Dragon Ball Z - Shin Budokai 2
Dragon Ball Z - Shin Budokai 2 is a PSP fighting game released in 2007 developed by Dimps. It centers on combat encounters, move inputs, and offense-defense reads, with controls and information arranged around the directional pad, single analog nub, shoulder and face buttons, with a camera or another accessory only where required.
- AI score · out of 10
- 5.7 / 10
About this game
Dragon Ball Z - Shin Budokai 2 is a PSP fighting game centered on combat encounters, move inputs, and offense-defense reads. Short bouts use character differences and rising difficulty for variety, with progress divided into stages, tasks, matches, or growth milestones that make immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Animation, hit feedback, and readable arenas create match tension, while the portable widescreen, UMD streaming, compressed audio, and handheld-scale interface need to preserve targets, text, and action readability. The genre-specific limitation is that button mapping, move recognition, multiplayer accessories, and cpu behavior can affect balance. Platform conditions also include single-nub camera control, UMD loading and noise, Memory Stick saves, battery life, regional language, ad hoc requirements, and retired online services affect present-day use. This description covers only this platform release and does not import features or conveniences from remasters, emulators, or other console editions.
Collected in series
Dragon Ball games turn the manga and anime’s battles into fighting games, character-building adventures and action RPGs. You might assemble a tag team, create your own fighter or revisit Goku’s journey between explosive encounters.
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PlayStation PortableAI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Portable Dragon Ball fighting remains workable, but the new campaign is burdened by repetition and loading.
Shin Budokai 2 retains an understandable combination of ki management and close combat. Aura powers trade energy for advantages, while strong guards encourage changes in attack timing. Recognizable cel-shaded fighters remain appealing, but characters handle similarly and computer guarding often prolongs encounters. The new story puts Trunks on a map protecting cities and pursuing enemies. A card grid and optional objectives suggest planning opportunities, yet repeated opponents return with Senzu Beans and require another victory. The reviewed PSP also loads repeatedly between fields, fights and reward screens, breaking short bouts into awkward fragments. Bland arenas, simple map visuals and repeated cries in either voice language further reduce variety. Occasional fights with favourite characters are more appealing than committing to the new campaign.
Strengths
- Ki, aura powers and guarding create combat choices.
- Cel-shaded fighters retain recognizable Dragon Ball identity.
- Cards and optional missions provide development goals.
Weaknesses
- Senzu rematches and similar opponents make the story repetitive.
- Repeated PSP loading separates fields, fights and rewards.
- Simple maps, bland arenas and repeated cries limit variety.
Who it is for: Fans seeking occasional portable fights with familiar characters who tolerate a repetitive campaign.
Play notes: The original 2007 PSP sequel, not the first game. Loading observations concern the reviewed retail build, excluding emulator acceleration; both voice tracks can be repetitive.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Cards and extra missions provide goals, but repeated opponents and Senzu rematches make the campaign tedious. | Reviewed | 4.8 / 10 | Not provided |
| Dimension Ki and defense offer choices, but similar handling and strong guarding stretch bouts rather than deepen them. | Reviewed | 6.7 / 10 | Not provided |
| Dimension Recognizable battle models are undermined by bland arenas, simple field maps and repeated cries. | Reviewed | 6.1 / 10 | Not provided |
| Dimension Repeated loading between fields, fights and rewards creates substantial usability friction. | Reviewed | 4.3 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- Dimps
- Publisher
- Bandai NamcoAtari
- Release date
- 2007
- Platforms
- PlayStation Portable
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Fighting · Primary genre
- Tags
- 3D GraphicsMain Story Under 10 HoursReplayableSolo-friendlyReal-time CombatFast-pacedCombosShort SessionsMelee CombatAnime StylePlayer versus PlayerFantasy
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- Not provided
- Perspectives
- Not provided
Release editions
- PlayStation PortableWorldwide2007
Game gallery
Sources
Not provided