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Super Dragon Ball Analysis: Heroes World Mission, combats and Dragon Ball cards

Super Dragon Ball
Written by Kamran Haider

A new game-like foray for Switch and PC with the Akira Toriyama franchise in between has just landed. Battles and cards of the universe Dragon Ball: Analysis of Super Dragon Ball Heroes: World Mission.

Like half the world, I love Dragon Ball and everything that has to do with this wonderful saga created by Akira Toriyama. And far from losing steam over the years, something that once gave me a certain “fear”, the truth is that it is still in top form, being a cultural phenomenon in virtually the entire planet. Bandai Namco will continue to benefit from the popularity achieved by Goku and the other characters in this series for a long time, editing a number of video games inspired by this saga, such as the one that has just arrived at Nintendo Switch and PC: Super Dragon Ball Heroes: World Mission.

As its name suggests, this video game is closely based on the recreational machine of the same name that has been ravaging Japan for a while. Using real physical letters, this recreational has managed to achieve extraordinary success in that territory, so it was foreseeable that Bandai Namco transferred this experience to homemade formats, although as I have already mentioned only the users of Switch and PC are going to be able to that taste. And the good news is that this Super Dragon Ball Heroes: World Mission has reached the western market, something that has made us very happy because, in addition, it is a proposal as refreshing as it is remarkable … and much more complex than it may seem of first.

There is a lot to explain about this production because of the particularity that its proposal is shown, especially considering that very few users have been able to prove the aforementioned original recreational on which it is based. In other words, many are going to catch new basic game mechanics, which I will try to explain in detail right now, leaving for later other elements that also include the title as their game modes, etc.

Very tactical combat

is facing a collectible card game in which two sides face (PvP or PvCPU) that must choose seven cards from their deck to be positioned on the corresponding board. And logically, each of these cards has certain characteristics (power, special attack, etc.) and is represented by a specific character, whether Goku, Piccolo, Vegeta, the Androids, Frieza and hundreds of other characters from the various subsea gas of the series (Z, Super, etc.). How many of these cards is it possible to collect? Well, more than a thousand, exactly 1161, a figure as astronomical as hard to reach: you have to take many hours to get it. And to this is added the possibility of powered our letters, a feature that will delight the most creative users.

Following the operation of Super Dragon Ball Heroes: World Mission once selected the letters/characters of our team, then we have to decide their placement on the board. This consists of two identical parts for each player and, each of them is structured in two well-differentiated zones. On the one hand there is the battle area, of orange color and located on the front, which has a more extensive extension (three rows); and on the other we find the rest area, which consists of a single row, has a bluish tone and is located in the rear of the battlefield.

The first thing that is necessary to carry out when the combat starts, which incidentally takes place in turns, is to decide the positioning of our seven characters on that board. Those of us who want to go on the offensive have to place them in the battle area, and those of us who want them to rest is left in the corresponding zone. And depending on the power of the cards located in the attack area of ​​each player, the offensive will begin with the one that has reached the most points.brief mini game in QTE plan

From there and automatically the characters carry out the corresponding animations that represent the blows and relevant attacks of all of them, also initiating a brief mini-game in QTE plan in which both users must stop a force gauge. If the user who is attacking wins, the blows that his characters give will cause more damage, whereas if said QTE is won by the user who must defend himself … well, that will reduce that damage.

Another aspect to take into account is the issue of resistance or energy consumed by the characters. As they fight, the characters (or cards) in the battle zone become fatigued. And if this happens, they will be more likely to take damage and their attacks will be less effective. To avoid this happening it is necessary to transfer them to the rest area when we see fit, being precisely this aspect one of those that contribute a greater strategic load to the confrontations.

Do you find this basic approach interesting? Well, believe me, if I tell you that it is simply that, the basis on which the dynamics of the game in general rests. That is because all this is added a good number of other details (all of them have been well explained in two tutorials … very numerous!) That have a specific weight during battles. Combined attacks, character classes, unique attributes for cards that give advantages during clashes and other elements are added to the subject to give life to gameplay as complex as, once it is understood and assimilated, absorbing and even addictive … regardless of being tremendously durable.

If there is something to highlight in the analysis of Super Dragon Ball Heroes: World Mission is the inconceivable amount of content that Dimps has integrated into the game. From the outset, it’s game modes are quite numerous and we find from a magnificent Arcade mode (really recommendable) to the always recurring versus local and online modes. And what about the Story mode? Well, it is also present and, in fact, it is tremendously extensive and enjoyable, especially from the first third of it. And that the narrative that shows is not that it is the most attractive ever seen, being as predictable as uninspired. But in spite of that, it is worth trying this modality and immersing yourself in it because it is the best way to learn the basic concepts that the game proposes as well as to obtain rewards of all kinds. Money (Zeni), useful objects, costumes, cards, exchangeable tickets and other inducements in the form of rewards await you.without a doubt this is a very original videogame as far as its global concept is concerned

The fans of Dragon Ball will see in this game a true collector’s festival. It

may not be perfect and may present certain somewhat improvable areas, such as the aforementioned argument designed to give life to the Story mode. But without a doubt, this is a very original videogame as far as its global concept is concerned … and, in fact, it is far from being dispensed in other similar games, such as HearthStone or Magic: The Gathering, which is always appreciated. That’s why it seems to me that it is a work that goes beyond its marvelous license and that, probably, will attract the attention not only of the followers of the series of Akira Toriyama but of the fans of the titles of this Guise in general.

Yes, in technical issues Super Dragon Ball Heroes: World Mission does not end blunt, a fact that has no impact on the gameplay but that somewhat disfigures the final result. The characters are not bad at all (although they could have enjoyed better animations and some more detail), but everything else has been done with little effort. The City of Hero that hosts the Story mode has too small dimensions and an aspect that is not correct. And if we add to this the use of very unclear textures in general, graphics little flashy and lighting too basic, resulting in a title that could have been more spectacular than it has ended up being.

Fortunately, the sound section is another matter. The dubbing in Japanese is excellent and has been accompanied by texts in Spanish, essential to learning perfectly about everything that has to do with the tutorials. And to this are added varied and successful effects, as well as a soundtrack that provides the necessary intensity to the battles.

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Conclusion:

Dimps and Bandai Namco are unmarked with a successful game of cards that has little to do with what we have received other titles of the same nature. A game that goes far beyond the license on which it is based to reach very high levels of complexity and depth. Those who catch the air will be rewarded for countless hours of play, either alone or in direct clashes online or offline. A title not quite perfect but certainly a good game within its genre.

  • A large number of characters and letters
  • Well-conceived and engaging game dynamics
  • It does not look too much like other current card games
  • Sensational dubbing in Japanese (with texts in Spanish)
  • Graphically, it’s too basic
  • The plot embodied in the story mode is anything but interesting
  • It’s hard to assimilate all its ins and outs: you have to dedicate hours

About the author

Kamran Haider

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