games was always the least enjoyable aspect. Transformations also aren’t the energy hogs they were in prior games so there’s more incentive to use the best ones.

The story mode felt revolutionary in 2004, though now it does feel more limited. Basically, you pick a character and fly around the world. Your character has a map and can also find a Dragon Radar to look for Dragon Balls. Activating your “senses” can sometimes turn-up hidden spots on the world that usually contain an item but sometimes contain a small story event – an easter egg, if you will. Various cities and popular landmarks appear on as well but you can’t really interact with them. If the name of the place displayed when flying over it then you can enter, but it just leads to a brief exchange with another character who may or may not provide an item. These are all done with still images and text – there are no cinematics in story mode which is rather bizarre. The most interesting aspect of the mode is that it can change depending on how many playthroughs you have done and if you have finished another character’s. Goku’s is the most robust, and if you play it a second time after getting through some of the other character’s stories you’ll take on some GT villains and even unlock Super Saiyan 4.

budokai 3 cooler

Budokai 3 expands upon the roster by drawing from the movies and Dragon Ball GT.

The goal of story mode is obviously to see it through, but it also features some RPG elements in the form of experience and stats. Leveling up a character gives you an ability point to place in various offensive and defensive categories. Each character also can equip a set number of items, with stronger items taking up multiple slots. This has been a feature in most DBZ games and allows for some level of customization. Frustratingly though, transformations always have a prerequisite that includes the prior transformation so if you want to use SS4 Goku you’ll need to devote 5 slots to transformations. If you want to fuse into Vegito then you’ll have to give up something. Characters can unlock a special Breakthrough capsule which contains all of their unique moves and abilities at the cost of taking up all of the ability slots. For a character like Goku who has the most unique capsules, it won’t include everything though which is kind of a bummer. The other short-coming of story mode is that it doesn’t include everyone. A lot of characters are playable including surprises like Tien and Yamcha, but only one villain has a story mode (and it kind of sucks) and characters you would expect to have one (namely Trunks) do not. There’s enough here to keep you busy for awhile, at least.

After getting caught up with these games, my main take-away was that anyone who thinks Budokai 3 is the best DBZ fighting game released has not spent enough time with newer entries. It’s not a bad game, but I’d rather play the Tenkaichi Budokai games over it. This game wants to capture the unique combat of the anime and sacrifices skill and control to do so. The Tenkaichi games were not difficult games to play, but their arena fighter approach made the games even more authentic and the super moves weren’t huge factors. With that out of the way, I will say I still had fun with Budokai 3. It took me a little while to get back into the flow of combat, but once I did I had a good enough time. There is a shallowness to the gameplay present so it doesn’t have the staying power of a more robust fighting game, and I wish they had dropped the Dragon Rush, but it does right by its license. I do wish the story mode featured actual moving images to tell its story, and the rewards for summoning the dragon are kind of lame. Considering I didn’t have to pay much to get this collection, I’d say it was money well spent. As for the original Budokai, it didn’t need to be included on this collection and I’m surprised it is. I would have much preferred Budokai 2, even if that game is pretty similar to 3. At least it featured a different story mode while including most of the gameplay enhancements featured in the third entry.


Dragon Ball Z: Battle of Gods

Dragon Ball Z:  Battle of Gods (2013)

Dragon Ball Z: Battle of Gods (2013)

I’ve made no secret of the fact that I find Dragon Ball Z to be a pretty overrated anime. Some of that sentiment stems from the fact that it’s considerably more popular than its predecessor, Dragon Ball, despite being the inferior product. Part of that also stems from the fact that Dragon Ball Z fans seem to regard it as the greatest anime of all time, rather than what it really is; the most popular anime of all time. This is not to say I find the show to be a bad one. For awhile during the 1990’s I found myself quite captivated by the show. I was incredibly disappointed that the dub, for many years, ended right in the middle of the Namek Saga with Goku preparing to take on The Ginyu Force (I was also really disappointed when the series finally returned with an all new and quite terrible dub). Little did I know, that I had basically seen the best of the show up to that point. While the Cell Games and Buu Saga have their moments, for the most part the show became almost a self-parody with extended filler sequences and familiar plot lines.

It’s the formula of Dragon Ball Z that makes it a rather pedestrian television program. The characters are all simply constructed and tend to embody one archetype. Each “season” consists of the gang being forced to take on the latest “Most Powerful Being in the Universe” with the same familiar pattern: dispatch weak enemy, hear latest prophecy of doom, be defeated by said enemy, train endlessly, power-up and defeat enemy. The stakes are always the same, and even though characters are killed off several times, they usually find their way back to the land of the living and there are few lasting repercussions on the show (aside from the novel concept that the characters do age over time). It was basically like watching an animated fighting video game: it just moves from one battle to the next with very little connecting tissue in-between. As such, it’s quite easy to take a cynical view towards the show but it still has its moments where it’s genuinely entertaining and even charming.

Beerus and Whis are the latest antagonists to threaten earth.

Beerus and Whis are the latest antagonists to threaten earth.

If one were to be jaded with the prospects of another extension of the Dragon Ball Universe, they’d likely be less interested in yet another Dragon Ball Z film. The show was so successful that it rather logically spawned feature films. These films were little more than cash-grabs and often contained less plot than the show and an even more obvious formula. Thirteen films in all were released based off of Dragon Ball Z with virtually none fitting into the canon of the show’s storyline. Aside from a select few that contained some genuine entertainment value, most are just mediocre with the only contribution they made being the superior animation when compared with the show. As a result, I was not all that enthused to hear that Toei Animation was returning to the series for a new film:  Battle of Gods. The only cause for optimism was that it was announced series creator Akira Toriyama, who had little involvement with the awful Dragon Ball GT, was handling the screenplay and character designs. Toriyama, unlike some of his fans, seems to understand what makes Dragon Ball special. It’s not some super sophisticated anime meant to challenge the likes of Neon Genesis or Cowboy Bebop, it’s strictly intended to entertain with humor and action.

Battle of Gods opens with some familiar characters pondering the awakening of The God of Destruction. Supreme Kai, along with Elder Kai, fear what this god may do now that he’s awoken early while King Kai gives Goku a quick lesson on who this guy is. It’s not a very promising open for the film as it’s pretty much in line with most of the movies and we know Goku and this god are going to have to have a showdown. We’re then taken to this god’s home world and are introduced to Beerus, The God of Destruction, and his attendant Whis. One of the themes of Dragon Ball is to never a judge a book by its cover, and Beerus embodies that concept quite well. He’s basically an anthropomorphized sphinx cat complete with tall ears and a wrinkly cat muzzle on his face. Not only does he look like a cat, but he also embodies one as well. When we first meet him he’s just waking up from a 39 year slumber much in the same way we’d expect any cat to awaken. He’s lethargic, hungry, and summons for Whis almost immediately. Later we’ll see him acting rather petulantly and impatiently while also toying with his prey, further driving home the point that he doesn’t just simply look like a cat, he is one. Whis gives him a refresher on what transpired during his slumber, and he’s quite pleased to learn that Frieza dealt with those insolent Saiyans by destroying their planet. He’s further surprised to learn that one dubbing himself a Super Saiyan defeated Frieza, which reminds him of a dream he had where he encountered a Super Saiyan God. Remembering this, Beerus decides to journey to earth to meet the one who defeated Frieza and to hopefully find out more of this Super Saiyan God.

Beerus and Goku reenacting the infamous WCW Finger Poke of Doom.

Beerus and Goku reenacting the infamous WCW Finger Poke of Doom.

When Beerus arrives he encounters Goku almost immediately, and in true DBZ movie fashion, they fight and Goku is easily outclassed. Unlike other films, Beerus is essentially neither friend nor foe. He isn’t a good guy, but he’s also not really a bad guy. Sure he’s The God of Destruction, but apparently someone has to be. He decides to seek out Vegeta to see if he knows anything of this Saiyan God, since he learned nothing from Goku, and finds the Saiyan prince at his wife’s birthday party. Beerus loses interest in his pursuit of a Super Saiyan God when it turns out Vegeta knows nothing, and not wanting to turn down an opportunity to feast, invites himself to the party. Some hijinks involving some familiar faces for Dragon Ball fans occur at the party and things seem to be going well until Buu hogs all of the pudding, sending Beerus into a rage. Only Vegeta knows just who Beerus is and what he’s capable of, which is why the other party-goers jump to their friend’s defense further irritating Beerus. This causes him to declare that it’s time he destroy earth, just as Goku shows up. The heroes are able to request Beerus give them five minutes to consult The Eternal Dragon on the matter of a Super Saiyan God, and when Shenron reveals the secret of how to produce one, Beerus gets his wish.

Of course, Goku is the one to step-up and challenge him as the very underwhelming Super Saiyan God. If you were expecting a fantastic new transformation then you’ll be let down to see that “God Mode” is essentially a skinny Goku with a bad dye-job giving his hair a reddish hue. He possesses a fiery aura, which looks kind of cool but is also visually distracting, but that’s about it. Goku and Beerus fight, and I won’t spoil the outcome but you can probably guess at the ultimate end result.

The gang's all here.

The gang’s all here.

The plot for the film is rather familiar, and judged solely on that, the film is a disappointment. However, how it navigates the plot is what helps to elevate it above the normal DBZ fare. For one, Toriyama’s humor is sharp, and while there are some in-jokes to be found for longtime fans, the majority of the humor is fairly natural. It’s also refreshing as Beerus is the source for much of it. He’s definitely one of the better villains Toriyama has conceived of and his ambiguous nature and ambivalence towards mortals makes him almost charming, in a way. He plays off of his attendant Whis fairly well, a character who also embodies a notable Toriyama trait in that he’s a supremely powerful male with obvious feminine features. Toriyama’s affinity for food-related humor shows up in both Whis and Beerus as they’re very interested in the different flavors present on earth. Thankfully, we’re spared the often repeated visual of Goku stuffing his face which stopped being funny somewhere around the character’s first visit to King Kai’s planet.

For fans of DBZ’s unique action sequences, the film may be a disappointment. A lot of the time is spent on Beerus interacting with the earthlings at the expense of the big fight scenes the show is known for. When the film does go there, the action is a bit restrained. Some of that is a plus. As the characters grew in power during the show there was basically no way to visually establish they were stronger and faster than they were 100 episodes prior making many fight scenes look visually lazy as the characters “moved too fast for the naked eye.” In Battle of Gods the action is slowed down and there’s a satisfying weight to the blows landed. There’s still a few instances of old standby DBZ staples, but they’re not overused. Despite that though, the action is underwhelming and some curious uses of CG effects didn’t help things.

Goku's "God" form is a bit underwhelming, but at least it's better than Super Saiyan 4.

Goku’s “God” form is a bit underwhelming, but at least it’s better than Super Saiyan 4.

Visually, DBZ never looked better. The animation is smooth and every scene pops with bright colors. Some may have thought the more muted color palette of the manga would be present since Toriyama was so heavily involved but that is not the case. The only criticism I have of the visuals is the just mentioned CG used in the fight scenes. While the characters fly through a city landscape, it’s rather obvious the backgrounds are being drawn by a computer. This is a fairly common effect going back to the 1980’s but I’ve always found it jarring. Less forgivable are the few instances in which the characters themselves are CG animated making them look like they’ve been ripped right out of the latest DBZ video game. It looks silly and something I would recommend they scrap for future features.

Dragon Ball Z has had an up and down relationship when it comes to the english dub. The original Ocean Group dub was a mixed bag, but was miles ahead of the original Funimation dub that followed. Funimation first starting dubbing DBZ over 15 years ago, and all of that time with the series has actually lead to a pretty wonderful english cast. The voice actors, most of whom have been on the series since the beginning, really know their characters. The writers handling the localization also know these characters and they’ve created a very lively and witty script. The language is probably of a PG nature though there’s very little in the way of graphic violence. If you’re a longtime fan of the series who prefers to watch it subtitled, then by all means, watch it subbed but you won’t be missing anything if you go the dub route.

Dragon Ball Z:  Battle of Gods managed to both meet my expectations and also exceed them. The general plot is typical for a DBZ movie and rather boring, but the presentation is excellent (aside from a few visual hiccups) and the film is genuinely entertaining. It’s probably too long by about fifteen minutes, but not long enough to feel like a drag. The way the film is written makes this feel more like Dragon Ball than Dragon Ball Z. For me, I consider that a good thing but those who enjoy DBZ for the over-the-top action may be disappointed. Lastly, the introduction of Beerus was a success as I’m actually interested to see more from him. Apparently, Toei and Toriyama were banking on that as he’s in the recently released Dragon Ball Z: Resurrection F and is also a recurring character in the new television show, Dragon Ball Super.  I have no idea if more Dragon Ball Z is a good thing or not, but I do know that Battle of Gods was a fun nostalgia trip. Time will tell just how long that trip lasts.


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