Nobody was more surprised than me to find out that they liked Dragonball Xenoverse. Why would I like it? I don’t much care for anime, I flat-out dislike Dragonball, and fighting games were never much my bag either. No Street Fighter obsessive, nor weeaboo hugging his Android 18 body pillow to be found here, I’m afraid. I’m too busy playing Dungeons and Dragons to engage in such loser hobbies.
So when I realised that Xenoverse was a very solid combat game that really leant into the power fantasy of it all, I suddenly realised I was having a whale of a time. Yes, the story is fanservice nonsense that wouldn’t pass muster in a third-grade writing exam, but it doesn’t intrude on gameplay much and allows you to rocket around the sky kicking aliens without issue. God bless the skip-cutscene button, a function that served me even better than the pause menu.
Which left the player free to indulge in high-octane lunacy, as you fire various beams of energy at improbably resilient foes, who all fly around smacking each other like a civil war broke out on Krypton. And the game rewarding you with new fighting techniques and characters to play as means that it all feeds nicely into itself. Colour me excited for Xenoverse 2, then.
But the problem is that I did something before playing Xenoverse 2 that I suspect the developers were hoping I hadn’t done recently: I played Xenoverse 1. And this, as I would soon come to realise, was a major problem.
Because Bandai-Namco’s new anime odyssey isn’t really a sequel, it’s an upgrade. It’s not like buying a new phone, it’s more akin to updating the software, and the number of assets, mechanics, powers, ideas and locations that have been copy-pasted from the first Xenoverse to the second is pretty unimpressive. I wasn’t hoping for a complete overhaul of the system, but you’re more likely to come across old content than new content as you power through the campaign in “Dragonball Xenoverse 1.5.”
But I must say that there was a rather neat function whereby you can import your created character from the first game into the second, where he then becomes an NPC that features in the story. The former protagonist has now become a de facto legend and high-ranking member of the rather scrappy and slightly stupid Time Patrollers, the recurring organisation of weirdos who go around making sure that history doesn’t change too much in the wake of irresponsible ruffians like Doctor Who, the little fez-wearing bastard.
The above premise isn’t a terrible one, but it’s not handled particularly well and the story can’t quite figure out what it wants to be, other than a Dragonball Tribute Band. For one thing, it never becomes clear why changing history is such a bad thing, especially when you choose to do so at one point in the narrative and nothing bad happens as a result.
Not to mention that the undisciplined, clubhouse feel of the Time Patrollers is a genuine plot flaw that only becomes more notable as you progress through the story and see just how slapdash this whole thing seems to be. I practically expect to hear that old joke being shouted out:
“What are the patroller’s coordinates?”
“Sir, I’m afraid he’s uncoordinated.”
I can’t remember where that line is from (and that’s been driving me nuts for weeks), but I’ll be damned if it doesn’t apply to the Time Patrollers. A band of well-intentioned and overpowered mooks sit on a giant island floating somewhere outside of reality, with no real rules or even method to their madness. And all of these super-bozos are being led (rather frighteningly) by a cast of oddballs that include Hitler The Elderly Aubergine, Manic Pixie Dream God, and a mopey idiot with a large sword and out-of-season overcoat. Seriously, if I got a penny for every time that Trunks screws up over the course of the game, I could buy his mother’s company three times over. Ooh, look at me picking up knowledge of the world as I play. If I keep this up, dear reader, you have full permission to blow my head off.
‘Cause I ain’t here for story, partly because it’s the same plot as last time. Some ruffian is going through history and trying to change it by granting extra power to old villains, and you drop in with your create-a-character to show them what-for, ensuring that all the established canon remains canonical. Because god forbid we do anything daring, like play with the stories a bit and see what new material we could draw from them. Did everyone just forget how cool it was when Arkham City did that?
But much like the first Xenoverse, it’s clearly a game made for fans, by fans. You want to help Goku beat up Frieza? Done. You want to read somebody’s power level? Just slap on a scouter. You want to perform every move and ability demonstrated in the show? They’re all waiting to be unlocked. You want to collect the Dragonballs and make a wish?
Ooh, hell yes! Can I ask for immortality?
Er, actually not. We had to remove that option to prevent the game from being broken, but look! You can get a giant radish as a cosmetic item instead, gifted to you by the mighty Shenron and his universal omnipotence! Hooray for magical root vegetables!
… Mister Critic, Why do you look so angry?
Beyond that, the mechanics are pretty similar to the first game. You fly around arenas performing combos on goons with a bunch of stats and superpowers backing you up, balancing ki and stamina meters as you do. And frankly, it all works well. It was fun before and it’s fun now, but the thing that Xenoverse realised early on, as mentioned, was that the best reward for killing goons is more ways to kill goons. Most missions give you a new move or technique when you beat them, and you can swap out the attacks you know for different ones, Pokémon style. And whilst most of the abilities available here are imported from the previous game, there’s enough additions to the roster to keep things somewhat fresh.
That being said, the combat does feel a bit… Stickier than before. There’s a few new forms of basic attack to play around with that makes things more organic, but the game as an odd habit of making your character stop moving after certain attacks, whereupon somebody covered in particle effects comes around and kicks your head in. And whereas before now, when punching an enemy across the map caused you to teleport cleanly after them, now the player characters fly in a locked route to pursue them as part of the attack animation, which means you get stuck on the geometry of the world really easily, flying into mountains or buildings that were uncooperative enough to be standing there.
Oh, and there’s a few more problems that weren’t solved from the first game. Keeping secondary objectives as a secret until the player solves them makes less sense than a warm-hearted Tory, and the fact that certain items and skills are given to you randomly at the end of each challenge is a right pain in the bum. When I power through a mission and manage to reach a perfect score, only for the game to spin a roulette wheel and decide that I don’t deserve anything better than a participation award, that’s some serious crap that no game designer should’ve been happy to sign for. Especially when I know, deep down, that some other dope has muddled through with a piss-poor performance and still been given all the planet-busting super moves. Not cool, Xenoverse.
But let’s move on. One of the big new changes is the hubworld, which the advertising boasted as being seven times larger than the one in the last game. Is it wrong to admit that I don’t care about this? The hubworld is just a place to pick up missions, it doesn’t need to be bigger than a single room with a sign-up sheet pinned to the wall. And hell, the last game’s base of operations was too big already, so I don’t know what the developers thought they could achieve by doubling down on that.
This problem of size is alleviated by two solutions. The first is a little hoverboard that you can beetle around on for increased speed, and let’s be clear about this – that stupid machine sucks more arse than the average colonic. It controls badly, goes alternatively either too fast or too slow, is constantly overshooting because of momentum, and if you bump into something there’s a brief, unskippable animation where your character clutches his head and wonders about the choices he made in life. The amount of times I’d be scaling the long staircase up to where the story missions are kept, only to shoot off the end of them and come crashing back down to the ground level again… Yeah, to hell with that bloody Marty McFly contraption.
The form of hubworld movement is introduced about a third of the way into the game – just let the players use their flying ability like they do in combat. And because flying is fast, easy to control, allows you to scale heights without issue and just lets you go straight over any obstacles in your path, there is never a reason to get out the hoverboard again. One wonders why we couldn’t just fly from the beginning, and the only reason I can think of is that the developers wanted to annoy me. Perhaps there is a different explanation, but I can’t think of one.
By the way, anybody signing up for online play might find themselves getting impatient as they stare at loading screens and empty lobbies. The final thing that got carried over from the first game was the occasional crash and poor server quality, where being kicked from your match halfway in was less of an exception and more the norm. Even as I was writing this, a notification popped up from the publishers telling me that trying to use the Dragonballs in a public server was pretty likely to freeze the game, and that I should refrain from doing so if I wanted the best experience. Maybe they could’ve told me that a couple of days earlier, when that exact thing happened to me. Low effort, must try harder, etc etc.
Oh, and one other thing: Remember how certain characters could teach you their trademark moves if you beat them up for a bit, and occasionally joined you in missions if you were playing badly? They’re back, and ‘ere you resent this game for having them spawn and despawn randomly like they did in the first one, this time when they appear somewhere they have the common decency to stay put. That’s definitely an improvement, but like the ability to fly between missions, cutting out some of the RNG was a decision that didn’t feel anything less than blindingly obvious. It would’ve been an embarrassment if they hadn’t done that.
Dragonball Xenoverse 2 is indeed better than its predecessor, but not by much. A couple of stumbling steps forward does not imply some great leap of evolution, nor does it warrant forty pounds from those who already own the previous one. If I wanted to pay money to go in circles I’d charter a party bus and load it with prostitutes as we drive around a roundabout, because I’d have a better time and certainly a fresher experience.
That being said, I did just admit that Xenoverse 2 is a superior form of Xenoverse 1, a game that I like. And I probably would recommend the sequel to anybody who doesn’t own the original, because it’s a fairly enjoyable experience, but that doesn’t change the fact that I do feel a little sour about all this. It’s another time where the Steam refund policy looks like it could use a change, because it took me longer than two hours to realise that I was playing with the first game in a slightly shinier dress, all because those first two hours are mostly cutscenes and tutorials.
Those of you who are unsure about buying it should probably wait for the price to drop. Those of you who loved the first installment are getting more of the same, so you’ll probably be happy. On the other hand, anybody who isn’t big on games like the Naruto Shippuden franchise isn’t likely to be very happy. Being an unappeasable critic, I haven’t been happy since 1998, but Dragonball Xenoverse 2 did occasionally prompt some stirring of emotion that might approximate to approval. If you ever wished you’d bought the original, shell out for this extended cut. If you weren’t won over by the previous entry, this isn’t going to change your mind.
Dragonball Xenoverse 2 picks up where the old game left off, and very decisively chooses to stay there, making very little progress and refusing to develop itself beyond a few fringe aspects to gameplay. Why should you buy this when the original is still there? I’m not sure, I’ll tell you when I’ve thought of a reason.