Having recently written about how Legacy of Goku 2 is the G.O.A.T. sequel, I figured it’d be worth writing about a couple ways that Buu’s Fury improved over Legacy of Goku 2. Let’s not forget that Buu’s Fury is an objectively worse game than LoG2 due to horrible balancing issues, meaning that it can not be in the running for G.O.A.T. sequel, because it is not even better than its predecessor.
While Buu’s Fury did introduce some fun– although not revolutionary– systems like allocating skill points and purchasing equipment/healing items where it really wins over Legacy of Goku 2 is game feel. What I mean by this is that it feels good to just move around, fight, and look at this game. There are extra sound effects, like when you run. And some nice visual effects, like prettier, bulkier energy attacks; the addition of the classic aura around you when you transform into super saiyan; and making the screen shake and enemies fly away after critical hits. For instance, in DBZ:LoG2, you play as Piccolo, whom wears a cape all of the time– except when in Super Namekian form– but when he runs it doesn’t flow all that much; it feels flat. Flash forward to DBZ:BF, playing as Gohan when dressed as the Great Saiyaman and you get this great flowing cape behind him while he runs!
My absolute favorite aspect of game feel comes through the addition of a largely new mechanic: that when you kill an enemy, loot comes flying out following the force or action lines of the attack that killed them, which lends an incredible amount of power to the death dealing blow. This could have worked in LoG2 technically, since enemies often drop instant consumable items, but one of the things that makes it so impactful in Buu’s Fury is that enemies drop a lot of separate, small money pieces. This means that items go bursting out from the defeated foe in a forceful cone, rather than just one item popping out. To add even more power to this effect is the fact that items bounce along the ground, as opposed to merely floating there, or falling and sticking to the ground. The whole thing just feels great. Honestly, I’d love to see this added into more games. There are concerns with loot flying away over cliffs and the sort, so developers have to be careful, but it also feels amazing.
So just to reiterate, game feel can do incredible things for a game. Some small effects can make a huge difference for your game. If you’d like a little more on the topic then watch this video: