So, let's say I have an item that boosts the stat used in the cooking community, giving that to Chi Chi will boost her cooking stat and thus improve that board while she's in it. Throughout your time playing you are given items that boost certain stats on your emblems. The act of upgrading, like acquiring emblems is just as easy. If you do happen to miss a side quest that would provide one such emblem, you can use a time machine later in the game to head back to previous parts of the story and grab anything you miss, albeit at a cost. You obtain emblems that represent characters through story and side quests. I was also a big fan of how you acquire and improve characters in these community boards. It's one element of Kakarot's RPG side that invites experimentation and satisfying micromanagement. They're represented with a web of connections, where you can attach different characters together to gain in-game bonuses. It works like this: you have seven boards that represent communities Dragon Ball Z characters are part of. That being said, there are some brilliant aspects of Dragon Ball Z: Kakarot tucked away within the game's otherwise dull RPG sections, the foremost being the community board system. While the boosts from food can prove quite useful if you're stuck on a fight, for the most part it's not something you need to worry about. The same goes for upgrade orbs, which are so saturated throughout the zones you explore I found I had more than enough simply by picking them up as I completed quests. While fishing and hunting allow you to create meals that boost your stats, I never felt as though I was forced to grind out these boosts to progress through the story. Thankfully, it's largely a grind you can avoid. So many of the periphery activities available quickly become repetitive and simplistic, and it soon becomes a grind. Playing one of the godlike characters that Dragon Ball Z: Kakarot provides, you can just run down any animal you see and smack it with ease.ĭinosaurs would appear to provide some extra challenge, but taking one down is as simple as lobbing a dozen ki blasts in its direction. With hunting you assume you'd need to lurk at a distance, only to approach when your target's back is turned, but that's rarely the case. While the inclusion of so much side content sounds great on paper, it's all far too shallow. Scattered around the numerous areas you can explore are activities you can participate in - such as fishing spots, animals to hunt, dinosaurs to slay and upgrade orbs to collect. Sadly, I can't say the same for the open world. Not once was I frustrated when attempting to close the distance or dodge a ranged attack. New unlockable attacks can be swapped in and out at your pleasure, a partner system lets you call in assistance, and a transformation mechanic allows you to further boost your power - all of this built on a foundation of responsive movement options. When combined with a selection of super moves specific to each character and defensive options like a burst that repels enemies, the encounters never become too stale or repetitive. At first it seems quite simplistic, with dedicated melee and ranged buttons begging to be mashed vigorously. It's in the battles that it shines brightest, with projectiles flying all over the place and fighters yelling while they charge up for their next special move. In essence, Dragon Ball Z: Kakarot is an okay role-playing game with a fantastically fun combat system attached. During my time with Dragon Ball Z: Kakarot, I've often found myself torn between these two perspectives, either grinning during high-intensity moments or sighing due to the dull repetition that plagues large portions of this otherwise enjoyable title. Every time I think one side will come out on top, the other screams for 30 seconds, their hair starts glowing, and the tides quickly turn. It's a fistfight between the part of me who loves Dragon Ball and the part of me with a more critical eye. Playing Dragon Ball Z: Kakarot is a battle. While its fighting is fun, Dragon Ball Z: Kakarot doesn't do enough to carry the subpar side content.
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