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DRAGON BALL: Sparking! ZERO
The DRAGON BALL: Sparking! ZERO Ultimate Upgrade Pack includes the following items: • Goku (Super) Costume with Power Pole • Emote Voice Set • 2 player card ba…
Bandai Namco dropped a live-action trailer for DRAGON BALL: Sparking! ZERO, staking out its November 14, 2025 launch on Nintendo Switch and the incoming Nintendo Switch 2. The reel is pure power-fantasy bait-Ki flares, beam clashes, and crumbling arenas-paired with a push for Joy-Con motion controls. As someone who spent silly hours on Budokai Tenkaichi 3’s chaotic 3D brawls (and yes, the Wii’s motion finisher antics), this caught my attention because the pitch is clear: revive Tenkaichi’s mayhem, modernize it for Switch, and add motion as a crowd-pleaser. But beneath the hype, what’s actually good for players-and what raises questions?
The trailer tries to sell one big fantasy: you, standing in your living room, blasting a Kamehameha with motion controls. It’s classic Wii-era showmanship, but the difference in 2025 is expectation. Switch players want tight inputs first, party tricks second. If Bandai Namco nails a motion mapping that feels responsive without lag or accidental inputs, it could be a blast for couch battles. If not, it’ll be a one-and-done novelty. The real test will be how the game handles instant guard cancels, short dashes, and beam clashes with Joy-Con gestures without introducing delay.
The good news: the combat shown leans hard into the Tenkaichi identity—long-range Ki exchanges, sudden vanishes, meteoric rushdowns, and arena destruction that actually opens up space. That’s the fantasy fans want: big, dynamic fights where the environment isn’t just a wallpaper.
Spike Chunsoft’s arena brawlers have always been about breadth and spectacle. Tenkaichi veterans expect massive rosters, beam struggles that feel earned, and stages that crumble under Super Saiyan tantrums. Sparking! ZERO is clearly positioning itself as the torchbearer of that lineage rather than chasing FighterZ’s 2D precision or Xenoverse’s RPG-lite grind. That’s smart—there’s room for a pure spectacle fighter if it respects the muscle memory older fans bring with them, meaning: consistent inputs, readable tracking, and a solid training mode to lab cancels and combo routes.

Local and online multiplayer are in, which is the bare minimum for a Dragon Ball fighter in 2025. The crucial unknown is netcode. Arena fighters live or die on input stability; even minor delay makes vanish timing and dash confirms feel mushy. Bandai didn’t say “rollback,” and that silence will keep competitive players skeptical until proven otherwise. If Sparking! ZERO wants a post-launch community, it needs ranked that doesn’t feel like roulette, lobbies that are easy to rematch in, and solid spectating. On Switch specifically, peer-to-peer connections can be hit-or-miss—clear network options and connection indicators would help a lot.
Performance matters too. The Switch version needs consistent framerate for readability—this is a fast game where aerial tracking and camera swings can disorient if frames dip. The Switch 2 should naturally ease that pressure, but Bandai needs to communicate differences so players pick the right platform for how they intend to play.

I’m not anti-motion. Tenkaichi on Wii had moments where flailing through a beam clash actually felt cool. But if Sparking! ZERO wants motion to stick, it must be granular, not gimmicky: gestures for specific supers, tilt for camera recentering, maybe a quick flick for vanish—while preserving button-perfect inputs for serious play. Also, be honest about fatigue and precision. Swinging repeatedly in a best-of-five is a forearm workout, not a feature. The ideal scenario: motion is opt-in, deeply configurable, and never mandatory for advanced mechanics.
Standard, Deluxe, and Ultimate pre-orders are up, and a season pass is coming. Translation for veterans: expect early-access characters, exclusive costumes, or boosters stacked across tiers. Dragon Ball games have delivered great DLC before, but the franchise also loves to slice content into “bonus packs” that feel like they should’ve been in the base game. If roster size and story content matter most to you, wait for the full breakdown and reviews before paying the pre-order tax. Deluxe/Ultimate should earn their keep with substantial additions—new modes, characters with unique mechanics—not just cosmetic fluff or three-day “early access.”
The trailer shows environmental destruction that looks properly dramatic—cliffs cracking, craters swallowing fighters. The question is whether destruction affects tactics. Can you corner someone against terrain debris? Do broken structures change line-of-sight for Ki blasts? If it’s purely visual, the wow factor fades fast; if it creates micro-positioning decisions, we’re looking at a deeper fighter that rewards spatial awareness, not just big numbers.

On paper, Sparking! ZERO is saying the right things for Tenkaichi fans: big energy, big maps, big finishes. Before launch, I want clarity on four things: full control options (motion toggle and remapping), performance targets on Switch vs Switch 2, online details (matchmaking, rematch flow, and netcode specifics), and what each pre-order tier actually buys. Nail those, and this could be the Dragon Ball brawler we’ve been waiting for—not just another “Kamehameha in your living room” commercial.
Sparking! ZERO’s live-action trailer doubles down on Joy-Con motion and Tenkaichi-style chaos. It looks right; now it needs strong netcode, clear control options, and honest pre-order value. If Bandai sticks the landing, Switch and Switch 2 players could have the definitive arena Dragon Ball throwdown this holiday.
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