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Naruto has taken the US anime market by storm over the last couple
of years, replacing the once dominant Dragon Ball Z and Yu-Gi-Oh!
as the new anime to watch. However, as is usually the case, Naruto
has been huge in Japan for a while now and obviously something that
big in the land of the rising sun is going to have some videogames
tied into it. That's why in 2006 the US shores got their first 3D
Naruto title - but unfortunately it's a game that's three years
old.
Back
in 2003, Naruto: Clash of Ninja came out in Japan and for some reason
instead of porting the latest release of Clash to the US (the Japanese
market has four, with a fifth on the way) we've started from scratch
with the very first title. That'd be fine if there was a lot to
learn, but there simply isn't - in fact, Clash of Ninja must be
the one of the most feature-lacking fighting games I've ever played!
Starting
with the Story mode, you watch static cut scenes accompanied by
text and overdubs from the US cast before battling enemies one-on-one
for two rounds. After a very small amount of rounds you'll be shocked
to discover the credits roll... but you've unlocked a new character!
Okay, if every character has a story then I guess that will make
do. But that's not the case! Naruto's story is the only one in the
game; the rest of the characters simply fight seven different battles
and then the credits roll and you're rewarded with unlocking something
new. No ending, no anything. To the game's credit there is a lot
to unlock - getting everything requires beating the game with every
fighter at least twice.
Clash
of Ninja could redeem all of this with a solid engine though! The
fighting mechanics have a lot of potential but they suffer from
a lack of variety. Unlike most modern fighters, pushing up on the
joystick actually makes Naruto jump instead of sidestep (sidestepping
is carried out using the shoulder triggers). The triggers also unleash
a teleport counter attack that consumes your power meter, so if
you don't want to use your power (such as wanting to store it for
a special move) then you'd better not sidestep! Regular kicks and
punches are mapped to one button, while special moves (such as shooting
fire or... turning into a girl!?) are on another. Using the joystick
in conjunction with the special move button carries out different
attacks and there are specific air specials as well. This applies
to the regular attacks too, but in a very limited way - for the
most part every character only has a couple of major combos and
you'll see them all over and over again throughout the game. In
fact, by the time you've finished a few fights you'll likely be
bored with your character, since you will have seen all of the attacks
they have to offer. Each fighter has one super move that's activated
by simply pushing one button, solidifying Naruto's status as a genuine
button masher.
Maybe
that's a good thing though - there are a lot of young fans of the
show and it will attract non-gamers to try it out and play as their
favorite characters from the show as well. Youngsters who pick the
game up will have a blast just beating the controller and seeing
spectacular results on screen, but veteran fighting game fans will
definitely want to stay away from this one. Fans of the show will
be interested that you can play as eleven fighters in total (the
newest Japanese release has well over thirty!) including Naruto,
Sasuke, Sakura, Rock Lee, Haku and more. There are only seven stages,
one of which has two versions (one with mist) and there is no interaction
on any of them at all, something that has become commonplace in
many fighting games - all the good ones, at least.
Graphically,
Naruto looks like it should; using cel-shaded graphics it captures
the spirit and appearance of the animated show and helps you feel
like you're really controlling Naruto and his friends. The visual
effects applied to special moves and even small touches like the
dust rising from the ground during battles are implemented well
and again represent the show nicely. There's nothing mind-blowing
or different about how Clash of Ninja looks, but it will please
fans of the show, which is what this is all about. As for the sound,
the game has the backing of the US voice cast but they aren't utilized
a whole lot. You'll also probably hear Naruto say "Believe it!"
every other sentence during the story mode. Characters also speak
during combat occasionally, which I'm positive is never a good idea
because it causes extreme repetition very quickly. As with the graphics,
fans of the show will appreciate the sounds and voice acting but
non-fans will probably find it a bit annoying.
The
very short lifespan of Naruto: Clash of Ninja hurts it a lot, but
that's almost a good thing, because the gameplay grows tiring very
quickly due to the limited amount of moves and possibilities during
matches. You can only play for so long before each match starts
to feel too similar to the last and all of this really makes me
wonder why the latest Naruto was not ported over first. Why not
start with an established engine with tons of characters, instead
of the bare bones basics? Who knows how far advanced the latest
game is compared to this? We likely won't find out for a while,
because after Clash 2 the next version will be a US-only installment
for the Wii. Clash of Ninja is only recommended for big fans of
the show, particularly the youngsters - anime fans in general looking
for a fighter should look at the Dragon Ball Z games, some of which
are very deep as well as being lots of fun to play. Clash of Ninja
just can't compete with them yet, or with most other fighting games
on the market for that matter - here's hoping that later releases
in the series build on the solid foundation here to increase the
depth and appeal for fighting fans, rather than just catering to
young fans of the anime upon which it is based.
Reviewed by Christopher Martin for AceGamez (All Rights Reserved).
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