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Naruto: Ultimate Ninja Storm story mode impressions

The animations, the timing and the use of vertex-stretching + motion blur = perfect. I also like how accurate the environments in relation to the anime/manga. I was sad to see the inclusion of an extremely prominent hud but at least the overall movement of the characters, the small details like throwing an opponent into water only to see his knocked out body resurface, etc., makes up for the presence of the hud (I'm just a big immersion proponent).

I also like how they are using the items in the fight itself.

The only thing I would change? I would make the dynamism of the fights progressive; you can't start a fight in the same way you would end it, it starts with simpler techniques/attacks and ends with more powerful/complex ones to replicate the feel of the anime, with proper dialogue as the fight unfolds.
 
That video just made it a day one purchase for me. I think they have perfected the console Naruto game. I only wish we could get a One Piece game like this one...
 
Ether_Snake said:
The animations, the timing and the use of vertex-stretching + motion blur = perfect. I also like how accurate the environments in relation to the anime/manga. I was sad to see the inclusion of an extremely prominent hud but at least the overall movement of the characters, the small details like throwing an opponent into water only to see his knocked out body resurface, etc., makes up for the presence of the hud (I'm just a big immersion proponent).

I also like how they are using the items in the fight itself.

The only thing I would change? I would make the dynamism of the fights progressive; you can't start a fight in the same way you would end it, it starts with simpler techniques/attacks and ends with more powerful/complex ones to replicate the feel of the anime, with proper dialogue as the fight unfolds.
Do you mean single player or multiplayer? I mean, in a way, the fight does progress thanks to how you can transform on your last bar of health, or how if you've been constantly attack, your special jutsu is extra powerful if you can land it.
 
anyone know why CC2 hasnt announced the game in Japan yet??
theres no release date there yet either.. perhaps at TGS?

because i know it will sell like crazy in Japan..
 
k1s3k1 said:
anyone know why CC2 hasnt announced the game in Japan yet??
theres no release date there yet either.. perhaps at TGS?

because i know it will sell like crazy in Japan..

It was officially unveiled in Japan, so I guess that was there announcement. But it's going to be released in the US and Europe before Japan.
 
SolidSnakex said:
It was officially unveiled in Japan, so I guess that was there announcement. But it's going to be released in the US and Europe before Japan.
and yet, there's still no demo up on the Japanese PSN, let alone any sort of mention O_o

November's going to kill my wallet :(
 
That walkthrough video just convinced me of buying my first Naruto game this November :D It looks absolutely stunning and the gameplay seems to be solid.
 
If it's as good as the 360 Naruto game, I'll be getting this for sure. I liked the way the combat was in the demo, so I'm hopeful.
 
SolidSnakex said:
It was officially unveiled in Japan, so I guess that was there announcement. But it's going to be released in the US and Europe before Japan.

well in Japan it was ONLY announced as "naruto ps3 project" but not as "narutimate hero storm" and that was at last year's TGS right?
 
Ether_Snake said:
The only thing I would change? I would make the dynamism of the fights progressive; you can't start a fight in the same way you would end it, it starts with simpler techniques/attacks and ends with more powerful/complex ones to replicate the feel of the anime, with proper dialogue as the fight unfolds.

You do not need to force it on the player, just adapting the A.I. would make the player choose to do that just like Naruto characters do in their fights...

Why do not they start with their most powerful attacks first? If you do not defeat your opponent right then and there then your opponent will adapt and you will have lost an effective finisher move and a lot of chakra.

An A.I. opponent that adapts to your attacks in a similar way (depending on the difficulty level selected by the player) would force the user to carefully choose his/her attacks wisely and time them just right.
 
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