Matt Cabral of Official Xbox Magazine praised the controls and the visuals. Dakota Grabowski of GameZone stated that the X360 version was an excellent game with some drawbacks, such as lack of characters and an under refined online multiplayer, but felt the game was a critical success.
They also stated that its depth might not please hardcore gamers, but fans or gamers looking for a user friendly fighter might enjoy it.
GameTrailers praised the same version by calling it 'a well-rounded package in fighting shape', while keeping its paces with plenty of gaming modes. Phil Theobald of GameSpy felt the lack of content made the X360 version of the game feel a little shallow, but called it a quality fighting game with an improved game engine that couldn't be denied. He continued, saying that 'the overall look of Burst Limit is definitely greater than the sum of its parts'. Justin Calvert of GameSpot stated the visuals and animation would impress regular gamers, despite referring to the environments as bland. However, he stated that they didn't seem to work well when applied to the multiplayer mode. Will Herring of GamePro praised the games' visuals and felt that the Drama Pieces integrated well within the Z Chronicles. Chris Roper of IGN felt that the combat mechanics were 'simple and deep', but had issues with the extent to which many of the characters and stages were similar to each other. GameRankings and Metacritic gave it a score of 73% and 72 out of 100 for the Xbox 360 version, and 72% and 71 out of 100 for the PlayStation 3 version. Music Īlong with its sales the game received positive reviews from various gaming critics. Small characters like Krillin and Kid Gohan move quickly, while larger characters like Broly move slower. The developers also wanted to put emphasis on character sizes. Co-producer Yasu Nishimura stated that Shueisha had some involvement with ideas for the game development. He would point out, 'We do not aim to be “realistic”, but to maintain a high quality “anime” style'. He continued that they were very pleased with the shaders as they allowed '“High-end quality Anime-expressions” and let us create dramatic animations'. As Nishimura went on record stating 'We want this to be a new expression of Dragon Ball Z, not just an extension.' Naoki Eguchi of Namco Bandai Europe stated that both the PS3 and Xbox 360 versions were produced simultaneously and that the gameplay was similar to Budokai 3 with new improvement integrated. The idea was not to make a game that would be another licensed cash in, but a game that could be held with as much prestige as the manga and anime. Īccording to producer Yasuhiro Nishimura, the game is not a fighting game, but simply 'A Dragon Ball Z game'. Later that month, the game was unveiled at New York Comic Con for a hands-on demonstration. On June 10, Atari issued another announcement stating that they had shipped copies of the game to retailers throughout North America. In May, a playable demo of the game was released on Xbox Live Marketplace and PlayStation Network. Another spread in the April issue of V Jump discussed more on the battle systems and visuals. It would also reveal the cover art and Japanese release date for June 6. With some of the featured stages being the Cell arena, the unstable Namek, and Earth's orbit.
A spread in the March issue of V Jump revealed that the game would feature at least thirty-five playable characters and thirteen battle stages. It was revealed that the game would feature both the English and Japanese voice cast and that it would be expected to be released sometime in the third quarter. Later that month, an early demo of the game was presented at the 2008 Game Developers Conference. The February issue of V Jump revealed that the game's story mode would extend into at least the Cell saga. On January 16, Atari issued a press release announcing that they would be distributing the game throughout North America and that they would retain the Burst Limit title. The January issue of V Jump featured information regarding some of the game's battle mechanics and battle rules. It was stated that the game would utilize 2-D fighting mechanics, the cut scenes would affect the overall gameplay and that it would be released for both the PlayStation 3 and Xbox 360 games consoles the following year in Japan. The game was first announced in the December 2007 issue of V Jump magazine.