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 Naruto: Rise of a Ninja

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PostSubject: Naruto: Rise of a Ninja   Fri Jan 25, 2008 1:03 pm

Metachronos overall score = 8.3 / 10

Positive
- City of Konoha is awesomely fun to explore
- Nice contrast between cartoony characters and more-realistic environments
- Jutsu abilities make standard fighting-game action more interesting
- Great special attacks
- Outstanding visuals designs
- Original sound and music makes it more friendly

Negative
- Jarring transitions between 2D cutscenes and 3D gameplay
- Story feels short and doesn't quite convey the scope of the events
- Lots of interesting gameplay ideas, few of which are fleshed out enough

For the number of games based on the wildly popular Naruto anime and manga series over the past few years, none have made much of a concerted effort to appeal to players outside of the admittedly large and well-established fan base, particularly to potential fans in the US. Given that most Naruto games rely on somewhat threadbare genre staples such as one-on-one fighters and beat-'em-ups, there has been for the most part little appeal outside of the license. Ubisoft's Naruto: Rise of a Ninja for the Xbox 360 distinguishes itself from its predecessors in a number of ways. It's the first Naruto game developed outside of Japan, and it attempts to approach the source material in a way that would make it digestible for Naruto neophytes. Rise of a Ninja also aims for a much larger scope, with a detailed realization of Naruto's hometown of Konoha and a number of distinct gameplay elements. As much fun as it is to use Naruto's developing ninja abilities to explore the city, the game spreads itself a little thin in parts.

Most of the game plays from a standard third-person perspective, but whenever the situation calls for you to fight an opponent, Rise of a Ninja cuts away to a straight-up fighting game. The action here tends to favor familiarity and simplicity, though the way your jutsu abilities can be used during a fight creates a unique dynamic. It takes time to charge up your jutsu, and your enemy can cancel out the process with an attack, which makes it all but necessary for you to knock your opponent to the ground to buy the time you need to trigger your jutsu. Although you can use all three types of jutsu in combat, the shadow clone jutsu is the only one that's directly offensive, a fact that makes it a fixture of virtually every fight. Once activated, the shadow clone jutsu turns into a kind of minigame where you hit a series of face buttons at the start of the attack, and then repeat that sequence at specific points during its execution. It's a pretty awesome process to watch, with multiple power levels that produce lengthier, more damaging attacks, though you'll do it so often that you'll end up seeing the same animation sequences repeatedly.



You'll do plenty of fighting in Rise of a Ninja, occasionally against significant characters from the show. However, more often than not you'll be fighting the same handful of nameless bandits and ninjas that occupy the areas outside Konoha, which isn't nearly as much fun. This fighting-game core is the basis for the multiplayer modes in Rise of a Ninja, and the combat is more engaging in this context. You can play as 10 other major characters, each with unique fighting styles and jutsu abilities, which in turn come with their own unique minigame processes. You can play against the game or another live opponent locally, and there's also Xbox Live support. In addition to a standard quick match, the online mode features an interesting ranked-match tournament called the Forest of Death Exam. Here, you have to fight your way through a series of live opponents, and you complete the exam when you're able to win six fights in a row. Just about everything you do in Rise of a Ninja is pretty cool for a while, and the game's rendition of Konoha is downright impressive, but many of the secondary gameplay elements could've stood to be more fleshed-out. Still, Rise of a Ninja is a no-brainer for fans, and its relatively unique blend of open-world exploration, platforming, and fighting-game mechanics will lend it a certain appeal to Naruto first-timers as well.















BOXSHOT: http://www.tothegame.com/boxshot.asp?picnum=us&id=5252

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PostSubject: Re: Naruto: Rise of a Ninja   Fri Jan 25, 2008 2:41 pm

looks good for a naruto game

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PostSubject: Re: Naruto: Rise of a Ninja   Sat Jan 26, 2008 2:14 am

it's the best yet. too bad it's not a ps2 game. the best aren't released on the ps2

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PostSubject: Re: Naruto: Rise of a Ninja   Sat Jan 26, 2008 4:25 am

looks awsome!

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PostSubject: Re: Naruto: Rise of a Ninja   Sat Jan 26, 2008 4:26 am

i know

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PostSubject: Re: Naruto: Rise of a Ninja   Sat Jan 26, 2008 4:31 am

i know that you know!

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PostSubject: Re: Naruto: Rise of a Ninja   Sat Jan 26, 2008 4:35 am

and i know that you know and you think that i know cause i know that you know.

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PostSubject: Re: Naruto: Rise of a Ninja   Sat Jan 26, 2008 4:46 am

and i know that you suck lol

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PostSubject: Re: Naruto: Rise of a Ninja   Sat Jan 26, 2008 4:48 am

i''l see you monday. at school. if i remember

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PostSubject: Re: Naruto: Rise of a Ninja   Sat Jan 26, 2008 4:55 am

lol ;p

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PostSubject: Re: Naruto: Rise of a Ninja   Wed Feb 20, 2008 3:07 am

Wow an naruto game
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PostSubject: Re: Naruto: Rise of a Ninja   Wed Feb 20, 2008 5:11 am

there are most on the ps2

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PostSubject: Re: Naruto: Rise of a Ninja   Wed Feb 20, 2008 5:33 am

Corza wrote:
Wow an naruto game

their are tons

too bad the good ones are in japanise Razz

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PostSubject: Re: Naruto: Rise of a Ninja   Wed Feb 20, 2008 5:38 am

yeah and same of the worst are on the ps2 and gba

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PostSubject: Re: Naruto: Rise of a Ninja   Wed Feb 20, 2008 5:39 am

god of destiny wrote:
yeah and same of the worst are on the ps2 and gba

gba lol!

i don't know why they bother creating hand helds

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PostSubject: Re: Naruto: Rise of a Ninja   Wed Feb 20, 2008 5:55 am

psp is hand held

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PostSubject: Re: Naruto: Rise of a Ninja   Wed Feb 20, 2008 5:58 am

god of destiny wrote:
psp is hand held

yeah whats the point of making a hand held?

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PostSubject: Re: Naruto: Rise of a Ninja   Wed Feb 20, 2008 10:24 am

the psp is hand held, that's was i was telling you. good games and crisis core is only on the psp. i'm gonna .........

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PostSubject: Re: Naruto: Rise of a Ninja   Wed Feb 20, 2008 10:58 am

god of destiny wrote:
the psp is hand held, that's was i was telling you. good games and crisis core is only on the psp. i'm gonna .........

lolz

but not a lot...most good games are on consels(ps2,xbox etc) psp is very good for a hand held but why bother even creating a hand held? i mean where else would you play exept at home?

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PostSubject: Re: Naruto: Rise of a Ninja   Thu Feb 21, 2008 7:37 am

when on a holiday

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PostSubject: Re: Naruto: Rise of a Ninja   Thu Feb 21, 2008 8:06 am

god of destiny wrote:
when on a holiday

you can take your ps2 unless your going to a hotel

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PostSubject: Re: Naruto: Rise of a Ninja   Thu Feb 21, 2008 8:10 am

or on a long journey

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PostSubject: Re: Naruto: Rise of a Ninja   Thu Feb 21, 2008 8:31 am

god of destiny wrote:
or on a long journey

and that happens like once a year?

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PostSubject: Re: Naruto: Rise of a Ninja   Thu Feb 21, 2008 11:14 am

ok then, everyday on the school bus. whatever, ask somebody that has a psp

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PostSubject: Re: Naruto: Rise of a Ninja   Thu Feb 21, 2008 12:51 pm

god of destiny wrote:
ok then, everyday on the school bus. whatever, ask somebody that has a psp

most people who have a psp play it at home

whats the point?

eh o well

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