

There’s a button for melee attacks, for ki attacks, one to charge your meter, dodge, super dash, guard, and if you hold down the shoulder button, you can utilize one of four special moves, like a kamehameha, a meteor smash, one of those super cool gut punches they always do in the anime, and more.

It’s still a 3D arena fighter with the camera locked to your opponent, giving you freedom to move around towards, away, and around your enemy.

The fighting system felt very similar to the previous Dimps and Spike developed Dragon Ball games, and also a little bit like CyberConnect2’s own Naruto Ultimate Ninja Storm games. It’s important to note that even though Dragon Ball Z: Kakarot is an action RPG, it’s also not super far off from previous 3D Dragon Ball fighting games as far as combat is concerned. It was a really neat intersection of something that is true to the show and something that’s super useful from a gameplay perspective. One of the coolest aspects of the world exploration from what I experienced in my hands on time, was the ability to sense energy levels in order to pinpoint areas of interest, with NPC characters having small blue auras, and big story-driven enemies like Raditz having massive red auras.
DRAGON BALL Z KAKAROT REVIEW FULL
In a departure to previous Dragon Ball games, Kakarot is a full blown action role-playing game, complete with character levels, a world to explore, NPCs to talk to, sidequests to take on, items to use, moves to equip, and so on.
