Highlights
- Dragon Ball video games span decades and consoles, evolving from 2D shooters to 3D fighting mechanics.
- Dragon Ball Z: For Kinect was a motion-controlled game that wasn’t released in Japan due to low Xbox 360 sales.
- Despite not being released in Japan, the game had international success and showcased the global fame of Dragon Ball Z.
As someone who grew up in the heart of Japan’s gaming industry and has witnessed the rise and fall of countless titles, I find the lack of release for “Dragon Ball Z: For Kinect” in Japan a fascinating phenomenon.
Aside from being one of the most popular anime titles in the world, Dragon Ball Z has a constant stream of quality video games that fans (and non-fans) of the franchise eat up every year. Every system and decade has its own Dragon Ball video game releases and there is no sign of that changing anytime soon. Most of these games are developed in Japan with a Japanese release coming first and then an American release following. But did you know there was a major Dragon Ball Z game that was never released in Japan despite being developed there? What is this game, and why did it never appear on Japanese shores?
The History of Dragon Ball Video Games
The history of Dragon Ball video games is rich and lengthy, covering numerous decades and various console generations. The initial release came in 1986 with Dragon Ball: Dragon Daihikyo for the Super Cassette Vision, which was surprisingly a shoot ’em up game. In 1987, there was Dragon Ball: Daimaō Fukkatsu for the Famicom, introducing an action RPG format. During the early 1990s, multiple Dragon Ball games saw development for the NES and Game Boy, such as Dragon Ball: Shenron no Nazo and Dragon Ball Z: Kyôshū! Saiyajin. The former was released in America as Dragon Power, but with new graphics and artwork.
In the new millennium, the “Dragon Ball” franchise reached new peaks in the video game industry with the introduction of “Dragon Ball Z: Budokai” for PlayStation 2 in 2002. This installment introduced 3D fighting mechanics and story modes that better aligned with the anime. From 2004 to 2006, the “Budokai Tenkaichi” series built upon this foundation by adding more characters and improved 3D arenas. In 2009, “Dragon Ball: Raging Blast” made its debut on PlayStation 3 and Xbox 360, focusing on high-definition graphics and extensive character rosters. Since then, numerous other games have been released, including “Dragon Ball Xenoverse,” “Dragon Ball Xenoverse 2,” “Dragon Ball FighterZ,” and “Dragon Ball Z: Kakarot,” which offer open-world RPG experiences retelling the story of “Dragon Ball Z.”
The First Games to be Released in America
The initial Dragon Ball game to hit American markets was an intriguing exception: Dragon Ball GT: Final Bout for PlayStation, released long before Dragon Ball Z went off the air in America, and even longer before Dragon Ball GT graced our shores. This release felt unusual since the voice actors were not from any previous dubs. For gamers eager to explore this universe, they’d have to wait several years until they could get their hands on Game Boy games like Dragon Ball Z: Legendary Super Warriors, Dragon Ball Z: The Legacy of Goku, and Dragon Ball Z: Buu’s Fury. These early games combined action and RPG elements but laid the groundwork for the highly successful Budokai series that would follow.
What is the Kinect for XBox 360?
Microsoft’s Kinect for Xbox 360 is a groundbreaking device that lets users control games and the console itself through body movements, speech, and visual cues. Released in November 2010, this motion-sensing input tool revolutionized gaming by allowing players to become the controller, eliminating the need for traditional gamepads. With advanced capabilities like motion tracking, voice recognition, and facial recognition, Kinect brought a new dimension to gaming experiences. Although praised for its ingenuity and expanded possibilities in games and applications, adoption of this technology was not universal; some players reveled in its immersive experience while others felt it lacked the precision of traditional controllers.
Despite this setback, Kinect paved the way for future innovations in motion sensing and interactive technology not only in gaming but also beyond its realm. A number of games were launched for Kinect, with some achieving significant success, particularly the Kinect Sports series from Rare. The idea of creating a Dragon Ball Z fighting game where players could embody their preferred Z Fighter was an intriguing proposition.
The Dragon Ball Kinect Game
In simpler terms, “Dragon Ball Z for Kinect” is a fighting game released in October 2012 for Xbox 360, developed by Spike Chunsoft and published by Namco Bandai. It stands out due to its motion-controlled gameplay using the Kinect sensor. Players can perform moves from the anime series physically, making it an immersive experience. The game offers a story mode, score attack mode, and over 50 playable characters. As an added bonus, players could unlock extra characters and power-ups by scanning AR cards with their Kinect.
In this version of the text, let’s describe how the player interacts with the game using the Kinect sensor: The core experience involves the player assuming a position in front of the sensor, where they use real-life motions to guide their character’s actions. Players take part in one-on-one duels against opponents and create combos or unleash special moves by mimicking those moves. The game heavily relies on the Kinect sensor’s precision to capture these movements and translate them into the game, resulting in varying levels of success for players. However, Dragon Ball Z: For Kinect received a mixed reception. Critics praised the innovative concept of using motion controls to execute Dragon Ball Z moves for its potential immersion. Yet, several concerns were raised, including the Kinect sensor’s inconsistent accuracy, monotonous gameplay, and limited complexity when compared to conventional fighting games.
Why Wasn’t This Released in Japan?
An explanation for the absence of a release in Japan was not due to poor quality, but instead, it was the unpopularity of the Xbox 360 platform there. The Xbox 360 didn’t achieve significant sales success in Japan. For instance, while over 24 million Kinect units were sold globally, only approximately 26,000 were purchased in Japan during its launch week, with subsequent sales figures not significantly better. Assuming every Japanese buyer of a Kinect also bought a copy of “Dragon Ball Z: For Kinect” for an average price of $70, the profit would be around $1.8 million. However, this amount is insignificant when considering the costs associated with manufacturing the discs, packaging, shipping, and marketing.
An intriguing aspect of this title is that for it to reach the stated sales figure, every single Kinect owner in Japan would have had to purchase the game. Given the meager prospects of profitability, such an outcome was highly unlikely. Consequently, a launch in Japan seemed financially impracticable. Nevertheless, the international editions incorporated the Japanese audio option for those opting for imports. The fact that this version didn’t surface in Japan might seem peculiar, but what sets Dragon Ball Z: For Kinect apart is the evidence of Dragon Ball Z’s global recognition. This recognition allowed developers to create an exclusive international release and achieve success without a Japanese debut. Such an achievement underscores the enduring appeal of Akira Toriyama’s creation.
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2024-07-19 20:33