Summary

Given how popularDragon Ballis, it’s no surprise that so many tie-in games exist. The franchise has dabbled in a variety of genres, and each title lets fans dive into Akira Toriyama’s fantastical martial arts world. That said, escapism isn’t the only objective.Dragon Ball, at its core, is about overcoming one’s limits.

Developers seem to take that to heart, producing several titles which challenge players through sheer, unrelenting difficulty. This is usually intentional. A steep hurdle theoretically inspires fans to improve their skills, mirroring the series' heroes. However, a few instances see the gameplay mesh in a way which makes the difficulty feel unfair. That said, both cases offer players the chance to burst through their limits. Using those new skills effectively can create a victory worthy of the Saiyans themselves.

Kid Goku and Tambourine in Dragon Ball Z: Budokai Tenkaichi 3

TheBudokai Tenkaichigames have a “one size fits all” control scheme to accommodatetheir large character rosters, but that doesn’t mean they’re mindless button-mashers. Rather, they encourage mastery of both speed and power. Players can knock opponents across the arena, instantly catch up to them, and follow up with a devastating finisher. While this gameplay is authentic to the bombastic battles of the source material, it also means that combatants have little time to get their bearings.

Fans see the extremes of that system when battling the computer, which is particularly potent inBudokai Tenkaichi 3. Even on Normal difficulty, the CPU is relentless in its strikes and pursuits. During rare pauses in the action, players may think they can get a hit in. Sadly, their enemies avoid it through precise dodging,teleportation, or a stunning combo breaker. These tactics put players right back on the defensive. To have any chance of victory, their reflexes must be top-notch.

Goku in Dragon Ball GT: Transformation

4Dragon Ball GT: Transformation

Rather than continue the franchise’s fighting game trend,Dragon Ball GT: Transformationopts for a linear beat ‘em up format. Players proceed through various 2D environments, smashing robots and aliens alike with simple melee combos. The title is notably less complicated than its peers, but that doesn’t mean it’s any easier.

Every level sees fans select three characters, each of whom tag in once their companion dies. The developers take that mechanic as carte blanche to stack the odds.

Vegeta and Frieza in Dragon Ball Z: For Kinect

These stages are outright unfair. The most mundane mooks pack a paralyzing punch, draining large portions of health with standard attacks.They can kill characters in just a few hits, which soon proves to be a major frustration. The levels stretch on for an eternity and offer precious few checkpoints or recovery items. Worse, many of them contain multiple bosses. Given how many attempts each stage takes, it’s hard to make any progress. Thus,Transformationis more painful than the show’s version of Pan.

3Dragon Ball Z: For Kinect

Motion controls don’t work with fighters this fast

At first glance,Dragon Ball Z: For Kinectseems like a great way to put fans in the thick of their favorite fights. They experience those fights from a first-person perspective, using motion controls to throw punches and fire energy blasts. However, the process isn’t remotely as smooth as it sounds.

In practice, it’s incredibly awkward. No human can conceivably match the speed ofDragon Ball Z’s brawls. The combatants move faster than light, so any attempts to emulate those rapid flurries just end in exhaustion. The hardware worsens that issue. The Kinect is infamous for its inability to accurately read players’ movement. Combined with the above issue, this problem makes it virtually impossible to pull off the right moves. Thus, battles devolve into archaic flail-fests which can go either way. Whatever the outcome, the player becomes a broken, sweaty mess.

Goku Black and Vegito in Dragon Ball FighterZ

The most popularDragon Balltitle in recent years,Dragon BallFighterZbrings the franchise into the mainstream competitive scene. On a 2D plane, the snappy controls are easy to learn yet difficult to master. The game emphasizes continuous combos and juggling. If players time their punches, kicks, and ki blasts right, they can drain their opponents' health in one fell swoop, giving targets no chance to respond. When fans pull this off, they feel like true martial arts masters.Those on the receiving end, though, feel utterly cheated. The computer is surprisingly adept at this process, leading to several frustrating matches. However, even the most advanced CPU soon looks like a novice.

The broad appeal ofFighterZmeans that multiplayer modes are an enduring part of the experience, andit’s here that the difficulty amplifies. The lobbies host players from across the world, all of whom have garnered hours of practice with their favorite characters. Entering this domain is like sending a sheep to the slaughter.

Frieza and Piccolo in Dragon Ball Z: Infinite World

1Dragon Ball Z: Infinite World

Who knew a beefed-up Budokai game would be the toughest of them all

Basically a belated sequel to theBudokaigames,Dragon Ball Z: Infinite Worldexpands the series' 2.5D fighting formula. It adds new characters, more open hub worlds, and a slew of mini-games. These aspects take a while to get used to, but they pale in comparison to the biggest addition.

That addition is the unforgiving difficulty.Infinite Worldis harder than any of its predecessors. Much likeTenkaichi 3, opponents don’t let up in their assaults. They bombard players with melee combos andenergy blasts, even on easier difficulties. It’s more of a challenge to avoid these onslaughts due to the game’s relatively limited mobility. In short, the game traps the player in a small space with an enemy who stops at nothing to win. Only the most determined fighters can come out on top.