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Also available on Xbox 360

Dragon Ball Z: Burst Limit - Playstation 3

2008-06-01

Dragon Ball Z: Burst Limit Interview by Mike Bowden

-For our readers who might not be entirely familiar with the series, could you give us a brief outline of what it is all about?
 

“With DBZ: Burst Limit, get ready for the ultimate DBZ fighting experience in HD! There is higher quality cell-shaded rendering, seamless combination of ‘Game/Battle’ & ‘Anime/Drama’ features for the most authentic DBZ experience on a console.”

-The Dragon Ball Z series now has a huge cult following in the West. What is it about this series in particular that draws so many Western admirers do you think?

“DBZ cartoon programme has been broadcasted repeatedly all over the world. DBZ characters and stores are attracted everybody without any border.”

-Will the gameplay be similar to that of its Sony and Nintendo predecessors or are we seeing a complete overhaul here?

“Basically, it is similar to Budokai 3. But, we integrate some new improvement in DBZ: Burst Limit.”

-What made Dragon Ball Z: Budokai so interesting was the way you could assign certain skills to different characters thus ensuring varied gameplay almost every time you played. Will Burst Limit be a continuation of this or are there new ways to explore the characters?

“DBZ: Burst Limit has same system.”

-How has it been developing on the so-called ‘next-gen’ hardware? Is it more challenging than it is liberating? By that I mean as it is brand new tech, is it difficult for the team to get to grips with or does the more space and power afforded to the team mean they can experiment much more?

 

“We could describe speedy, deadly battles, various unique special skills, in high definition graphic without any limit by next generation hardware.”

 

-Do you care to tell us what the lead platform will be for the game; are you developing on the Xbox 360 and porting to the PlayStation 3 or vice-versa?

“They are developed simultaneously.”

 

-Also, the PS3 and Xbox 360 controllers are very different, especially the D-pads. Will each title be optimised for each controller’s strengths and weaknesses or will it just be a straight port?
 

“We think player can play smoothly by both controller.”
 

-Staying with joysticks, will we see a special Dragon Ball Z: Burst Limit arcade controller like we have with Street Fighter et al? (If so, email me and I’ll give you my address!)

“It is not in our current schedule.”
 

-What are the team least satisfied with at the moment and why? Conversely, what are they most happy with?

“We are happy with new shades to realize “High-end quality Anime-expressions”.
Create dramatic animation using shades animations. The game also contains dynamic light source effects which exceed those of the original animation. Full use of cell-shaders, color animation, camera lens filter and other effect methods. We do not aim to be “realistic”, but to maintain a high quality “anime” style”

 

-Lastly, can you be more specific in terms of date? The games is pencilled in for a 2008 release only, are we looking at Q4 or are the team hopeful of a summer release, perhaps?

“We would like to release before summer.”

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