You'll pick up various food items as you go, but crafting bespoke meals for a boss fight never feels necessary or even worthwhile. This may not sound like a terribly intricate process, but in practice, that extra step can be a considerable disincentive. Then you need to visit a town and take it to a cook to prepare it for you. You need to gather ingredients, and naturally, the better ones are more difficult to find than others. While you can make food for temporary, stackable status buffs, doing this is rather more involved than it needs to be. You can’t equip any armor or accessories, which might have eased the limitations of the skill grid. By and large, these are just incremental upgrades to existing attacks, and it’s easy to lose track because you never feel like you need them to advance. Virtually all the branches on Kakarot’s skill grid are locked to main story events, giving you little freedom to customize any of your playable characters. This tiresome linearity carries over to the character-building aspects of the game. Trunks in 'Dragon Ball Z Kakarot.' Bandai Namco You’ll fly to the red marker on your map, get in a fight. (After all, if you got the airship straight out of the first town, you probably wouldn’t bother trudging through the sewer dungeon hidden behind the clock in the tavern.) Problem is, there aren’t dungeons in Kakarot, so you’ll spend all your time in environments that feel sparsely populated and repetitive. There’s nothing inherently wrong with linearity in an RPG. Kakarot confines you to specific regions of the map based on the story, ostensibly to avoid the weakness of many open-world games: big, empty environments. Where you’re meant to go next is always clearly indicated on the map, even if getting there isn’t as straightforward as it should be. Most of my “exploring” happened by mistake, as the in-game map is irritatingly small and difficult to read, even on a large-ish television. You’ll never need to explore much, and there’s little to incentivize you to do so. But those games reward curiosity, where Kakarot never really does. The game’s environments have an impressive verticality you simply don’t get in a lot of swords-and-sorcery RPGs – zooming around the sky as Goku, Piccolo, and Gohan is a zippy thrill few other games can match, although Breath of the Wild and Spider-Man come to mind. There’s precious little to discover in Kakarot’s towns or natural wonders, other than piddly stuff like items, Z-Orbs, and crafting materials. You'll be seeing way too many of these robots.
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