Announced at GDC earlier this year, Dragon Ball Legends Hack – the next in a short type of mobile Dragon Ball headings – has soft-launched across European countries on Android os devices. Finally striking the pants of my native England, I’ve put in a good part of the day getting to know a game I only understood by name as other, more fortunate, authors and journalists tapped their most liked characters a couple of months back without yours truly.

Dragon Ball Legends Hack, as you may expect with the existing trend of mobile game titles, is somewhat of your tap-heavy card-game/brawler cross. Like a sophisticated round of rock-paper-scissors. Introducing you into another tall tale of the Dragon Ball world with a small number of new characters, the largest early disappointment is not a marginally annoying guide (which it totally has), but a baffling omission of a female main protagonist. Shallot, a Saiyan new to this game and with an instance of amnesia, finds himself caught up in Ruler Kai’s tournament consisting of fighters from across time.

The whole lot seems to take place through the Dragon Ball Super period, complete with Whis and Beerus, so anyone currently longing on the dubbed anime release will, once again, risk going into spoiler territory by picking that one up. We are able to make an effort to use lore to justify a non-customizable protagonist, but it’s paper slender reasoning at best.

Although the long-winded tutorial introduces a dizzying amount of features and selections – which aren’t explained all those things well – it is the game’s main story that will act as the hook for the majority of Dragon Ball Legends Hack potential playerbase. Comparable to Hearth Emblem Heroes (Free), you create a team through gatcha-style summons/pulls and use your most powerful fighters to advance through a story made up of Parts, Literature and Chapters – the majority of which are short non-voiced dialogues topped off with a combat. Participating in through up to an account level of 5 doesn’t take more than an hour or so, but you’ll be fending off the iconically throw-away Saibamen before sounding Raditz; a certain Saiyan we’ve all seen enough of at this point.

Putting together several 6 fighters from your very best pulls, only 3 may go into each battle, with the rest encouraging the team through buffs and add-ons noted in their confusing info panels. Heroes drawn from the summons come in Hero, Extreme and Sparking variety, using their star ratings building with duplicate pulls, and their power levels increasing as they level up through combat or time-heavy ‘training’. Most will want to re-roll their accounts to grab as many Extreme and Sparking credit cards as possible through the release windows, but we suspect you’ll only begin to come across problems without them if you’re seeking to go deep into PvP for search positions and rewards.

Catching the interest of press through its visual flair at GDC, there isn’t a lot of that beyond battles. Experiences play out like your average visual novel before loading into a generously comprehensive battlefield above the plains or cityscape. When fighting, you’re free to move your fighter around by dragging them in a battle, but you’ll only change lives when slipping up to ask for into melee range, or yank back again to retreat for a ranged invasion. Regular attacks are performed through individual taps, with your primary fighting force from the coloured attack cards constantly filling the bottom part of the screen.

Tapping these expends Ki, which refills as time passes or by having down to fee, and can be chained to start a flurry of melee, ranged or buff activities that lock on your opponent. Indicators will denote an opponent attack, which is often dodged by flicking to either aspect with time, but you’re absolve to label in another hero to have the reach and continue the attack.