![]() Then you fight Frieza and he’s even less of a threat. Even though he’s supposed to be able to easily dispatch Recoome with minimal effort, he instead becomes much more of a threat to Goku than he was to Gohan. ![]() For instance, when you fight Recoome as Gohan, the fight offers very little threat or resistance, even though Gohan is meant to be struggling for survival. And the difficulty jumps around at weird times. Granted, the combat isn’t mechanically complex enough to offer a challenge, but that’s no excuse for some of the series’ rawest fights to be such surprising pushovers. For the majority of its duration, the game is just easy. Then there’s the overall lack of difficulty. But I can’t say the same for everyone else. But it’s made with so much love for the source material and loaded with fanservice to the point that fans are going to likely have a great time regardless. The combat is okay, the graphics are acceptable, and the world is mostly empty and filled with pointless fluff. Make no mistake, Dragon Ball Z: Kakarot is a mediocre game. ![]() But it poses and answers a very important question for products based on licensed properties: can a mediocre game still be worth it if it offers the franchise’s fans exactly what they want? The answer here is a resounding yes. However, Dragon Ball Z: Kakarot is doing it again all the same. So much so that it seems more than a little redundant to keep doing it. Akira Toriyama’s beloved story about dudes randomly teleporting around and punching each other through entire mountains is well-trodden ground at this point. Games have been retelling the story of Dragon Ball for more than a quarter of a century.
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