The green bars are health and the yellow bars are kiĭragon Ball: Raging Blast was first mentioned the in Namco Bandai's 2009 fiscal report. The border around the each character's profile portrait are the health and ki meters. Its sequel is Dragon Ball: Raging Blast 2.Īn in-game screen-shot of the fighting gameplay. A Limited Edition was also released, however it is exclusive to Europe and Australia. The game was released in North America on November 10, November 12 in Japan, November 13 for Europe and released November 19 for Australia. It is the second Dragon Ball game on the high definition seventh generation of consoles, as well as on Microsoft's Xbox brand. If we ever got a "Raging Blast 3" in any way, shape, or form, it wouldn't be called Raging Blast 3 for the same reason Raging Blast 1 wasn't called "Budokai Tenkaichi 4".Dragon Ball: Raging Blast (ドラゴンボール レイジングブラスト, Doragon Bōru Reijingu Burasuto) is a 2009 video game released for the Xbox 360 and the PlayStation 3 consoles developed by Spike and published by Namco Bandai.
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But the cold fact is that Xenoverse has far outstripped the success of the Raging Blast series, a series that was always meant to be a 7th gen answer to the Sparking!/Tenkaichi games. That said, the Raging Blast 3 idea did have its supporters- almost 100,000 of them, last I checked- so I wouldn't be surprised if the devs decided to take some ideas from it for future projects with the knowledge the fans want something like this. Coincidentally, the Raging Blast 3 concept was created during this nadir for Dragon Ball, building off a series that was one of the causes of the nadir. This is likely one reason why Raging Blast 2 had to cut features (like a dedicated story mode), why Ultimate Tenkaichi was so gimped, why Z For Kinect exists at all, and why Battle of Z could spend 3+ years in development and still feel so rushed and generic: there wasn't much money to go around to fund these games.
That was the state of Dragon Ball games earlier this decade, as I've made clear some time before- at its nadir in 2011, the franchise of games was worth about $25 million or so, which is borderline "indie" tier for what ought to be an AAA franchise. The basic concept would have eventually been filtered down to something different, especially before roughly 2015-2016 when Dragon Ball games just didn't have really huge budgets to work with.Īnd that goes to the third issue: what may make for a good idea on paper may not be achievable by the company if their board rooms determine it can't be done with available resources.
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Second, there are people who get paid to come up with these sorts of ideas, prune them into a proper game, and then figure out how to proceed. You might say now "No, no, take my ideas for yourself and do what you will with them!" But legally, that's not going to save the company if you say at any point later "Can I have some of the profits?" You'd have to sign away everything first, but that would require the devs to even take your ideas in the first place. The first and most obvious is that it can cause copyright headaches. But even then, the company isn't going to just take your ideas. If you want your ideas to have any weight, then first you're going to need popular support: thousands, if not millions who back your idea and show interest in it and it alone. You can't just present a detailed game idea to a company and expect them to run with it and wait for the beautiful, impassioned game, especially if you don't work there and have no experience in game design. What, was I going to sit back and relax and go to school and play video games while hundreds of people slaved to make my video game? That's not how things work. I was just a kid, maybe 14 years old at the time. If it were actually made by someone at Sonic Team, it probably would have made for a decent basic game bible to guide more in-depth development.īut I didn't work at Sega. I went into it thinking that the franchise would be better off if it went on a "nostalgic roadtrip" for a while and deliberately made it like a 3D Genesis game, ironically much like what the series wound up doing. They were very detailed ideas, going into depth about what particular stages were like, the hazards, the badniks/robots, etc. When I was a kid and into Sonic the Hedgehog, I wanted to send ideas to Sonic Team that could be turned into video games. Particularly with the continued (never-ending!) Xenoverse 2 support and the release of FighterZ, I have to imagine that at some point along the way he felt like he shared as much as he felt was worth sharing and conceptualizing in the face of what was actually in development at Bandai Namco. It was never an actual "project" in that it was never a real game or development plan or anything like that.
He's just a regular fan as much as anyone else.