Albeit being a new game, Infinite World feels like a twisted 'Budokai 3' rehash.

User Rating: 7 | Dragon Ball Z: Infinite World PS2
I was surprised when I knew Atari was with another DBZ game on the way for PS2. But the thing that really catched my attention was the fact that it was going back to its 'Budokai' roots, straying from the last three Tenkaichi 3D fighting. Although it felt was going to be nice having a 'Budokai comeback', the game didn't felt right to me, in the beginning.

Dragon Mission, the game's story mode, is basically the return of Budokai 2's board-system RPG-esque adventure. You'll go defeating the bad guys, training with some others, playing some mini-games along the way (the checkpoint game is just dull) etc. The capsule system is back as well, with which you can equip and power-up your characters.

One of the biggest flaws of this game was the removal of the Dragon Rush system, present in Budokai 3. Well, if Atari people was going to do practically a sequel for it, why didn't they kept the DR? Instead, we have the Hyper Mode still on the going but nearly useless, its only purpose is giving you a little extra power, although the transformations in the game already have the strength problem covered. After all, would you prefer wasting your energy on a nice ultimate attack or zero it on a Hyper Mode? Oh, please.

The versus system is also nearly identical as the B3 one. Again, another removal is present: the beam clash. That means you need to be an expert in dodging, otherwise you'll get them Kamehamehas straight in the nose.

Well, if you're a DBZ fan, give it a shot, you'll be pleased. But if you loved Budokai 3 and is expecting a completely improved game, forget it. It's fun, but not as lasting as B3.