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So here I am in a very weird place, in a position to judge a game with mechanics I can’t grasp, based on a show I don’t watch, featuring characters and a story I don’t understand. Is that a snake bursting from his stomach?
NARUTO SHIPPUDEN ULTIMATE NINJA STORM 3 FULL BURST REVIEW SERIES
It turns you out play Naruto like one big series of boss battles, alternating between attacks, changing your abilities, triggering quick-time cinematics, and dodging enemy attacks via teleports or blocking. Marvel at how, exactly, I could be so bad at this. Marvel at the kinds of boss battles and enemies and obstacles a player would have to overcome to succeed. Marvel at the quality of combat for players who have the soul for this. So I took to the internet and found untold marvel. Unfortunately, this sequence isn’t indicative of the entire Naruto experience, which resulting in more aimless flailing by me as I progressed from mission to mission with very little in the way of confidence or command. Despite being a bit long, the sequence found both myself, and two onlookers mesmerized by the visual presentation, which was vibrant, exciting, and blurred the line between cinematic and gameplay pretty well. Surely this was not what the developers intended.įor example, the second mission you undertake involves hopping from the top of one burning building to another while you rally troops and engage in quick-time-events to fall a giant, angry, vicious…evil looking dude (The “9 Tails” is the official name for it). I was able to luck my way through the first encounter with an enemy who was extolling something or other about a great ninja war through the singular hole in his mask, by spamming attacks, running away, coming back, and hammering the block button until I could exploit whatever faults his A.I had. That’s not to say I wasn’t successful, nor is the game bad. As a result, I felt a bit like a one-legged man in a karate kicking contest. Mechanics are tricky, emphasizing rushes, item management (of all things?), blocking, and teleportation – most of which doesn’t feature a tutorial. While visually impressive and crafted with care for its license, It turns out Naruto isn’t particularly accessible for fighting game weenies. It even had branching paths and an upgradeable equipment. It had the cell-shading, visual impressiveness, it was based on a long-running martial-arts focused anime, and seemed to have a sense of scale and narrative rarely found in fighters. Quality animation, an epic sounding score, and numerous cut-scenes elicited that DBZ charm. So upon glancing at screens and doing some quick research, the idea of a Naruto game, seemed pretty appealing, and first impressions were great. For the first time, a fighter that didn’t have WWE in the title, made sense to me. The gameplay was accessible, emphasizing blocks, ki-blasts, countering, and momentum. These 2-and-a-half-D fighters were, exciting, challenging, and also a blast to watch. Save for the Dragon Ball Z: Budokai series. They were classics, genuinely crafted experiences, that were impossible to get my head around for whatever reason. Capcoms, a fighting game never grabbed me. Through roughly 20 years of Street Fighters, Mortal Kombats, Guilty Gears, Dark Stalkers, and Marvel vs. A few months ago, gentle internet ponderer Kyle Boseman said he doesn’t have the ‘soul’ for fighting games.