This, coupled with straight-up silly or damn weird elements like a timed robo-walker mini-game (because why not?), or Goku’s inexplicable Saiyan tail that he reattaches when fishing, makes Kakarot a ton of fun.įor me, a lot of the fun in an RPG stems from its difficulty, and from its sheer breadth or scope. Don’t get me wrong: I loved playing Kakarot and it gave me all the things I had hoped for: endless enemies reflecting the danger-magnet that is Akira Toriyama’s Earth, a huge and accessible map, a painstakingly detailed playthrough of the DBZ narrative, and highly detailed systems for training, cooking, economy, friendship, and looting/collecting. If the latter isn’t the highest total- maybe it comes second to idle time-I’d be genuinely shocked. And I really, really wish Steam gave me a breakdown of hours spent actively playing, hours spent leaving the game running by accident, and hours spent watching cutscenes. Originally, this post was going to be an exploration of Dragon Ball Z: Kakarot as a JRPG-and I guess it’s not…not that, in some ways-but then I finally finished the Kakarot main story and thought it would be a good time to reflect on what 75~ hours of gameplay showed me.
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