Naruto: Ultimate Ninja Storm - Demo

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Hanji

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Mar 27, 2008
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:: Naruto: Ultimate Ninja Storm - Demo ::
Hanji

Naruto: Ultimate Ninja Storm is the PS3 exclusive game based on the Naruto anime series touting stunning visuals, interactive environments, and a customizable roster of characters and abilities. The demo was recently released in Qore episode 2, and will go public later this month.

I apologize that this is greatly elongated by my assumption that most of you know little of this game and benefit from having the mechanics explained.

The demonstration is simplistic and straightforward. The player is allowed to choose between English or Japanese vocals, which will be present in the full game. It is undoubtedly a welcome gift to the anime elitist, who spites the dubs and anyone who doesn't. Less sanctimoniously, the Japanese vocals are an optional taste of variety most will probably prefer, despite not being able to understand them.

Next, one chooses their character. There are two, Naruto and Kakashi, though they play differently enough, a boon for the demo.

First and foremost. They are not lying, the graphics are excellent. The movement is eloquent, the colors are vibrant, and the camera moves fluidly giving everything a cinematic, but completely manageable feel. The sound was effective. Projectiles meeting in the air, splashes of running on water, thumps of being thrown to the ground, the cackle of Kakashi's lightning techniques. The effects were reminiscent of the anime and sounded legitimate for the setting. The voices and score fit. The stage itself is satisfactory. There is grass, water, and a rock wall. The rock wall gives a sample of the promised intricacy of stages. Smashing an opponent onto has you both fight on it, standing sideways, the first to fall taking damage and restoring the status quo. It looks just as good as everything else, but does not show off the promised 'robust' environments.

The gameplay leaves me curious to play the full game. It is simple on the surface. L2/R2 Guard. L1/R1 Calls Partner. O is Melee Attack. Square is Projectile. X is Jump. Triangle is Chakra. Each D-Pad direction uses an Item.

Guard can block anything, including Jutsu and Finishers. It has the common system of breaking after guarding too much, leaving the character stunned.
Combos are made essentially by mashing O. There are a few different ones accessible via moving the analog stick before or during the combo. There is one air combo. O while guarding grabs. Holding O does a strong attack which sends opponents flying. The interest is that combos can be canceled and trail into other attacks at almost any point, in any combo. Leading to potential for extreme depth and variety.
Jumping while jumping does a dash. Holding jump does a variety of flips and dodges to maneuver around the battlefield and evade. It's more useful than I expected, but is not imbalanced because it gives not actual defense. One only evades damage by physically avoiding the attack, unlike many games.
Projectiles vary based on characters. Naruto throws shuriken in a vaguely homing arc. Kakashi hurls knives forward like a shotgun. Hopefully other patterns are present in the full game. They can be a negligible distraction normally, but become a formidable combo builder when powered by chakra.
Partners, when summoned, perform an attack of some sort. I felt this added a surprising level of strategy to the game, as they can turn the tide of a combo, or buy time for charging chakra, or solidify an offensive. Like projectiles, they are interestingly varied in their specific execution. Items are similar, both in value, potential, and diversity.

Chakra is the supplement of the game. It adds something to everything. A dash becomes a better dash. A few projectiles become a shining barrage. An attack becomes a jutsu. Jutsu are different for each character. The ones Kakashi and Naruto use can be charged. They deal significant damage. When two meet, it becomes an annoying button-mashing contest. They are accessible and well integrated, as well as bringing the game to its anime routes.

Charging chakra twice then pressing attack yields a finisher. These are obnoxious, vainglorious, and might draw a chuckle from the Naruto fan who sees how much they exaggerate the characters' power. They also require competitive button pressing, but by pattern and accuracy, not speed, making it less moronic.

Awakenings happen when chakra is charged past full at low health. They also differ between characters, but seem to bring them fully to their canonical limit. Naruto turns into a Fox Demon. Kakashi reveals his left eye. Naruto's entire movelist changes. Kakashi gains a simple buff. It seems like a fan-pleasing addition, but fortunately doesn't by any means break the game.

Players are rewarded for building combos by lighting up three tomoe by their health bar, then their Finisher, if used, becomes supercharged, and their chakra raises automatically. It is a short window, however.

Blocking right when hit causes Kawarimi, wherein you switch with a log. This is unexpected to the enemy, as their combo is interrupted, and you get a chance to wail on them. It is an advanced technique which requires precise timing to do intentionally, but seems like it could increase the engine's staying power.

As a demo, this is flawless. It does everything a demo should do. It shows you what you need to know, and in my case, got me interested in the full game much more than I had been before.
From what I gather of the game, I am wary of its perhaps overly simple fighting engine, limited use of jutsu, and perhaps mechanically bland environments. However, I feel that this could be a result of it being a demo, or my limited indulgence in the game.

I'm sure Naruto fans already know what they are going to do, but I would still recommend any PS3 owner take the time to try this once it is publicly released. It's free, and excellent, by demo standards.

:: Bonus Review: Qore ::

Qore is the monthy episodic "premium" subscription to PSN. It includes exclusive interviews, videos, and content, such as this demo (although it will go public later). It is 25$ annually, though individual episodes can be purchased for 3$. I'll admit, I purchased this months episode merely for the demo, but found the supplementary information rather interesting, aside from the annoying host. I would recommend the annual subscription (though I also wouldn't necessary advise against it), but I would recommend PS3 owners at least read each months episode summary in the PlayStation Store and consider it if the content sounds interesting and they are not loathe to lose a couple dollars.
 

Tanthalos

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Mar 25, 2008
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Is Ubisoft touching this in any way shape or form? Cause they did the 360 exclusive and attempting to play it made me feel dirty to say the least.

Though I admit I love the idea I can choose the real voices as oppose to the English swill they try to pass off as the characters.
 

Hanji

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Mar 27, 2008
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Ubisoft is not involved.
The game is being developed by CyberConnect2, the same team that did the other Ultimate Ninja games, and published by Namco Bandai.
I don't have a 360 though so I can't comment on that exclusive.