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I know I'm a few months early, but let's talk Halloween for a moment.
Everyone knows when you go door to door, in a frantic begging crusade
for strangers' candy, that you say "Trick or treat!" and then hold
out your pillowcase (if you know how to do it right) for that impending
sugary deposit into your "I really want tooth decay!" bank. Playing
Naruto Ninja Council 3 is much like trick-or-treating, except instead
of being on the receiving end of a handful of tasty treats, you
find yourself in possession of a 700 page textbook on Chinese history.
NC3 takes the fast paced, over-the-top antics of Naruto and slows
it down in a clumsy, uninspired hybrid of fighting, platforming,
fetching and pest extermination. No amount of visual and audio spice
can save this game from the same fate as the textbook: a complete
rejection from all but the most hardcore of the hardcore.
Just
in case there are any of you who aren't acquainted with the series,
Naruto is a spunky, hyperactive ninja-in-training who travels around
some form of ancient Japan with a revolving door of allies, kicking
evil's butt whenever necessary. If that's not enough for you then
Google's waiting to give you a novel's worth of back story, or you
could pick up a DVD or a Manga or even just turn on the TV, as he
likes to pop on there in the evenings on the Cartoon Network. Or,
you could just play a Naruto game and be completely confused - it's
up to you!
Okay,
back to what really matters: what is Ninja Council 3? What a wonderful
question! NC3 puts you in the shoes (or sandals) of twenty-seven
different characters from the anime as they tackle over sixty arena-based
missions. Missions, ranked from D to S, are chosen from a bingo-style
square; finish a mission grade set or create a bingo (connect one
end to the other…wait, did I just explain bingo?! If you don't know
what bingo is, well…) and you'll unlock new missions. Once you select
a mission, you are given a requirement to meet to finish it, such
as defeating a foe using a certain move, knocking them down to a
certain life point or just kicking the snot out of them. These missions
are decent enough, but they are generally over before you know it,
maybe a few minutes tops - or, in the case of the 'land this move'
missions, maybe fifteen seconds. This means that the majority of
game time comes in the form of 'Kill A Whole Bunch Of These' and
'Collect A Whole Bunch Of Those' missions. I don't recall the Naruto
series being about ninja exterminators or junk collectors, but someone
in the development team seems to think it was.
Oh,
and a purpose for all this action? Don't even bother to ask! For
all I know, they all just were in need of a new exercise routine,
as there is no story to speak of at all in this game. Now, while
it's not like any other Naruto game has spun a very deep or rewarding
story, they have at least provided purpose and context, something
that NC3 doesn't care to indulge in. Without a story, there is really
no aching desire to push through missions or earn new ranks, severely
hampering the game's ability to hold your attention span past a
mission or two.
This
state of affairs only grows worse once inside a mission, as the
game plays like a multi-level Moon Jump simulator with people to
punch. Whichever character you choose to be - it doesn't matter,
as they all play exactly the same outside of jutsus - can jump,
jump high and jump even higher around levels that only seem to change
background, searching for something or someone to pummel. The game
says it allows you to jump off walls, like a ninja is normally seen
to do, but the move is actually 'stick to a wall then fall forward.'
Once you find someone to beat, you get to pound on the Y button
to execute your one combo - over and over again. To add some sense
of variety, you can knock enemies in the air (though don't think
about juggling them, as that facility doesn't exist) with an 'Up
Attack,' throw enemies two feet away from you with a throw or use
a ranged weapon like Castlevania. Jutsus are activated using the
touch screen, with each character able to have up to four. As not
everyone has four of their own attacks, you can mix-and-match anyone's
jutsus to create the perfect jutsu package, providing fans with
a huge amount of fan service there alone!
You
can just throw the fan service and secondary moves out the window
though, as the entire game boils down to this: use your one combo
until your chakra is high enough, unleash a jutsu, then repeat it
until you win, switch off or die of boredom at some point along
the way. This is made even worse when you need to kill a bunch of
enemies that are the same type, as instead of actually asking you
to engage each individually, the game only wants you to unleash
a screen-clearing jutsu a few times. But even just hitting your
combos isn't as easy as it sounds; when you use your Y attack, you
don't move, and nor can you move and use it at the same time, though
the enemies you attack move back with each hit, often putting them
out of your attack range. Talking about attack range, don't even
bother attacking an enemy on an incline, as your attacks will just
go over their head.
Finally,
the game asks you to have two thumbs to play properly, as it has
mapped attack, run and jump to the Y, B and A buttons, respectively.
This means that unless you have the aforementioned extra thumb,
you can only hit any given two at one time. I found myself running
and jumping, stopping, then jumping and attacking, stopping, then
going back to the first scheme. This poor decision is very frustrating,
not only because it slows down the game but because there is no
reason it couldn't have been avoided.
With
a game this lackluster, it's a shame to see such a solid presentation
wasted on it. Though the character models have a little too much
NC2 in them, they are still detailed and fluidly animated. Environments
have crisp objects set around them - I especially enjoyed the Ichiraku
Ramen Shop - though the backgrounds have received no love. Some
even have random Naruto characters running around, which is a nice
treat for fans. Jutsus are executed using a mix of in-game graphics
and anime still panels, capturing their essences quite well. A full
English dub is present, for better or worse, with each character
having multiple lines that ring out loud and clear. Musically, the
game slips a little compared to the graphics, but the bountiful
track listing full of battle-ready tunes fits in perfectly with
the game.
Mission
mode can be finished in a matter of hours, and though you are given
a rating based on your proficiency, there really is no reason to
play through a second time, unless you are struggling with insomnia.
If you can rope anyone else into purchasing this game (sorry, no
single card multiplayer), up to four of you can play simultaneously
in a variety of different modes - the game's only attempt at lasting
appeal. But they all involve the same stunted gameplay, so do this
at your own risk.
Though
it appears on the surface to take a cue from Namco Bandai's slick
and dynamic Ultimate Ninja series, Naruto: Ninja Council 3 plays
like a ninja slug who can switch between roller skates and a pogo
stick on the fly. Any sense of ambience that the presentation brings
to the screen is immediately destroyed by the game's indifferent
turn towards the source material it is supposed to be proudly displaying;
when the most enticing facet of your game is a foil promo card then
you know you have a problem. Do yourself a favor and just save your
money for Naruto's RPG debut, Path of the Ninja, coming to DS this
fall.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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