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With CyberConnect2's Naruto series proving popular with both gamers
and critics alike on PS2, it was only a matter of time before the
mischievous Naruto Uzumaki made his inevitable debut on the PS3.
Hot
on the heels of the equally impressive Ultimate
Ninja 3 on PS2, Naruto: Ultimate Ninja Storm clearly benefits
from the upgrade in technical performance that's possible on PS3,
along with the added bonus of Namco Bandai and CyberConnect2's long
running history and understanding of the series. Sadly though, Ninja
Storm subsequently suffers from the same basic issues that have
marred previous iterations in the series, primarily an open world
RPG-lite approach to the Ultimate Ninja mode that still feels more
laborious than it really should. Although the fighting mechanics
are still accessibly simplistic, with a fair degree of hidden depth
for those wishing to master its controls, the Ultimate Ninja mode
that sees you completing basic mini-games, fetch quests and battles
still fails to live up to Ubisoft's open world efforts on 360, which
feel much more fluid and alive by comparison. Luckily, like its
360 counterpart and PS2 predecessors, Ninja Storm provides a visual
tour de force on PS3, often looking nothing short of phenomenal.
In fact, it's probably the closest that anyone has come to recreating
a living, breathing animated world in videogame form; it leaves
the excellent 360 titles looking slightly shabby by comparison and,
in some cases, it looks even better than the Manga series upon which
it is based.
Ultimate
Ninja Storm is generally split up into two separate game modes:
Ultimate Ninja Mode and Free Battle Mode. The more traditional Free
Battle Mode can be played against the impressive computer AI and
its four well-defined difficulty settings or against a friend in
local multiplayer mode, allowing you to get straight into a selection
of one-on-one battles with your favourite characters and locations
from the Naruto series.
Unfortunately
however, there are two elements of Ninja Storm that strive to get
in the way of your early enjoyment, the first of which is the mandatory
twelve-minute, 4GB install. Pretty epic but hardly enough to ruin
your day, I hear you say. Well, for the most part I would agree
but this install seems to make very little dents into the borderline
excessive load times you will come across during your time in Hidden
Leaf Village, making it a much harder pill to swallow. In fairness
to CyberConnect2, they may well be accompanied by some of the prettiest
load screens I have ever seen, but at the end of the day a load
screen is still a load screen, regardless of its visual appeal.
The second feature that might well tarnish your initial impressions
of Ninja Storm and its Free Battle Mode is the fact that you can
only choose twelve of the twenty-five characters from the outset,
with numerous support characters, levels and awakening modes also
locked until you play your way through the flawed and overly long
Ultimate Ninja Mode.
Get
past these initial gripes though and you will be treated to a fighting
system that perfectly complements the source material; simplistic
and accessible yet deceptively deep. The fights in Free Battle Mode
are epic one-on-one bouts with some highly stylised action and a
fondness for hugely cinematic visuals. Beyond looking absolutely
gorgeous, the first thing that grabs your attention is just how
much the camera jumps around to give the impression of a battle
that's cut straight from the TV show. This really should come at
the cost of gameplay but with a camera as fluid, intuitive and technically
sound as this one, it never becomes a problem.
It
also helps that the basic control scheme is very simple, with an
array of visually impressive attacks and combos available at the
press of a button. While fans of Street
Fighter and Virtua
Fighter may well scoff at this approach, it's a system that
woks perfectly well for the source material and allows for a great
deal of interaction without the need for an overly complex move-set.
Nearly every move is mapped to a single button, with melee attacks
activated with the circle button, allowing for some pretty hefty
combos by doing little more than smashing this button as hard and
fast as you can. Projectiles are thrown via the square button while
jumping and dashing is activated with the X button. Holding triangle
charges your Chakra, while dodging, blocking and calling for a support
character to jump in and dish out a few hits are all achieved via
simple combinations of the shoulder buttons. There are also simple
character-specific items mapped to the d-pad that can improve stats
temporarily, increase your health or simply damage your opponents.
Needless to say, this is a game geared towards accessibility.
This
may sound a little too basic for the more discerning gamer and on
the basis of the above move set, is exactly what it appears to be;
a fighting game needs depth as well as accessibility, something
for the more astute gamer to get their teeth into beyond the initial
visual fireworks, which is where the potential subtleties of your
Chakra powers and the more advanced blocking mechanics come into
play. Chakra is a limited power source that can be recharged via
the triangle button, but doing so leaves you completely open to
attack. Chakra can be used in conjunction with any primary input,
lending the game a much greater tactical nuance as skilled players
manage their chakra to produce battle-altering moves and attacks
when they are most needed. When used with the jump button, Chakra
allows you to teleport across the screen instantly, a move that
is especially useful when your opponent attempts to replenish their
own Chakra supply and it also allows for far more powerful projectile
attacks, along with hugely powerful and extremely impressive character-specific
Jutsu moves.
Although
Chakra successfully elevates Ninja Storm beyond simple button bashing,
it's via the subtle blocking techniques that the game falls in line
with the more traditionally complex fighters of the gaming world.
Combos can be started as simply as smashing the circle button but
blocking keeps the majority of these attacks at bay. However, continuous
blocking not only leads to your guard failing but your character
can also become dazed and open to a whole new wave of attacks against
which there is no defence. Constantly blocking also allows your
opponent to fill their Storm gauge, which provides improved attack
and defence capabilities, along with an instantly filled Chakra
gauge and improved secondary character abilities. To avoid all of
this, you're going to have to learn how to parry attacks, something
that is achieved by hitting the block button at the exact same time
as your opponent hits the attack button. When carried out successfully
you automatically perform a substitution Jutsu that sees you appearing
behind your opponent, ready to launch into your own wave of counter-attacks.
It's not an overly complex system by any means but bring two equally
skilled players together and fights can become surprisingly technical
affairs.
The
solid mechanics of one-on-one fighting can become repetitive after
extended bouts of play, which is why CyberConnect2 has seen fit
to create Ultimate Ninja mode, which allows for a more varied experience
that moves beyond the basics of beating your opponent to a pulp.
Starting off in the hub world of Hidden Leaf Village, you are left
to wander around the RPG style surroundings to talk to townsfolk,
explore the area for hidden items and partake in over one hundred
missions; factor in the bonus conditions for many of these missions
and that number is significantly increased. During your time in
Hidden Leaf Village you can purchase items from the shops and talk
to the villagers to access the myriad of standard battles, mini-games
and boss battles that combine to make up the mode's lengthy playing
time.
The
battles, as you might imagine, are exactly the same as you find
in Free Battle mode but with a story to add extra impetus to your
actions. The mini-games, which involve events such as hide-and-seek,
forest chases and much branch dodging, are a reasonably entertaining
distraction but they're sadly not as varied as those found in the
more recent PS2 entries in the series and can subsequently become
repetitive after a while. Exploring the village itself is pleasant
enough but thanks to a measly number of inhabitants with very limited
dialogue, the area can soon feel like a very lonely and desolate
place. Visually it's certainly a beautiful location to visit but
it does suffer from a few technical glitches that let down the game's
otherwise exemplary presentation.
There
are many items to collect around Hidden Leaf Village but the fact
that they are all visible on your radar means that collecting them
inevitably feels more like a chore than an enjoyable way to see
the sights. Even the supposedly secret scrolls that are used to
unlock support characters are clearly marked on the map, not only
making a mockery of their name but also turning the unlocking process
of many items into a pointlessly simple yet time-consuming experience.
This strange design choice, combined with the archaic NPC-related
quests to find and return items gives the whole experience an often
forced sense of progression, with only the wish to unlock all the
items and characters for Free Battle mode left to spur you on.
While
many of the events within Ultimate Ninja mode feel like unnecessary
filler, the same cannot be said of the outstanding boss battles.
These epic encounters provide many of the game's visual highlights
and are extremely enjoyable to play through; battles against giant,
screen-filling enemies such as Gaara are intense, cinematic events
that combine basic battle skills with quick, button-related reflexes,
their only downside being that they don't occur nearly as often
as you might like. Most of the best cut scenes can be found in this
confrontations; expertly delivered from both a visual and audio
standpoint with excellent voice work and direction throughout, they're
especially noteworthy due to their surprising absence from the rest
of your adventure, with the majority of the game employing a standard
text-based conversation style.
With
Ultimate Ninja mode padding out the game's longevity in a repetitious
and sometimes unfulfilling fashion, it's even more of a shame that
there's no online mode. Ninja Storm lends itself perfectly to online
battles thanks to its more forgiving nature and lack of dependence
upon tight windows of execution - you won't always have a friend
or family member to hand and while the computer AI is challenging,
it's inevitably more fun when playing against human opposition,
making this omission a big disappointment. The same cannot be said
of the presentation, though; while the audio may not have moved
on greatly from the already outstanding PS2 work, the visuals have
been taken to a whole new plane thanks to the tapping of the PS3's
powerhouse hardware. Not only is the detail in both character art
work and the surroundings second to none but the animations are
incredibly fluid and natural-looking. It's here that Namco Bandai's
and CyberConnect2's long running relationship clearly comes to the
fore; although making a beautiful game shouldn't be a challenge
on PS3 hardware, it's in the extra details scattered throughout
the game that the team's affinity and passion for the source material
becomes more apparent than ever.
As
a fighting game, Naruto: Ultimate Ninja Storm is a complete success.
The extremely accessible fighting engine benefits from a great deal
of hidden depth and a pleasing penchant for the extravagant, while
the excellent camera, colourful cast and brilliantly over the top
move list combine to create an experience that feels like a playable
Manga cartoon. As an RPG-lite adventure however, it tends to come
up a little short; the boss battles are worth the price of admission
alone but they can't mask the plethora of busy work and the general
lack of original ideas. Ninja Storm is as visually impressive as
any fan of the series could have hoped for and as a beat 'em up
it works brilliantly, but it's also a sideways step when it comes
to the rest of the gameplay, failing to evolve the worn template
of its PS2 predecessors.
Reviewed by Liam Pritchard for AceGamez (All Rights Reserved).
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