Naruto: Ultimate Ninja

The purpose of the ninja is to flip out and kill people.
Author: Sam Bishop
Published: June 2, 2006
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The 12+ strong roster of fighters all boast a fairly decent number of attacks. Since there's really only one attack button, plugging in d-pad directions mid-combo can set you up for juggles and the like, but we were a little too slow to pull most of these off. Throwing is accomplished by just being in close proximity, though one you through an enemy, it's possible to teleport over and hit them again. This can be countered if timed right, turning what would be a two-fer attack into a reversal. Though all characters have a projectile attack, there are more powerful versions that can be thrown that also pack status ailments like slower movement.


All characters can channel chakra power from the three-level meter to do things like walk on water, run up walls and, in the best use, unleash a special attack that, if it connects, launches into something of timed mini-game. Face buttons slide down the sides of the screen, and if you can enter the sequence correctly, will upgrade the attack, delivering. If you're on the receiving end, plugging in the same sequence will lessen the damage. The AI doesn't often mess up either the attack or defense strings, so it's important to nail these whenever they pop up.

Because the game is a little different, and because it really lacks a tutorial to introduce you to even the most basic stuff (some characters have advanced moves to refill health, and all of them can taunt to refill chakra power), there's something of a basic training course in Mission mode, though this is still a little confusing. It gives battles conditions beyond just dropping the opponent's life bar to nil, and we actually had more fun with this than the story mode with its quick and dirty cutscenes that "explain" why characters are fighting.

It all feels like a mix of Power Stone, Super Smash Bros. and maybe even a little Fatal Fury, but the game definitely has a look all its own. It wouldn't really be fair to call the game cel-shaded, since it's actually aping more of a manga style. Differing line weights shading with a few strokes rather than full color and tons of speed and reaction lines are thrown about quite happily. Thick kana punctuates super moves and when the game actually does launch into the more elaborate attack sequences, the animation and effects give it the feeling of a living comic in a very, very striking way.

The only part of the presentation that we're a little down on right now is the audio. Yes, the character voices (and, some here would argue, the characters themselves) can be a little annoying, but it's actually the fidelity during the fights that's the issue. Everything seems oddly muted for the most part, but then, inexplicably, a character will throw in some voice work during the super attacks that's crystal clear by comparison.

Still, we're impressed that CyberConnect2 managed to create a game that's as different-yet-familiar as it is. Ultimate Ninja might borrow from other fighting games, but it doesn't feel like it's biting the style completely, and in the end it actually makes for a more interesting game than your typical licensed fare. We don't see it getting adopted by fighting tourneys any time soon, but then we'll know for sure when it finally hits later this month. When it does, we'll make sure to take the final product through its paces and come back with a verdict.
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